øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1883.msg20427e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7ef4.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1883.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7ef4.html.zxg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/TNOKtext/htmlISO-8859-1gzip@øÕTNÿÿÿÿÿÿÿÿTue, 10 Mar 2020 05:00:14 GMT0ó°° ®0®P®€§²ð®g^ÿÿÿÿÿÿÿÿa5TN Grimoire LD's Notes, Patches, and Hacks (Dark Knight/Paladin Swap In Battle!)

Author Topic: Grimoire LD's Notes, Patches, and Hacks (Dark Knight/Paladin Swap In Battle!)  (Read 78645 times)

fedorajoe

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This is a big thank you again to everybody who pitched in to answer my questions.  The Pressure command is functioning great!

Just one last question.  When I was working on my hack, I was able to figure out, just through trial and error, which text pointers linked up to the commands, and restore the dummied text (I'm not a great hacker, but I'm very thorough).  But, I'm not sure how I would assign text to the text block that the new command generates.  Could someone give me a simple example of how this could be done?  Everything else is perfect and ready for showcasing in the next release of the hack.

Thanks again!!!

Edited to add:  Oh, one other thing...  Not a big deal, just curious about it.  The command still displays the @Hold spell name when first executing the command, as you would expect.  Is there any way to stop it from doing this?  (Again, not a big deal, just curious.)

Grimoire LD

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For your first question... you Really need to get the latest version of FF4kster (unless that screws up your mod somehow) that allows you to just go to Edit Messages, go to Alerts, change Message 08 (01 being 00 in Hex) to whatever you want the message to display, and there you go!

Hmm to your second question, that is likely because there is a "suppress" order to that in the other command routines, let me look at both Pray and Gird and the answer should be fairly obvious...

I did what would seem to suppress it now let's check the available bytes again...

$03/E1B2   A9 01   LDA #$01   A:0039   X:0000   Y:0000   P:envMxdizC - Load 01 into A. (Hold)
$03/E1B4   8D D2 26   STA $26D2  [$7E:26D2]   A:00A2   X:0000   Y:0000   P:envMxdizC - Store A in Next Action to take.
$03/E1B7   20 3E CD   JSR $CD3E  [$03:CD3E]   A:00A2   X:0000   Y:0000   P:envMxdizC - Jump to Start of Spell Routine
$03/E1BA   A9 C7   LDA #$C7   A:0003   X:0046   Y:FFFF   P:envMxdizc - Load Recall Pose into A.
$03/E1BC   8D C4 33   STA $33C4  [$7E:33C4]   A:00C0   X:0046   Y:FFFF   P:eNvMxdizc - Store A in Audio/visual commands.
$03/E1BF   A9 07   LDA #$07   A:0000   X:000E   Y:0000   P:eNvMxdizc - Load Message 07 into A (unused, feel free to use it)
$03/E1C1  8D CA 34   STA $34CA  [$7E:34CA]   A:0007   X:000E   Y:0000   P:envMxdizc - Store A in Message Data.
$03/E1C4 4C A6 85   JMP $85A6  [$03:85A6]   A:0007   X:000E   Y:0000   P:envMx - Jump to Message Input Routine.


We ended at C6... that leaves us 5 Bytes.

$03/E86B   A9 0B   LDA #$0B   A:0010   X:00CE   Y:0000   P:envMxdizC - Load 0B into A. (Specific Command to Show in your case it would be 15 )
$03/E86D   8D C8 34   STA $34C8  [$7E:34C8]   A:000B   X:00CE   Y:0000   P:envMxdizC - Store A in 7E34C8.
$03/E870   A9 10   LDA #$10   A:000B   X:00CE   Y:0000   P:envMxdizC - Load 10 into A. (Mini-Message Data)
$03/E872   8D C7 34   STA $34C7  [$7E:34C7]   A:0010   X:00CE   Y:0000   P:envMxdizC - Store A in 7E34C7.
$03/E875   60    RTS   A:0010   X:00CE   Y:0000   P:envMxdizC -Return

Now if you didn't want to use a message and wanted to use this instead, you would copy this from where you start at E1BF. That should give you Just enough room to make that work, should you want to suppress Hold showing itself.

Otherwise you can use both, but you would then have to use the free space at the end of all routines and repoint to there.

fedorajoe

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Grimoire LD, I just want to thank you again.  Pressure is now working absolutely perfectly.  I learned A LOT about how commands work from the discussion we've been having here, and it's really exciting to think about the possibilities.  For example, I can't help thinking how fun it might be to bring some characters from The After Years into an old school FFIV hack and experience some of their earlier adventures.  It would be work but it would be totally doable with command hacking now at everyone's disposal.

Also, I am definitely going to take a look at FF4kster.  That project was just getting off the ground around the time that I felt my Golbez hack was more or less settled, and so I've never tried it yet.  Definitely going to remedy that situation now.

Thanks again!!!

