øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=240e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8568.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8568.html.zx¿åg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà¼úOKtext/htmlISO-8859-1gzip0|Ö¼úÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:10 GMT0ó°° ®0®P®€§²ð®¿åg^ÿÿÿÿÿÿÿÿ'$¼ú Show Posts - chillyfeez

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Messages - chillyfeez

241
That does look quite a bit better.
I think their chubbiness bothered me, too, but I never gave it much thought.
Nice work!

242
I actually looked into it this past week - I was turning one of those blue stovetop tiles into a special floor tile that NPCs can't walk on (interesting info: NPCs won't step on a "bridge layer" tile) - so since I was already halfway there I played around with it a bit. Gedankenschild is absolutely right - 384 tiles are loaded into VRAM, which means you can use essentially half a tile sheet more than what is typically used by default by any tileset. It doesn't allow for too many possibilities, really, but if you look hard enough you might find a gem or two.

243
You know, releasing games episodically seems to be the thing nowadays. Insofar you're doing what everybody does.
Yeah, that's kind of how I was hoping people would treat it, since it's taking so long to do. Problem is, I really have no way of knowing if/how many people are playing it. Sometimes I really wish Google Drive would have a feature that tells me how many times a file I share has been downloaded. But anytime I get bogged down in those thoughts, I try to remind myself that I'm really doing this for myself first and foremost, and if it hapooens to please other people along the way that's just kind of a bonus.

244
Final Fantasy IV Research & Development / Re: 4bpp Graphics Backport
« on: February 21, 2016, 01:11:16 PM »
Ditto on not knowing those treasures were there for a very long time.
I don't think I learned from FF4kster, but I definitely learned it after becoming a participant in this forum.

245
You know, I never got through XII. It was the first one that I ever played but did not finish.
The Gambit system, I think, sounded much cooler on paper than it actually was when it played out. It ended up taking twice as much prep time as FFT, but then the battles were so much less engaging. All because - what - we decided we would try to gain a larger fan base while alienating the one we already had by abandoning ATB?
 :wtf:

Now that I've been getting a taste of its story through FFRK, though, part of me is tempted to go back and give it another whirl.

Maybe in 2055 when I finally finish making TfW...

246
 :offtopic:
Hey, max, I'd recommend you starry a new topic for this discussion...

247
Final Fantasy IV Research & Development / Re: Saving (Almost) Anywhere
« on: February 18, 2016, 11:17:27 AM »
OK, BZ I gotcha here...

So, for all intents and purposes, the game uses byte 7E:1A02 in RAM to signify that the player is standing on a save point. When on a save point, it reads 08. When not, it reads 00.
This value is read anytime you open the menu (to determine if "Save" should be white or gray), anytime you try to select "Save" (to determine if you get the save screen or not), every time you open the item menu (to determine if tents and cabins should be white or gray) and every time you try to select a tent or cabin (to determine whether to run the tent/cabin event or not).

So, all we have to do is manipulate those checks so that they always return "true."

SAVE ANYWHERE
In ROM without header, 00/8937 should read "D0." Change that to "80" to make it so "Save" is always white.
In ROM without header, 00/CB5E should also read "D0." Change that to "80" to make the save option always functions!
Now you'll be able to save anywhere as long as you have control. This, however, only affects the ability to save, not to sleep. IMHO, that's kinda nice, because it allows save points to maintain their significance, they simply become "rest points."
If you want to be able to tent/cabin anywhere, though...

TENT/CABIN ANYWHERE
In ROM without header, 00/A257-A258 should read "F0 29." Change that to "EA EA" to make tents and cabins always appear white.
In ROM without header, 00/A830 should read "D0." Change that to "80" to make it so tents and cabins are always usable!

Of course, if you make it so the player can rest and save whenever, wherever, then the save point completely loses its function. However, the save point could then be used to do something else if you wanted. It will still run the "this is a save point" event (event 118 in FF4kster) whenever you step on it. You could change event 118 to be something else entirely that always runs when you step on it. Maybe you want to make it a "restore point," like the screen flashes and the player is automatically healed without using a tent at all. For the purposes of FU Remix (wouldn't work in a serious-tone hack), you could make the player do a little dance every time they step on a tile set as a save point, thus triggering random little dances wherever you want. Or whatever, the possibilities are endless, I guess.

