øAslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=2025e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index83a9-3.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index83a9-3.html.zxžh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀK–ÛOKtext/htmlISO-8859-1gzip0|Ö–ÛÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:31:25 GMT0ó°° ®0®P®€§²ð®žh^ÿÿÿÿÿÿÿÿ,0–Û Show Posts - Deathlike2

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Messages - Deathlike2

2026
Gaming Discussion / Re: FF3/6 - Float Hates Inns and Tents
« on: August 18, 2008, 12:50:09 PM »
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Someone forgot about that minor check apparently as that is the only way of allowing one to cast Float on a character having the Angel Wings/Cherub Down equipped.

This is fixed in FF6A.
Was it fixed, or did you open the menu and see the status re-applied? Remember, the equipment check function is called when you open the menu, so any statuses that need to be set will be set then.

It is fixed. I'm not sure if the status is reapplied or that it was never removed in the first place (can't tell the difference since death status takes precedence, all statuses would be hidden I suspect anyways).  I'm very aware of how the equipment menus reapply/reinstate the status, so I don't touch those menus to check for this. The status itself does shows up again after revival from either method that was mentioned.

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Does imp behave the same way as float in this regard?

No. Imp is removed after using said items or the inn. There is no perma-Imp status (unless you hack that in somehow).

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Well, wouldn't the alternative is changing the Life/Fenix Down code to readd the statuses back on the character, or is that out of the question?
It can't be re-added. When it attempts to set it and the blocking is also set, the blocking will prevent the status from ever being set again until the battle ends. One conceivable way to fix it would be to bypass the "status to set" bytes and manually set it in the "current status" bytes. This can be very dangerous, though.

Someone's gotta live dangerously.

2027
Gaming Discussion / Re: FF3/6 - Float Hates Inns and Tents
« on: August 18, 2008, 12:31:37 PM »
iirc, the fix would require some revamping of the status-granting code, and it'd be tricky to avoid changing other status-granting behavior.  one approach at the start of battle is to give characters their equipment-granted statuses, *then* give them their carried-in-from-outside-battle statuses (e.g. Wound).  at one point, i was thinking about adding an extra call to C2/4391 in function C2/27A8, or splitting off part of C2/27A8 into its own function so i could call it twice..  foggy on how it'd work.

Well, wouldn't the alternative is changing the Life/Fenix Down code to readd the statuses back on the character, or is that out of the question?


Quote
Quote
there's something about a death status that requires some extra checks to be done, and that stuff has been carried over in FF6A (although, the bug you mentioned is fixed in FF6A anyways.. Life and Fenix Downs behave the same there)

how can you tell that Life and Fenix Downs behave the same on FF6A, given the Inn/Tent/etc related bug is fixed?  or were you testing this using the  "Death, Petrify, and Zombie lose permanent status beginning battle, but not immunity" bug?

I was talking about the bug you referred to in your first reply. Life and Fenix Downs both revive the character with Float status instead of just Life.

2028
Gaming Discussion / Re: FF3/6 - Float Hates Inns and Tents
« on: August 18, 2008, 11:33:34 AM »
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Well, the perma-status thing doesn't seem like a bug.. more like annoying behavior.

no, it's a bug.  read the description in ZED's guide for how obnoxious it is.  it's like the inanimate Relic becomes capable of spite.


Speaking of which, is there a fix for this?

I think it has a lot to do with the animation code, but I could be wrong... there's something about a death status that requires some extra checks to be done, and that stuff has been carried over in FF6A (although, the bug you mentioned is fixed in FF6A anyways.. Life and Fenix Downs behave the same there).

2029
Gaming Discussion / Re: FF3/6 - Float Hates Inns and Tents
« on: August 18, 2008, 11:08:29 AM »
actually, you can get Float off of a Cherub Down wearer using the "Death, Petrify, and Zombie lose permanent status beginning battle, but not immunity" bug.  then after the second battle, use Fenix Down on the character, and you'll be able to cast Float on them.  oddly, if you cast Life rather than using Fenix Down, their Float is restored..