Grimoire LD

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Wonderful! I am glad to hear everything worked out exemplary in the end. I am glad to hear that the command work you've done to get Pressure working has made you start thinking about possibilities, if you need any assistance Chillyfeez and myself are here to help you. FFIV is limited... in some ways... but not so in others. It is a decently wide open system.

But let me think of which FFIVTAY characters would apply...

Child Luca, I suppose. Eight year old Leonora... I guess that's as reasonable as the Twins really.  Gekkou and Zangetsu, Definitely. They both seem to be men past their prime, so there's little reason why they shouldn't be in FFIV in some manner or another. Elder (for one battle...) seems like he could be an interesting character to tag along. We know Harley was Edward's Secretary in the Interlude as well, so she would also have been old enough to join the party (if you do put her in give her Blue Magic! She was Supposed to have it originally before Square decided not to for whatever reason.)

So there is Child Luca, Leonora, Gekkou, Zangetsu, Elder, and Harley

That's not a bad pool to actually borrow from.

The best part about FF4kster is most things have been bug tested fairly extensively by myself and others so there won't be anything in the newer versions like Corrupt your Game or Enemy AI as was standard in Zyrthofar's good attempts, but just not the right ironing out that was necessary to make it great.
« Last Edit: February 01, 2014, 11:58:26 PM by Grimoire LD »

fedorajoe

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Harley is the character I was really thinking about.  I've always loved Scholar-type characters despite almost always feeling that they are under-utilized and under-developed.  I saw your entry earlier in the thread about Piercing Sight and had to smile.  I would definitely want to include Blue Magic and Coin Toss as her other abilities if it came to that.

So, I remembered that I wasn't using the Steal command in my Golbez hack since Edge doesn't join the party, and I've now converted it into a fully-workable Taunt command, thanks to your earlier work!

One question, is it possible to apply just the visual and sound effects of a spell to a command, without including the spell's effect?  For example, I think it would be nice if Taunt had the visual effect of Confuse or Berserk, but I don't want to actually confuse or berserk the target.  (I realize that FF4kster might be able to do this, but even if so, I like to at least have a basic grounding in how the concept works.  I often find that I like to go beyond what an editor can do in one way or the other.)

Thanks again!

Grimoire LD

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It always pleases me to see another fan of Harley! Like you I too love the Scholar class and find it criminally underused (then again it was one of the classes chosen for FFXI...) but found their attempt at doing so in FFIV:TAY to be... haphazard at best. Especially knowing that Harley was supposed to have an Item Lore ability which Also got cut, it almost seems like they purposely took additional staying power away from her. Thankfully I was able to find a way to include the Item Lore ability and the x2 Item Healing Ring.


Oh yes, that can be done quite easily.(If you're not using Edge that gives you two commands to change as you will, Steal (and with a bit of creative thinking) Throw. Do you recall my coding mishap with telling you to set 07 at 33C4? Well if you would change that to 33C5 (the next byte over, which holds the default spell graphic)  and put 03 in there, you would have the Charm effect.

But... the easiest way to go about it is to take the spell you plan for Taunt in FF4kster and change the animations to match the White Magic Charm.

Pinkpuff

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DISCLAIMER

Be sure to backup your ROM before saving with FF4kster; as efficient as we are at nailing bugs when they appear, it is by no means certain that using it will not cause something to go horribly horribly wrong, espeically if the ROM in question has been edited using any other tools. Depending on how it is that you're handling the whole Golbez thing on a fundamental level, FF4kster may be perfectly safe or it may be quite volatile.

Also be aware that when it saves, it saves everything, even if you've changed nothing. So if you've moved any data locations, they'll probably get messed up even if you didn't edit that data using FF4kster (assuming it didn't hang trying to read from where the program expected to see that data).
Let's dance!

LordGarmonde

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DISCLAIMER...

-lol  :tongue: but you forgot "allows for so many possible changes that editing may become addictive"  :wink:

So, I remembered that I wasn't using the Steal command in my Golbez hack since Edge doesn't join the party, and I've now converted it into a fully-workable Taunt command, thanks to your earlier work!

Well ok then; I will file this under 'K' for kick-ass! Also, I never praised you proper for your Golbez hack; though I will say I really thought I did something wrong when "The-Ghost-of-Edward-Past" joined me in Toria - I didn't see that one coming!

We know Harley was Edward's Secretary in the Interlude as well, so she would also have been old enough to join the party (if you do put her in give her Blue Magic! She was Supposed to have it originally before Square decided not to for whatever reason.)

Harley + Blue Magic =  :childish:
"Now I know; and knowing makes it even more confusing..."

fedorajoe

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Unfortunately, it doesn't look like I can use FF4kster at all, because my Golbez hack is not based on the 1.1 ROM.  But, I do think I'll use it for any future projects.

Grimoire LD

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Ah? I thought FF4kster now worked regardless of version? Or are there still a few kinks with the v1.0 version?

chillyfeez

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No. Unless this has changed very recently, It can load 1.0, but it can't edit all of it correctly. Specifically, I know level up data and command code have different offsets.