 :cycle:

248
Final Fantasy IV Research & Development / Re: Saving (Almost) Anywhere
« on: February 17, 2016, 04:23:40 PM »
I'm thinking the transfer tiles (and even trigger tiles, too, I'd guess) don't work because of the automatic "this is a save point" event that runs when you step on a save point. Typically, if you step onto a trigger tile from a trigger tile, the second trigger doesn't trigger.

That being said, I bet it'd be possible to zero in on whatever the game looks for to determine if something is a save tile, and adjust the ASM so that it always comes back true, thus making all tiles everywhere save-able...

249
Yeah, what Gedanknschild said. Also, bear in mind that you're still at the mercy of the palettes, so you might be able to put house tiles in a cave (for example, I don't know for sure), but they'd still be cave-colored.

I didn't even notice that BZ called it "tile properties." Those (minus the world map tile properties) are editable with FF4kster now, so I was pretty sure that wasn't what he was talking about.

250
Oh, totally, Gedankenschild.
I spend so much time play testing my own stuff that I generally don't play any games these days. Except mobile games, but that doesn't really count.

251
I've played around with that a bit, BZ. I'm off work tomorrow, so I'll try to get all the info together for you then.
It's kind of a weird process, making a tileset tile use other 8x8 tiles, but it's not difficult once you get the hang of it.

252
So here it is!

In addition to the complete Highwind Pass dungeon, the entire demo has received some balance updates based on the feedback from Grimoire's and Kea's most recent playthroughs (back in the fall... I think?).

*Elemental claws are no longer available from the beginning of the game. As a matter of fact, short of a few rare steals claws are not around at all. You'll have to wait until you get to Fabul to buy them.

*Most bosses have received some stat and/or AI updates

*That chest on Mt. Ordeals, the one that gets blocked by the boulder, now contains a really nice prize for a white wizard to use, but you have to beat a really tough monster to get it

*instead of Firebombs, Lit-Bolts, and IceShards being strewn all about and for sale in most shops, they are now only just rare treasure finds. Because their damage is based on the user's HP, Lv. 50 Rydia was just blowing monsters away with them. It was kinda ridiculous. Some shops will sell Flame, Flood and Blitz scrolls, which use a weakened form of the Ninja spells on the entire enemy party, and some monsters will drop (or can have stolen from them) Bomb-Arms, N.Winds, and ZeusRages, which use a weakened form of Fire2, Ice-2 and Lit-2 on a single enemy.

Some screenshots, which I have because I'm putting this update up on RHDN, too:







Final Fantasy IV: A Threat from Within (v 0.6.0)

253
I'm posting this mostly because the forum's been so quiet of late.
I'm very close to releasing a new version with a completed Highwind Pass.
This is a going to be a really fun, unique dungeon.
The mountaintop area (three-plus screens worth) is completely magic-sealed. No magic abilities can be used in battle or from the menu (magical weapons and items still work in battle).
There's an optional boss who may or may not be there depending on an earlier epic choice, and the end boss should be an interesting challenge.
Plus the new music, and the mountaintop is a snow-dungeon, which is mostly lacking in FFIV, as Grimoire LD once observed.
I just have to put together the "exit" map (the last area after the final boss), which I should be able to get done this weekend, and it will be ready for release.
I'm hoping there are some willing play testers out there because I'm really pretty fond of this one!
 :cycle:

254
I'm not holding my breath with WINE. they've been talking about an android version in the works for two years solid now.
I'll see what's up with Crossover, though. Not sure I've ever heard of that.

 :edit:
CrossOver for android doesn't exist yet, either.

255
Pretty sure you're thinking of Wine, but as far as I know, it doesn't exist for android. I've searched for windows emulators in the play store, but to no avail.