øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=690e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8441-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8441-2.html.zx×¼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.JúOKtext/htmlISO-8859-1gzip8:ÖJúÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:37 GMT0ó°° ®0®P®€§²ð®Ö¼g^ÿÿÿÿÿÿÿÿ)Jú Show Posts - Pinkpuff

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Messages - Pinkpuff

691
I hate to be "that guy" who knows nothing yet is always suggesting new things, but I have another question!

Will place labels eventually be in ff4kster? I admit that I know nothing about how they're stored in hex, so I don't know if it's an issue or not, but I was just wondering.

Er... what's a "place label"?

692
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: January 31, 2013, 04:05:22 AM »
Glad to hear you're finding it useful!  :childish:

I don't see any reason you couldn't put a bunch of stuff into Bank 3... maybe someone who knows the inner workings of the game better than I do can prove me wrong on this but I'm pretty sure the only practical difference between Bank 1 and 3 is that you can put yes/no decision boxes with bank 1 messages if you want but not bank 3.

Just be forewarned I still haven't added a check for Bank 3 overflow.

693
I would assume it has something to do with the loading of some kind of data that wasn't being loaded in the older version. The loading routine for said data could be taking something for granted that's true in an unmodified rom, and true in roms that are saved with FF4kster, but not necessarily true when saved with other editors. There's no realistic way for me to verify how other programs save the data they edit so... I'm afraid you're on your own for this one.

694
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: January 28, 2013, 03:10:08 PM »
It could be a mistake in the saving routine in FF4kster. I know it's a little late to be saying this but always make frequent backups of your rom, especially when working with an in-development editor like mine...

If you've been adding a significant amount of text without deleting enough then it might be bleeding into other data. There are currently no safeguards against that (actually I added such a restriction for bank 2 but haven't gotten around to securing the others yet). I'll look into it.

 :edit:
I added a check to see if bank 1 overflows. Now it won't save your changes if you have too much text in bank 1 or 2. It probably won't be able to undo the damage already caused, but if you have a previous version you can roll back to it will hopefully prevent a similar disaster in future. Bank 3 is yet to come, as are other areas of data which could theoretically overflow.

695
I noticed that the editor will eventually have the capability to edit monster stats. Does this include the item drops?

Yes it does.

Oh man... you have no idea how nice PgUp/PgDown working is! Everything becomes so much more fluid, no more time holding down, getting lag, missing your target, scrolling back up, etc. A great addition!

No sweat! I'm hoping to somehow come up with a clever trick for eliminating the lag in the first place, but this should help things run a little more smoothly in the meantime.

I got very excited when I clicked on Map Info and saw a list of maps, but alas clicking on it took me back to the menu, too cruel PinkPuff! Haha!

Haha I didn't mean to tease people like that. I usually remember to disable whatever component I'm currently working on but occasionally I forget. It's actually more developed than it appears, I was using that as a test sandbox for my page up / page down key and index functions.

Great work, neat little additions which increase user-friendlyness. Looking forward to the next update.

Thanks! Your guys' feedback always helps keep me motivated to keep working on it!

696
I updated the file on the timecave. Menus now feature a Page Up / Page Down funciton, as well as an "index toggle". Pressing the slash key "/" in any menu will add indexes to the front of the options (or remove them). This will help for things with index references, but it may not be as useful in some menus than in others. For example, the item menus in the actor starting equipment will not have the actual index of the item, since it is only a partial list. This functionality has not been fully tested yet so there may be a few strange things but it will not affect the roms in any way, as it only affects the display and not anything in the underlying data.

Hi Pinkpuff...
I'm having a bit of a problem. I'm not sure if you'll be able to help, but here goes...
I just DLed the latest version of FF4kster, and it won't load my hack.
It still loads other FF4 ROMs fine.  Not only that, but other FF4 hacking programs still load my hack fine, including the previous version of FF4kster that I had (which was originally DLed on 9/24, if that helps create a frame of reference).  It's very bizarre... Any ideas what might be going on here?

So... it's loading a clean FF2US v1.1 fine? But not your hack? What happens when you try to load your hack; does it ask for a filename (be sure you're spelling it correctly and giving the correct path, also correctly spelled)? Does it go to a black screen and hang? Does it load the rom but all the data is messed up?

Did you apply any patches, or make any changes to the rom with another tool besides FF4kster?

697
 :hmm: I wonder how this would interact with Berserk? It's trivial enough to change, say, Yang's Gird into casting Berserk rather than Protect. After the first time would the character keep casting berserk due to being in critical or keep attacking due to being berserk?

698
Please excuse me if I'm not my usual sunny self.

I have another suggestion. Why not make some sort of shortcut to get to certain dialogue entries in the "messages" menu, at least for banks 1 through 3?

The reason I bring this up is because in my project, I'm currently editing dialogue a lot. Sometimes the editor crashes from me trying to delete too much dialogue at once, and I have to reload and scroll, one increment at a time, to get back to my place at message, say, 330 from message 1. I can just hold down the arrow key, yes, but it lags and it keeps scrolling moments after I've let go.