Well, the perma-status thing doesn't seem like a bug.. more like annoying behavior.

Life and Fenix Down probably use different checks, which is probably the case.

2030
Gaming Discussion / FF3/6 - Float Hates Inns and Tents
« on: August 18, 2008, 08:39:05 AM »
When you sleep in either form.. via Inns, Tents, or Sleeping Bag, the Float status is removed from the target, regardless if any of the character's equipment (Angel Wings/Cherub Down) has perma-Float status. Someone forgot about that minor check apparently as that is the only way of allowing one to cast Float on a character having the Angel Wings/Cherub Down equipped.

This is fixed in FF6A.

2031
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 17, 2008, 10:26:26 AM »
http://rapidshare.com/files/138007928/FF3Hack3.7z.html - They didn't meant evil tentacles as tough as they used to..

http://rapidshare.com/files/138008169/FF3Hack3.7z.html - Other characters can use other desperation attacks it seems...

http://rapidshare.com/files/138008549/FF3Hack3.7z.html - That's an amazing suicide spell. (I already know why that is, I just find it amusing.)

Space please?


Anything involving James seems out of place.. hopefully the script factors it when he's not there (he's optional as surprising as that sounds)


Missing a ?


"Beasiary?"


 :edit:

Berserk seems to randomly execute Jump...
http://rapidshare.com/files/138019500/FF3Hack3.7z.html

Mmmm.. treasure...
http://rapidshare.com/files/138022597/FF3Hack3.7z.html

Zombies inflict something more useful (at least the evade bug is fixed to properly exploit this):
http://rapidshare.com/files/138028652/FF3Hack3.7z.html

Flare (the renamed Merton/Meltdown) has got to be the most overpowered late WOB spell ever.

2032
General Discussion & Support / Re: Pwnzjoo's Playthrough
« on: August 17, 2008, 01:21:08 AM »
These are the "did you playtest the hack yourself moments"...  :tongue:

The high magic evasion generally comes from the Cursed Ring.

2033
Gaming Discussion / Re: Final Fantasy III: Eternal Crystals Bugthread
« on: August 17, 2008, 12:20:10 AM »
Remember this message?


Battle script is unchanged unfortunately. It's strictly a sprite replacement.

 :edit:

It's interesting how I get to play around with a dual Tempest setup on Shadow (all Katanas can be equipped on Shadow, plus they all have the Genji Glove property). Unfortunately I want my damned mblock (evade patch not fixed in this hack)!

 :edit:

Without trying to take more pictures of the seemingly botched Zemus+Kefka dialog.. I'll give you the following..

Yep, I can read minds too!


Seems like fair game...


I guess...


2034
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 16, 2008, 11:16:30 PM »
I liek that "next 3 formation option". I think it should be used more...

Allowing 16 formations for the Floating Continent seems like a good idea. Although most are duplications, it was designed well enough that any 4 possible formations you face are not duplicates... and the good rare monster formations appears even more rare (since it is a 1/16 chance for those showing up, plus another 1/4 chance you get a very rare formation that you don't normally see will show up)... it could be more useful than it is now.

2035
General Discussion & Support / Re: Pwnzjoo's Playthrough
« on: August 16, 2008, 11:02:34 PM »
Hmm.  Maybe this has been brought up before as well, but I got monsters from the heal tile in the lunar area, and it was 3 sorcerors, all of whom decided it was a good idea not to attack me... Intentional??

The monsters being there to begin with is part of some dumb bug the programmers forgot about.

The monsters battle scripts are messed up due to location of the battle.

2036
General Discussion & Support / Re: Pwnzjoo's Playthrough
« on: August 16, 2008, 10:47:25 PM »
Ahhh.  So the two sorcerors was just a joke enemy, because it's so hard.  Gotcha.

No.. they aren't. You'll find more.

Those treasure chest monsters were designed to "play nice" (aka lose and still get the treasure). It won't be the same later on.