Grimoire LD

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@Chillyfeez - I had thought PinkPuff put certain checks in place for 1.0? Since the difference is literally... sixteen bytes to offset or so. I must be thinking of something else then.

First off, about my "Spell fix" I mentioned a few posts back, looks like Phoenix found it six years ago and he ran into the same problem I did. He did this to fix his issue.

http://slickproductions.org/forum/index.php?topic=795.msg7622#msg7622 - This is definitely something to keep firmly in mind.

After Chillyfeez pointed out the empty space at the end of Bank 03 I began to wonder... what other banks might have free space in them? After all as great as battle matters are we shouldn't be confined to them forever, so I set out to search for some other free room in which we can link to and fro.

00 Bank - Situations that involve on-map matters including Obtaining Treasure and special event dealings like killing your party for Zeromus. Starts at 008000.

Ladies and Gentleman we hit the motherlode! This contains a Whopping 028A (650) bytes that are located from 00FD31-00FFBB

01 Bank - All Dealings with the normal Menu. Starts at 018000

Hmm, not much here unfortunately. At least on a basic End Bank manner. Only blank space is at 01FF35-01FFFF. Giving us only CA (202) bytes to add to the menu dealings.

From an Actual bank not just end data there is a quizzically large absence of data from 01DE4F-01E2FF. This is another large helping of 4B0 (1200!) freed bytes! And since this is the Main Menu imagine how much this frees us up to do what we want?! This sort of empty space not at the end of a bank means though that something was gutted and it left a gaping hole. I have to wonder what was originally here?

02 Bank - This one I've only seen used in very few instances and mostly in relation to Battle Menu dealings. Starts at 028000.

Very little free room here, even less than 01 Bank. Starting 02FFBE-02FFFF which is only 32 (50) bytes to work with.

This has some weird spacing issues. At 029AB7 there's six lonely FF bytes, with some nonsensical instructions thrown in there that simply can't be used as there is no way out of this weird quagmire of FF's which would just crash the game if read. So that means that this set of free bytes extends to 029AB7 to 029AC8.

03 Bank - The bank that is Chillyfeez's and my specialty. This is everything related directly to battle. This thread contains a good amount of information of what can be found within.

As Chillyfeez pointed out some time ago there is a bit of free space here. This starts at 03FEE3-03FFFF which is 11C (284) bytes. This is a decent amount of room to work with.

At 03F210 there is a sequence of FF's that run from 03F210-03F27F, Eh 6F (111) more free bytes. It could be useful.

04 Bank - ?? We have never found any code that has to do with a Bank 04. If it is a bank there is no free space allocated at the end of its bank.

So in conclusion...

Bank 00 - Maps and Events -   28A (650) bytes that are located from 00FD31-00FFBB
Bank 01 - Main Menu           -   4B0 (1200!) bytes that are located from 01DE4F-01E2FF
Bank 01 - Main Menu           -     CA (202) bytes that are located from 01FF35-01FFFF
Bank 02 - Battle Menu(etc)  -     32 (50) bytes that are located from 02FFBE-02FFFF
Bank 02 - Battle Menu(etc)  -     11 (17) bytes that are located from 029AB7-029AC8
Bank 03 - Battle Dealings    -     6F (111) bytes that are located from 03F210-03F27F
Bank 03 - Battle Dealings    -    11C (284) bytes that are located from 03FEE3-03FFFF

And there you have it! There's quite a bit of room to mess around with in areas that we likely should take into greater consideration, knowing that we don't necessarily need to replace Anything, just adding a proper JSR to the right areas to enhance anything.
« Last Edit: January 03, 2015, 12:03:44 AM by Grimoire LD »

chillyfeez

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I gave up using 1.0 in late november/early december last year because of FF4kster compatability. I guess we could look to find out for sure...

Nope, still doesn't read Recall or Sing right.
Maybe you're thinking of the check she put in for header/non-header?

koala_knight

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01 Bank - All Dealings with the normal Menu. Starts at 018000

Hmm, not much here unfortunately. At least on a basic End Bank manner. Only blank space is at 01FF35-01FFFF. Giving us only CA (202) bytes to add to the menu dealings.

From an Actual bank not just end data there is a quizzically large absence of data from 01DE4F-01E2FF. This is another large helping of 4B0 (1200!) freed bytes! And since this is the Main Menu imagine how much this frees us up to do what we want?! This sort of empty space not at the end of a bank means though that something was gutted and it left a gaping hole. I have to wonder what was originally here?

I believe that *might* be all the options that were left out of the US version of the game; Battle Mode, Custom Controls, and Multiplayer.

Grimoire LD

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@Chillyfeez - I must be, thanks for the reminder.

@Vanya - That is an Extremely likely possibility.  I didn't think about that, but hey. More data for us to use as we like, right?