øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=1245e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index80f8-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index80f8-2.html.zxÝåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈàúïOKtext/htmlISO-8859-1gzip8:ÖúïÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:40 GMT0ó°° ®0®P®€§²ð®Üåg^ÿÿÿÿÿÿÿÿ úï Show Posts - chillyfeez

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Messages - chillyfeez

1246
Final Fantasy IV Research & Development / Re: Command Behavior
« on: December 01, 2012, 10:24:33 AM »
chillyfeez:  You can bet that I am frequent visitor to the resources that you mentioned.  I also never would have gotten as far as I have without FFIVTools, FF2us Multi Editor, and SMC Hack.  I really can't thank the designers of these tools enough, not only for what they actually do, but also for what they taught me about hacking, how to figure out what is what in the ROM, etc.
Agree on all of the above. Are you gonna post the new version on the blog linked beneath your messages? Can't promise I'll play through the entire thing right away, but I will get it and eventually play it.

1247
Final Fantasy IV Research & Development / Re: Command Behavior
« on: November 28, 2012, 03:35:00 PM »
I've never looked for that particular information, but if I was looking for it I would check:
  • The Final Fantasy 4 Reference Book (http://rb.thundaga.com/) This is a single site that contains a lot of compiled data location documents.  In the past I've found JCE300GT's document and the Tower of Bab-il Docs helpful (all found on that site)
  • Troll around this forum for things posted by Phoenix
  • It can be a little hard to find, but Yousei's FFIV hacking document contains a lot of data locations. I came upon it by accident, attached to a ZIP file containing his overworld map editor from romhacking.net (http://www.romhacking.net/utilities/191/)
Bear in mind that Yousei and Phoenix are/were oldschool rom hacking geniuses, and sometimes what they write seems to be in a different language if you, like me, come from little or no actual programming background. It may take some time to read through and actually understand what they've written.

Also, if you want to simplify the process, Pinkpuff has developed (is developing? ...it may still technically be a work in progress) an editor that enables you to change the spell behavior of commands. you can find it on this forum, here: http://slickproductions.org/forum/index.php?topic=1713.msg17092#msg17092
Hope this helps!

1248
Final Fantasy IV Research & Development / Re: Need a White Mage Portrait
« on: November 15, 2012, 01:42:07 PM »
I think it ended up pretty OK...

1249
Final Fantasy IV Research & Development / Re: Need a White Mage Portrait
« on: November 15, 2012, 10:58:33 AM »
You know, I never thought of cropping an image... Not sure I'll use that one specifically (I want the gender to be more vague than the hair style of this image implies), but this definitely opens up the possibilities. Thanks!

1250
Final Fantasy IV Research & Development / Re: Need a White Mage Portrait
« on: November 13, 2012, 03:10:43 PM »
Thanks! I should be able to work with that. I don't own any of the devices TAY is available on, so even though I'm roughly familiar w/ the story, I didn't know there were playable generic white mages.

1251
Final Fantasy IV Research & Development / Need a White Mage Portrait
« on: November 13, 2012, 10:09:47 AM »
Hey all.
Anybody know where I can find a good generic white mage portrait (you know... white hood, red trim, vaguely female)?
It would have to be compatible with the portraits in the menu screen, so 32x32, 3BPP.
I've tried googling for it.  I get sprites, but no portraits... or portraits that are too large with way too many colors (like the one from from FFT).

1252
Final Fantasy IV Research & Development / Re: Decoding World Map Triggers
« on: October 21, 2012, 08:27:04 PM »
I was thinking, decrease the size of the world map representations of some towns.
Baron: 4 tiles
Toroia: 3
Mist: 2 (and I think only one is ever used, because it is cut in half after the earthquake)
Agart: 2
Mysidia: 2
And, saving the best for last, there are two tiles at the base of The tower of Bab-il in the Overworld map that are triggers, but are completely unreachable.  I looked at their data, they're not even event triggers - they're entrance tiles.  One for the Giant's mouth (B5), and one for onboard an airship (C0)... really have no idea why they are there, but they are seemingly expendable.