2037
General Discussion & Support / Re: Pwnzjoo's Playthrough
« on: August 16, 2008, 10:41:20 PM »
What timer issue are you speaking of? Other than the migration to 1.1 is to fix Sleep/Paralysis with Stop.. there's only one major script-timer issue with those tree monsters that use Poison while under Charm...

I recall the game crashing in a battle with Ghosts when they applied count to my party, I thought that was related to the other timer issues in some way although I can't say for sure, I don't remember the specific circumstances. It's still a  good idea to port it to 1.1 to fix sleep/paralysis and stop even if it has no effect on Count.

I remember it was isolated to a few formations with the varients on Mt. Hobs, and perhaps a back attack is involved.

2038
General Discussion & Support / Re: Pwnzjoo's Playthrough
« on: August 16, 2008, 10:04:15 PM »
*edit*
DKK, did you ever fix any issues with FF2usHT like you did with FF3usHT?  I might be getting in the mood to stop playing Romancing SaGa and start working to fix FF2usHT. 

Nope. One thing I'd suggest is porting it to version 1.1 to fix the timer issue, shouldn't be too hard to copy all your data changes over, at least one monster (The Ghost) can crash the game because of the broken timers.

What timer issue are you speaking of? Other than the migration to 1.1 is to fix Sleep/Paralysis with Stop.. there's only one major script-timer issue with those tree monsters that use Poison while under Charm...

2039
Gaming Discussion / Re: Final Fantasy III: Eternal Crystals Bugthread
« on: August 16, 2008, 03:15:43 AM »
Well, this is my current breakdown of the hack...

1) Lots of monster cosmetic changes and connected script changes were made... but drops are virtually the same, and it is essentially replacing said monster in the usual formations. Not that interesting as far as I'm concerned.

2) Some changes to the equipment setup were made, but they were in the form of moving stuff around, and changing/removing behavior of semi-crappy equipment to more dedicated character-only ones. Some good, some bad, it almost looks like random chance of changes for existing stuff.. not too well thought out in a number instances.

3) Script changes aren't bad, but a number of visible hideous errors exist (well, for in battle messages anyways). Description changes to equipment are very lacking, and uninteresting... borders on "meh". Naming of the equipment needs work.

4) Changes to the character seems solid and command changes fit well.. then again I don't get understand Setzer is the odd-spellcaster of the bunch. I like Mog (since he dances) or maybe Gau because (well, it's Gau) for this purpose they seem to have seemingly natural magic ability. There's a huge negative that those that can equip espers are the only ones gaining stat growth... without even neutering them a bit for this benefit. Overall, a semi-mismash of  changes that are not well thought out.

I'm not sure how to rate this, but on a scale of 1 to 5, it would be a 2, or a C+ on a standard grading scale.

Note: Kain looks kinda weird walking....

Constant :edit:  :tongue:

I don't know how people can praise this hack. It barely borders on mediocre. There are a bunch of good well thought out stuff, that have equally poorly thought out stuff, that doesn't make this hack solid whatsoever... which seems to be the theme for this hack in general.

2040
Gaming Discussion / Re: Final Fantasy III: Eternal Crystals Bugthread
« on: August 16, 2008, 02:48:38 AM »
I've had a breakthrough (well, somewhat anyways)...

I remember checking out Zophar's Domain recently, and found the hack listed there (it's nice that they've revamped that hell).

http://www.zophar.net/hacks/snes/final-fantasy-3/ff3-the-eternal-crystals.html

The webpage linked is outdated... http://www.geocities.com/metroidquest/FF3Eternal/FFscreenshots.htm

The "homepage" of the hack is this... http://www.geocities.com/metroidquest/FF3Eternal/index.htm

Finally, I easily guessed how I'd access the main page... http://www.geocities.com/metroidquest/

The e-mail addy is there, plus he doesn't seem to put a readme in the file... and the version uploaded to Zophar's is woefully outdated.