The kind of shortcut I suggest is typing in the number would take you to the specified message, e.g. pressing 459 would take you to message 459.

I feel your pain, believe me... I'm trying to work on a solution to the lag in general, but I also think that in the meantime I will likely add a "page down/up" funcitonality to all the menus. Hitting Page Down or Page Up in the "expanded" menus (the ones where you can see more than one row at a time) will take you down or up to the next entry that isn't already visible (or to the first/last entry if you're already at the top/bottom "page"). It's not an ideal fix I know but I think that those keys should be included regardless and it will certainly be better than what's there now.

699
To be perfectly honest, I completely overlooked item descriptions somehow! I don't foresee a problem with adding them into the message editor or more likely the appropriate item editors. Maybe the ones that are never displayed in the game normally can be flagged or highlighted in some way as a warning that unless you patched the game you won't actually see the message or something even though you're free to edit it.

Also it turns out my kludgy hack for handling unheadered roms appears to be working perfectly so far! At first I was hesitant to include unheadered roms because I thought it would mess up all the pointers and such but then it occurred to me: I can check the filesize of the file it's being given to determine whether it's headered or unheadered. If unheadered, it sets a flag and adds a dummy header of all 0s to the beginning! That way everything lines up correctly and for all intents and purposes it is a headered rom. When it goes to save, it checks whether the aforementioned flag is set and if so, deletes the header.

I haven't uploaded an update becuase I don't think this is a major enough change to warrant it but next upload will of course include this fix.

700
That's all there is by default. You can add new icons and whatever else in the blank font space. Some of them can't be used in field dialogue because the DTE code makes use of those values, but the menus and battle are fair game for the most part (the old Japanese DTE is still enabled in them, but utilizes the values used by the icons and above, so that's basically a non-issue.)

Ok now I understand what you mean.

I'm not sure how the program could detect that you've added new characters like that in, and including them in the insert menu be default would confuse/annoy people who aren't doing that (I'd wager most of us) by having all these blanks.

If I can think of a simple and unintrusive way to solve those issues then I'll consider including that feature at some point, but it's not very high priority.

In other news, I have an idea for how to trivially handle unheadered roms! So that may be coming soon but I'll have to do a couple tests first.

701
How?

Using insert in any text box, or the codes in the large text box.

Insert only does the default icons and /chr is limited to the start of the font glyphs.

That's all there is.

702
Underscore enters an ellipsis. Being able to insert any font character anywhere would be nice, though.

You can.

I have two suggestions: add some way to use "special characters" and other things that can only be done in hex editors at the moment, such as the ellipsis tile, item icons, and character name variables

This is where reading the instructions comes in handy...

or perhaps you could look into the cause of this? :happy:

Without knowing exactly what you did in the hex editor this is impossible... Who knows, the wrong typo could mess it up something fierce. But as long as only using FF4kster doesn't cause a problem, then I can't concern myself with protecting the user from any arbitrary changes they may make in a hex editor from crashing the editor.

In the meantime if someone is able to produce this kind of error using FF4kster alone (short of adding large amounts of additional text, as that is already a known issue) then I would be happy to look into it.

Thank you so much, everyone involved with this, and have a wonderful day!

And you as well! Glad to hear it's being useful to people  :childish:

703
Final Fantasy IV Research & Development / Re: Metallic Oddities
« on: January 17, 2013, 09:12:16 AM »
the location properties start at A8E84, not A9E85.

Sorry to necro this thread but I just felt the overwhelming need to fix this typo for the record as I just spent a couple of hours trying to track down what the heck was wrong with my reading of map properties and it boiled down to this:

The location properties start at A9E84, not A8E84.

704
Ah, it adds so much more variety when the modder is allowed to put their own indexes in (and not to mention allows usage of a whole bunch of blank indexes.)  It is really great to finally have that, now it feels like work can begin in earnest (with frequent backups, of course).

Yup, just a few more editors to go and a bunch of cosmetic/convenience tweaks.

Yes, that's partially what I meant, but I also meant the Stat Boosting Items to change whatever you wish (Like say you want the Golden Apple to increase Strength by 3 rather than increase HP by 100, or want the Soma Drop to boost Permanent Magic Evasion, or some such) and the slight bit of work I've done with Commands (really the only stable thing in there is the Steal Slot 1-4 on an enemy and Dragonsbrethren figuring out how to make Cecil take no damage from Dark Wave) I would be wary of using any of my Bluff notes at the current time.

Yup, all that will be coming! Not sure how long it will take but it is on my to-do list.

705
This is absolutely fantastic news! Grimoire, you are my new hero. You really went above and beyond the call on this one! We now have:

* Two-handed-ness (basically)
* Key-item-ness
* Equips-like-bow
* Eqiups-like-arrow
* Shields
* Helmets

(though, not body/arms? still... awesome)

This will all be incorporated into the editor in the near future, but I'm not sure how much time it will take as I will need to fool around with the interface a little to accomodate this new information. Just to make sure, are all these addresses for headered v1.1?