Final Fantasy IV Research & Development / FF4kster's mystery flags/bytes
« on: January 07, 2018, 06:47:24 AM »Thanks
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Did you know that there's an unused multiplier in the Kick/Dark Wave Formula that's simply set to 00? You just need to make that 01 and it should deal double damage. Here is the info. on that... http://slickproductions.org/forum/index.php?topic=1883.msg23621#msg23621
As I said on RHDN I really like the idea of this project.
I'd like to attempt this for FF6. I have most of the technicalities covered except efficient random generation of non-square rooms (with correct L1 & L2 tiles). Do you have a set of predefined room patterns that you give optionally some variations to have many different ones or does your random rooms are 100% generated by algorithms?
I'm just trying to find the best way to do this and currently there is a bit of head scratching.
Just thought of an idea regarding saving, that is if the permadeath idea is still being considered.
What if the "Save" command on the menu was retooled to execute the saving routine on your current file, rather than take you to the file select screen to pick a file? That way one wouldn't be able to cheat the permadeath system, so to speak.
So you're working on Rougeflyer instead of FF4kster since you are very busy with work...
Sorry PinkPuff I've been running to and fro these last few days. I will try out this new version, but I only have 20 or so minutes to play around with it before I have to head to work.
Well, alot of the chests I opened just said "Found !" and didn't seem to add anything to my inventory. Is that intentional?
Also the name plates go from B4F to Inn, Item Shop, Weapon Shop, etc. I just assume that's not yet done and at about Floor 24 I ran into the Troian Saloon NPC set, which I assume was part of what you were referring to. After 20 floors there was a save point though, so that was nice. No boss though, I assume that's not yet implemented. So far it's looking like a great proof of concept!
This does look much more natural a few too many black spots which take the part of more defined architecture, but it works well enough.
I would suggest that each place have a name label as well like "Stage 1" etc. since it can be a little confusing to tell whether you're going forwards or backwards.
The enemy scaling works and it provides an excellent base (for caves). I imagine that each tileset will require it's own randomization formulas due to tilesets and the like.

Don't actually run the roguelikeifyer on this version of the patch. It will mess everything up.
I just thought of a problem with the "clear the save file" idea. If you saved the same game in multiple files, you can get around it. Hm, I'll have to think more about it. Thanks anyways though ^_^