1253
Final Fantasy IV Research & Development / Re: Decoding World Map Triggers
« on: October 21, 2012, 12:09:48 PM »
Well, at any rate, setting up a trigger in the world map in the way that would be proper in a location map teleports you to a glitch world (that has interactive NPCs and is exitable, believe it or not).  I'm guessing that the lack of text ability and the exclusion of world maps in the treasure index are at least partly responsible for this.

I suppose you could still hide treasure in the world maps, but you'd have to do it by way of an event:
Put a hidden trigger somewhere on the map, linked to an event that adds an item or GP.  Maybe you could signify that something has happened with a screen flash or a sound effect (both of those work fine in the world map).  Of course, unless you used (READ: wasted) an event flag on this, the treasure would be infinitely re-collectible...

1254
Final Fantasy IV Research & Development / Re: Decoding World Map Triggers
« on: October 19, 2012, 11:04:03 PM »
So I just did some trials.  Seems like anytime you try to call an event in the Overworld that involves any dialogue, as soon as the dialogue is cued to appear, the game simply freezes.  Whether my reasoning about RAM is correct or not, it seems the Overworld was not programmed to be able to support the use of dialogue.

1255
Final Fantasy IV Research & Development / Re: Decoding World Map Triggers
« on: October 19, 2012, 10:41:21 PM »
I don't know about that, Deathlike2.  Using Yousei's editor, I once created a land bridge from Baron to Mysidia, thereby enabling one to walk from the Mist Cave all the way to Mt. Ordeals.  It worked just fine - bridge even crossed into Eblan's territory, so the same walking trip involved monsters from all three regions.

1256
Final Fantasy IV Research & Development / Re: Decoding World Map Triggers
« on: October 19, 2012, 08:13:36 PM »
You mean like, "Hey why can't I step on this forest tile?" *Hits A* "Found cool item!"
Exactly! Wouldn't that be cool?
My only guess is that the dialogue screen never comes up ever on the overworld. It probably won't work the way you expect.
I Didn't even think of that... My concern was that there are no chest-type tiles used in the world maps. If you try to assign a treasure to, say, a staircase in a location map, it doesn't work... In theory there would have to be a way to change the ASM of tiles so that a world map tile functions as a chest.
Is the world map any different from the field?  Is the world map basically a stripped down version of the field, where you can only access the menu, get into random battles, and go to field events (where almost all of the story happens)?
One thing that is definitely true about the Overworld map is that it is 64 times the size of any location map.  Given the hardware limitations of the SNES, I'd wonder if the game had enough RAM to load a world map that had all the interactivity of a location map...

1257
Final Fantasy IV Research & Development / Re: Decoding World Map Triggers
« on: October 18, 2012, 11:40:36 AM »
On a more philosophical note... since world map triggers seem to work exactly the same as location map triggers, I wonder if it's possible to hide treasure in the world maps...

1258
Final Fantasy IV Research & Development / Re: Decoding World Map Triggers
« on: October 18, 2012, 11:38:18 AM »
Confirmed- the six bytes preceding this table are pointers. Overworld triggers start at byte 0000, underworld at 0122, moon at 0177. So it is possible to redistribute triggers. That's not ground breaking news, but I wanted to make sire that info was also on this thread...

1259
Final Fantasy IV Research & Development / Re: Decoding World Map Triggers
« on: October 17, 2012, 04:46:29 PM »
You know, now that you mention it, I've seen that post of yours before. Guess I haven't played enough with tile event calls to have remembered it.

1260
Final Fantasy IV Research & Development / Re: Decoding World Map Triggers
« on: October 17, 2012, 04:08:52 PM »
"Entering the Tower of bab-il" is not an event like we tend to think of it, it simply puts you in the entrance of the tower.  There are two tiles because the tower is two tiles wide. I'm guessing they had a finite number of "Entrance" trigger tiles to work with, and ran out before programming the tower... or something like that...