øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7fd2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7fd2.html.zxƼg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.¼ÝOKtext/htmlISO-8859-1gzip8:Ö¼ÝÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:21 GMT0ó°° ®0®P®€§²ð®żg^ÿÿÿÿÿÿÿÿ'"¼Ý Show Posts - Pinkpuff

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Messages - Pinkpuff

31
Perhaps; but in any case, I think we kind of got distracted by why I wanted it and forgot about the main question, how to accomplish it.

Essentially, all I'm looking for is D-handers to be able to use two off-hand items, like shields. If making that one change doesn't cause Fight (actually Yang has a renamed Aim) to break, then that should be all that's needed.

32
Also, how do you distinguish a note that's held for four units of time from four notes each played for one unit of time in rapid succession? Like a whole note versus four quarter notes (all the same note/pitch) with no rests in between?

33
Thought Yang's high attack power simply came from having massively high strength, but hey, what do I know? Those are admittedly the details I don't generally spend much time examining.

Well, we can try it and find out ^_^

Something to consider, Pinkpuff: if rings are defensive items, they won't give Yang any attack bonuses (outside of collateral multipliers from extra Str and Ago). They would only give defensive bonuses (protection against fire, or against zombie attacks, or whatever).

Exactly; the idea with this solution is to accept that Yang can't get those elemental/racial attack bonuses and instead give him something else more unique. Being able to wear two stat sticks essentially.

Pinkpuff:  Can't you just make two Yang-only weapons, using ring icons, that give you what you want?  Or is there no way to give a weapon shield-like stats?  (I only have a few XP using your wizardly invention, FF4kster)

Well this is a tweak being made to an already heavily hacked game which currently contains no claws and a bunch of rings. I was hoping to use existing elements to improve his endgame viability. Not that he's not a viable character at all, it just seems like the other pure fighters do what he does a little better overall. Any claws I make would remove other (cooler) weapons, and any weapons I make that look like rings would also not only be replacing other weapons but would cause confusion when the player tries to put them on other ring-wearing characters, so I'd prefer not to go down that route if I don't have to.

34
I didn't make any custom code or anything; I just wasn't sure if there would be a penalty to his attacking or not if he was wearing two rings because I didn't have a chance to try it this morning. If there's no penalty by default, then that answers that question. So I guess all I would be interested in then is how easy it would be to make it so someone with two "off-hands" can wear two off-hand items.

Essentially, I'm trying to give Yang a little more of a competitive edge with respect to the other fighters. He has speed and is pretty durable even without being able to use heavy armor, but I'm not sure it makes up for his lack of ability to take advantage of races and elemental weaknesses like Kain and Cid. I hoped it would be as simple as setting his handedness to "neither" and giving him ring equips so he can at least get some super stat buffs and still be able to attack.

I didn't realize that martial arts wasn't a thing in this game. I thought Yang had something special that gave him good unarmed damage; I guess not? In any case nothing special has been hacked in regarding that.

If it's complicated, don't worry about it, you have your own hacks to focus on. I can find another way to tweak him.

35
I tried making Yang "neither handed" in Unprecedented Crisis in the hopes that he could equip two rings and still attack with his martial arts bonus. I had to go before I could test attacking but it seems that he can only equip a ring in his left, not his right. Is there a simple fix to this? And does anyone know off hand whether that would break martial arts?

Thanks

36
Final Fantasy IV Research & Development / Re: Any info on Vehicle hacking?
« on: September 09, 2016, 06:00:40 AM »
Will you have the drill dig a canal that opens up another section of the world, FF1 style?

37
General Discussion / Re: We are back in business!
« on: August 30, 2016, 05:21:33 PM »
What I'd love to see is if it were taken to the next level entirely and just have some kind of FF1 roguelike almost with randomly generated dungeons. Maybe even just one huge dungeon that you just delve deeper and deeper into with "town" type floors along the way. You could have "power levels" associated with equipment making it less likely or even impossible to generate end game gear in the beginning and more likely as you go deeper. I'm well aware of how much of an overhaul that would be and the ridiculous amount of work that would entail but it seems like it would be totally awesome.

38
I'm reading the tileset from the ROM.  Here's the code: https://github.com/Entroper/FF4MapEdit/blob/0.3.1/FF4MapEdit/MainWindow.xaml.cs#L176

Thanks! This was the only real thing holding me back from implementing world map editing in FF4kster. Hopefully I can make sense of the code ^_^

Feel free to ask if something doesn't make sense.  :)

I've learned a ton from reading the source code to various ROM tools, so part of the reason for doing this project was to let other people read my code and do the same.  The license file will back you up.  :)

Thanks!

Mainly what I was confused about is detailed here:
http://slickproductions.org/forum/index.php?topic=1866.msg25002#msg25002

Perhaps you can confirm if I was on the right track?

39
If you tell me the size of the expanded rom I can give you a hacked FF4kster that detects your rom specifically ^_^

40
I'm reading the tileset from the ROM.  Here's the code: https://github.com/Entroper/FF4MapEdit/blob/0.3.1/FF4MapEdit/MainWindow.xaml.cs#L176

Thanks! This was the only real thing holding me back from implementing world map editing in FF4kster. Hopefully I can make sense of the code ^_^

41
Are you reading the graphic tiles from the rom dynamically or using static built in images?

42
Final Fantasy IV Research & Development / Re: AI Frustrations
« on: July 30, 2016, 12:10:09 PM »
FF4kster will display moon AIs for monsters that appear in random encounters in moon maps. If the monster is only fought as an event or chest battle, it will probably show non-moon AI. If you put the monster in question in one of the random encounter sets for one of the moon maps (you may have to save and close FF4kster and re-open), then it should show moon AI for that monster.

I kept meaning to make a toggle button for switching between AIs but it's been so long and that code was a nightmare even when I was actively working with it that it's unlikely to happen at this point.

43
The "job" name is Ankoku Kishi (Dark Knight) so I would wager that the name might have been an early development name for who we now know as Cecil. OR it could have been the dev name of a different playable character and it was chosen for being (tied for?) the longest to make sure the spacing of the text and windows looked ok. The "all zeros" look like they're there as placeholders for spacing as well.

The portrait definitely shares elements with what we're familiar with for DK Cecil's portrait, but also with Kain's portrait. I wonder if they were both originally based off a single character?

The top left says "New Game" and the box below it has "Save 1" through "Save 4", also the box at the bottom says "Is this data ok? Yes/No", so I think this is the "load game" screen (the one immediately after the title screen).

Second picture (the shop) looks pretty much exactly like what was in the final product. It's completely populated with 0 Gil Crystal Shields though LOL.

Third picture looks like there were going to be four options to choose among for button layout. The first one is (mostly) what we're used to. A is confirm, B is cancel, X is menu, Y is "all cancel"?? The others are stepwise counter-clockwise rotations of that configuration.

Re: FF7 SNES -- I wouldn't be surprised if they were going to originally attempt to release FF7 for the SNES-CD / Nintendo Playstation.

44
Is there any way to make the background scroll with the map when working in the Maps Editor?

There is currently no such functionality in FF4kster.

45
Green/blue is used for the sylphs. That's why in Unprecedented Crisis when I put sylphs into the Feymarch, it made the chocobo look messed up. I could have figured out a way to work around it, but I just ran with it and called it a rainbow chocobo.