øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=5;area=showposts;start=1365e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index86bc.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=5e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index86bc.html.zxjñg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬(ðOKtext/htmlISO-8859-1gzip@øÕ(ðÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:14:57 GMT0ó°° ®0®P®€§²ð®iñg^Å(ð Show Posts - JCE3000GT

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Messages - JCE3000GT

1366
Final Fantasy IV Research & Development / Re: FF2us Window Data
« on: December 06, 2007, 08:10:49 PM »
What do you mean "in byte form?" Those are bytes...

$0001?  I'm confused.

1367
Final Fantasy IV Research & Development / Re: FF2us Window Data
« on: December 06, 2007, 07:20:04 PM »
Edit: Here's an example of what I mean, pay attention to the positioning of the "RHand" text:


The is at $0000. As you can see it's in the top left corner.


Here it is at $4200. It's on the second line and indented one tile.


And here's what it looks like at $FE00. The game automatically starts printing any spilled over text on the next line.


Lastly, $0001. See how I got confused into thinking the second byte controlled the Y offset?

So in byte form what would it equate to? 

1368
General Discussion & Support / Re: My on-going SPC topic
« on: December 06, 2007, 07:17:55 PM »
New songs as of today, part 2.

[attachment deleted by admin]

1369
General Discussion & Support / Re: My on-going SPC topic
« on: December 06, 2007, 07:17:34 PM »
New songs as of today, part 1.

These are works in progress by the way.

[attachment deleted by admin]

1370
Final Fantasy IV Research & Development / Re: Dummied FF4 Feature
« on: December 06, 2007, 06:03:49 PM »
I always wondered why that text was there.  That is a good find.  Maybe we can get it working? 

1371
Pandora's Box / Re: Suggestions
« on: December 06, 2007, 05:22:59 PM »
Since Cyan's Bushido is so godly, how about this to add some incentive to use his Fight command.

Weapons = very high battle power but low Hit %.  And by low I mean 50-65%.  Afterall, Katanans by nature are long and heavy.  I'
l'll doubt you'll be able to hit someone more than 65% of the time.  I should know, my brother (XT) has 4 Katanas in his house.

1372
Pandora's Box / Re: Videos
« on: December 06, 2007, 05:20:50 PM »
Seems like to me Cyan's weaponry needs to take full advantage of either using the Fight command or his Bushido. 

*see Suggestions for my suggestion

1373
Game Modification Station / Re: Refresh my memory
« on: December 06, 2007, 12:27:40 AM »
16-bit pointers can work a couple ways. They can be relative, which can be a pain in the ass. Relative is relative to their current position. So say you have some pointers at 00/5400. The first pointer reads 0000, where it's pointing would be the first set of whatever after the pointers.

Then there's absolute. With absolute, you just look at the address, and go there in that bank. Easy as pie.

24-bit is similar, it just has the bank tagged on with it. To convert to 24-bit, you'd need to be handy at rewriting pointer grabbing routines.

Hmmm.  I don't suppose I could con someone who's fluent in ASM to change a particular game over to the 24-bit pointer could I?   
:omghax:

1374
Game Modification Station / Refresh my memory
« on: December 05, 2007, 11:57:07 PM »
How do 16bit pointers work?  And how would one change them to 24bit pointers?  Some people can guess where this is going.

1375
Final Fantasy IV Research & Development / Re: FF2us Window Data
« on: December 05, 2007, 10:09:29 PM »

1376
At least make the monsters interesting... that's all I'd ask.

Trust me, I would.  If anyone remembers the Paaldin monsters from my FF2usHT hack--then you know I can come up with some creative monsters. 

1377
General Discussion / Re: Checkout this background. :omg:
« on: December 05, 2007, 08:17:23 PM »
Try this:



The other image looked fine behind your translucent menus (Notice where I got the idea for my forum themes?) but it stood out too much in the normal background.

Cool thanks, I'll give it a go.

1378
I was thinking more or less of insane weapons and spells while only slightly tweaking the monster difficulty. 

1379
General Discussion / Re: Checkout this background. :omg:
« on: December 05, 2007, 07:17:31 PM »
Contrasts too much for my tastes, I'd either darken or lighten it so it's consistent.

Mind darkening it for me, I don't have any graphics programs installed since I reinstalled Windows

1380
I'm thinking about having some fun this time, making it really easy--while adding some new content.  Thoughts?