øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index83ee-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index83ee-2.html.zx…âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬"OKtext/htmlISO-8859-1gzip@øÕ"ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:25 GMT0ó°° ®0®P®€§²ð®…âg^š" Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

31
Yeah, if this is a bug, the game definitely seems balanced around it. I personally figured the 0 def/m.def% was a feature, especially with the special handling of 254 defense. But it's almost undeniably a bug looking at the code. (Bugs as features, is this Doom?)

32
Final Fantasy V Research & Development / Re: FF5 Tilesets?
« on: September 11, 2013, 12:15:34 AM »
The GBA version is almost guaranteed to be using LZ77 compression since support for it is built into the system BIOS. I've had the most success with LZ77 Restructor 2 in FF4 Advance - the compression in that game seems to elude other scanners. You'll probably want to use minimal filtering if FF5 is like FF4 - you'll get false positives, but you'll get what you want too.

One bit of bad news is that I never found FF4's map tiles this way. If nothing else, you could always rip them from VRAM.

 :edit:

Just scanned FF5 and the map tiles are there. It looks like you might have to save them as binaries (extract selected) and open them with a tile editor that allows you to shift rows of pixels (+ and - in YY-CHR, TLP, probably others).

33
I'd think they'd just remove the code (or NOP it out if they didn't want offsets to change) if that were the case. Still really strange to accidentally do the same thing twice; I guess it could've been a copy and paste error.

34
Guess you missed the edit, but shouldn't there be a similar bug with magic evasion?

35
So how much does this fix change the game? I don't think I'd want it results in missing more often. Still really interesting to know it's a bug after all. (Also, just LoROM. FF4 is not a HiROM game.)

 :edit:

Does this apply to magic evasion as well?

36
So cool that all of this has been found now.

37
Deathlike's algo guide should have all the bug fixes noted. IIRC, those bugs are in all versions. Easy Type's the least bugged version. (Even the PlayStation version is buggier than Easy Type)

38
I found the window color before, but wanted to do all the config menu settings in one topic since the game initializes most of them in the same code, I just wasn't such which were which. (why are RAM maps of this game so bad?) Feel free to go ahead and do those if you feel like it, I've been busy with GoldenEye again. I'd suggest doing traces in FF4, since it's easier to see which settings are being affected, the RAM addresses are the same between versions, code's likely slightly off in ROM.

39
Final Fantasy IV Research & Development / Re: Changing details of Dark Wave
« on: September 02, 2013, 09:36:20 PM »
More code would be helpful for figuring out what it's actually doing with that value. (and you're still calling SNES addressing RAM :tongue:)

40
Final Fantasy IV Research & Development / Re: Item effects outside of battle
« on: September 02, 2013, 06:31:33 PM »
That's a pretty cool find.

41
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: August 31, 2013, 07:07:59 PM »
Well, they exist, I know where the tiles are, I think Yousei's doc has the palette location, we know what tile properties assign which backgrounds...that's pretty much everything except the actual tilemaps, which might be documented too.

42
You don't need to alter any routines to remove characters from the screen. The characters used there are at D87C unheadered, just replace whatever you don't want with 00.

 :edit:

By characters I mean letters, numbers, and symbols. If you meant playable characters you don't want renamed, you're on your own again.

43
I'm not sure if it's relevant to the SNES version, but the GBA version actually disables the Lunar Whale's flight ability (including the crystal) when the Tower of Zot is accessible. Not all that useful in a hack following the normal progression, but interesting - I'd imagine the Falcon is the same way.

On a similar note, the GBA debug room never enables the airships to fly over magma. That includes the Enterprise, if you take it down to the underworld. The GBA version (well, WSC really) doesn't share code with the SNES version, so it's possible the behavior isn't the same as the original, but it'd surprise me if they were separate in the original but shared the flag in the remake.

44
Great work Vehek! That all looks like very malleable parts. It is interesting to see that there are two tops to the Tower of Bab-il which means two of those spaces should be unused.
All four tiles are used. The ones with grass behind them are for the tallest tower, the black ones are for the two towers that end "in" the ravine. (The underworld duplicates likely have different blocking properties for the airship, so you can't fly up the tower graphics)

Also, the Enterprise works fine in the underworld.

45
Final Fantasy IV Research & Development / Re: Eight character names
« on: August 28, 2013, 09:00:05 PM »
Yeah, you're on your own for that. It'd be way more effort than it's worth IMO.