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Messages - Deathlike2

3226
Final Fantasy IV Research & Development / Re: FF4A Equipment Additions
« on: February 02, 2008, 03:41:39 PM »
Ok, fixed the list now.

Tiger Fangs - no paralysis
Dragon Claw - no dragon multiplier
Loki's Lute - no multipliers applied
Mist Whip - no paralysis
Assassin Dagger - no death
Piggy's Stick - no piggy
Rising Sun - not a "projectile"/Aerial elemental
Requirem Harp - no drain elemental
Gigant Axe - no poison
Perseus Bow - not a "projectile"/Aerial elemental

If I missed anything, please let me know.

3227
The strength armlet on young Rydia makes sense, since Rydia is transformed back to young Rydia for her trial in the Lunar Ruins.

Sure, I understand consistancy. That's kind hard to see in this game at times...

Do you know what happens if the listed items are equipped on Younger Rydia... does Older Rydia stick with it or is the equipment automatically deequipped after the trial?

3228
"Blue" really fucks things up.. since it seemed to be rewritten for one monster... the Blue Dragon.

3229
I dunno, Rydia's the strongest of them all.. just capped by the lame weapon/armor selection.

3230
Hmmm, I never really thought of the crystal being a Darkness attack (although, stupid Golbez/Cecil confuses the issue).

Yeah, Zeromus's transformation is triggered by being hit with the dark element.

Just checking, but this entire list includes FF4A right? It's relative to what I need to know.
I get the strange feeling that Darkness elemental resistance is useless on the Vishnu Vest.

As far as I know nothing was changed in FF4A, so this should still be relevant. I wouldn't doubt it a bit if they gave you a useless resistance, that's just the way FF4A is.

I forgot to mention Caesar's Plate also resists Darkness...

Quote
You know that's just evil. That's just as fucked up as Blaze is (I had a tough time at one point in my mind to register that as an Ice attack).

Perhaps why they localized Blaze as "Frost" in FF5A.

Hmm.. I'm trying to recall if it was Dragon's Breath (Dark Elf was a Dragon) or Dark Breath... no matter. The image it used for the attack was ice...

3231
Is this editor public? If yes, where?

3232
Cecil has the monopoly on dark-elemental attacks, he gets the dark knight equipment obviously and the crystal in the final battle. Other than those nothing uses dark.

Hmmm, I never really thought of the crystal being a Darkness attack (although, stupid Golbez/Cecil confuses the issue).

Quote
Here's a list of everything holy:
  • Holy
  • Meteo
  • W.Meteo

I felt like that was the big duh.

Just checking, but this entire list includes FF4A right? It's relative to what I need to know.
I get the strange feeling that Darkness elemental resistance is useless on the Vishnu Vest.

Quote
And I thought you might like this one: D(ark).Breath is fire-elemental.

You know that's just evil. That's just as fucked up as Blaze is (I had a tough time at one point in my mind to register that as an Ice attack).

3233
Isn't this list slightly different in FF4A?

According to Entroper's list, the Zeus/Giant's Gloves is not equippable on Rydia in FF4A altogether and Strength Armlet is equippable on both Rydia forms.

3234
Well, FF5 hacks need some love too... but it just seems to me that less research in done in terms of battle algos than anything in FF4. FF5 needs like a complete editor... (all the algos are documented, which is great)

3235
Final Fantasy IV Research & Development / Darkness/Holy elemental attacks
« on: February 01, 2008, 09:42:41 PM »
Other than Cecil's Shadow weaponry and Holy+Meteo, what monster attacks are Darkness/Holy based?

3236
Anyone willing to give a complete list of equipment that both Rydia forms can't equip?

All I'm sure about is that the staff set is unequippable by Older Rydia.

3237
I was thinking about this a little when responding to a post on RHDN regarding palette swaps...

There are certain commands that seem to have their own sprite animations.. like Kick and Jump (and maybe a few others I can't think off the top of my head). Are these usable for the other characters and do they function properly (graphically and do correct damage)?

3238
Final Fantasy IV Research & Development / Re: Official request thread
« on: February 01, 2008, 05:47:42 PM »
It's about time someone improved the graphics.  :wink:

Are there things that have yet to be document battle-wise? I think I've about covered it all (I could be wrong but meh).

3239
Game Modification Station / Re: FF6 - possible bug
« on: January 31, 2008, 10:35:10 PM »
still, there's the matter of if a character is killed while attempting to use Tonic, then they are revived, why should they have to wait til the end of battle to get that Tonic back into inventory?  it's not like the Tonic rolled meters away from them and they have to scour the ground for it.  obviously, the end-of-battle check serves as a catch-all, but there's no good reason that restoral shouldn't happen sooner/immediately.

at one point, i think Imzogelmo suggested cutting off all the ways a character can be taken out of commission (e.g. dying, being petrified, being Sneezed, etc, etc), and adding an item restoral call to each one.  if the character died before they can use an item, it's presumably still on their person, so the party shouldn't even have to wait for the character to be revived just so they can have access to the item -- rigor mortis aside.

Instead of having an item restoral call to each one, you need to set a byte (a new variable or whatever) that says they are unable to execute their turn (although, shouldn't that already exist...?) Just check this variable after the list of status checks and then just call the item restoral function when applicable.

3240
Game Modification Station / Re: FF6 - possible bug
« on: January 31, 2008, 05:43:20 PM »
Ok, my attempt to fix the bug instead caused it to occur more frequently (maybe even 100%, I dunno, what's 1/1?) :tongue: This is where I tried to put it:

Code: [Select]
Item
C2/1897: 9C 14 34     STZ $3414   (Set ignore damage modification)
C2/189A: A9 80        LDA #$80
C2/189C: 14 B3        TRB $B3     (Set Ignore Clear)
C2/189E: BB           TYX
C2/189F: A9 01        LDA #$01
C2/18A1: 8D 12 34     STA $3412
C2/18A4: AD 7D 3A     LDA $3A7D
C2/18A7: 20 C1 19     JSR $19C1
C2/18AA: A9 10        LDA #$10
C2/18AC: 14 B1        TRB $B1     (clear "don't deplete from Item inventory" flag)
C2/18AE: D0 05        BNE $18B5   (branch if it was set)
C2/18B0: A9 FF        LDA #$FF
C2/18B2: 9D F4 32     STA $32F4,X  (null item index to add to inventory.  this means
                                    the item will stay deducted from your inventory.)
C2/18B5: BD 18 30     LDA $3018,X
C2/18B8: 0C 8C 3A     TSB $3A8C      (set this character's "add item to inventory" bit)

My hook was at C2/18B5, and C2/18B8 was NOP'ed out and included in the hook. After that, I saved the indexes and processor, then called $62C7.

*currently out of ideas*

Logic bug? I need to see the original code+changes in one section... with changes/removals bolded or whatever.