øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showpostse:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8719.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8719.html.zxļg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.'òOKtext/htmlISO-8859-1gzip8:Ö'òÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:20 GMT0ó°° ®0®P®€§²ð®ļg^ÿÿÿÿÿÿÿÿÙ('ò Show Posts - Pinkpuff

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Messages - Pinkpuff

1
Final Fantasy IV Research & Development / FF4kster's mystery flags/bytes
« on: January 07, 2018, 06:47:24 AM »
I seem to recall that some of the information that FF4kster has labelled as "mystery byte" or "mystery flag" or such had later been identified but I foolishly neglected to update the labels at the time and now I don't know where to begin looking. I don't suppose anyone remembers any of them off hand?

Thanks

2
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

I tried changing the 00 to 01 on an Unprecedented Crisis rom and it made it so that Dark Wave and Kick dealt like 10x more damage in the beginning and a negligible amount more damage near the end.

3
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.

My rooms are generated by algorithms, but there are some checks and balances in there to make sure the room will look proper when you put the wall and ceiling tiles in. It can currently create simple "room" and "hall" formations, but it's set up in such a way that it should be easy to add other kinds of formations. Currently, I don't have a way of dealing with L1 and L2 tiles, ladders, and the like, and I don't have any ideas in that regard. How does yours handle those?

4
Update!

http://www.timecave.net/ff4roguelikeifyer/ff4roguelikeifyer.zip

All 15 segments should now be working correctly, including transitioning from the overworld to the underground and to the moon. The tileset is still the same everywhere, so the only way you can really tell will be by the monster encounters. I moved the Golbez/Shadow and Zeromus encounters to different formations so hopefully those will work without trying to launch plot scenes potentially hanging the game.

There are now 15 floors per segment now, as the maps were starting to take up too much room in the rom so I had to scale it back. On the up side, this leaves room for more treasures per map.

5
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.

That is a good idea; however, I've pretty much given up on the idea of roguelike saving just because no matter what lengths we go to, at the end of the day, this is a SNES rom and not a standalone exe, so people will always have savestates at their disposal. Thus, I'm fine with designing the game with that in mind and foregoing the permadeath I had originally had in mind. That does remind me, though, that I should put the save point message back to what it was so it's no longer lying to the players!

So you're working on Rougeflyer instead of FF4kster since you are very busy with work...

That's actually a fair characterization. When I started FF4kster, I wasn't working and had tons of time and energy to spend on my personal projects. Even when I was going to school, I still had plenty of time to devote to it, especially during the summers. Now that I'm working, though, my project time is at a premium, and FF4kster is currently in a place where it's increasingly complex and increasingly difficult to make additions and fixes to. Also where I hadn't been working on it in quite some time, I have to re-read a bunch of code so I can re-figure out how everything works because it's not fresh in my mind anymore. Add to that the fact that the main thing missing from it that I was wanting to add, the overworld editor, is way beyond the scope of what I'm familiar with (it involves reading graphics, but not in the usual way that the tiles for the inner maps use, and I would also have to take into account some way of dealing with the "wide" tiles such as the mountain tops), and as well the fact that there is already an existing tool that seems to do this fairly effectively anyway (Entroper's), I feel like my time would be better spent on something less redundant and more up my alley; that way I can probably make more progress and do something more interesting.

So in short, yes, since I have less time now because of work, the time I do have for projects is better spent on the roguelikeifyer than FF4kster.

6
Yikes, ok, by the sound of it, something is going horribly horribly wrong in the patching process...

Are you using the patch from inside the zip? Because it's been updated since the original FF4RL Base patch. What happens when you patch a fresh rom and then go into FF4kster and look at the shops? First shop should contain, in this order:

Potion
Phoenix down
Tent
MaidKiss
Eyedrop
EchoHerb
Pure
Ether

7
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!


Thanks! Neither of those are intentional. Usually "Found !" means the chest somehow contained either the "no weapon" or "no armor" item. Did you patch the rom first before running the program? Maybe I did something wrong in creating the patch... it should be for an unheadered rom.

In any case, hopefully they're fixed now because it's time once again for another...

Update!

http://www.timecave.net/ff4roguelikeifyer/ff4roguelikeifyer.zip

This time NPCs should be working, including shops, "inns", summoners who teach you summons, and the Fat Chocobo. They're fairly sparse so if you go floor after floor without seeing any, it's not necessarily a bug, it might just be chance.

8
Update

http://www.timecave.net/ff4roguelikeifyer/ff4roguelikeifyer.zip

The content is still straight up vanilla, and I think what I'll do is stick to the vanilla content version for the time being, and the other options will be simply content-only patches that you would put over top of the FF4RL Base.

Chests are now generated and their contents should scale correctly with the dungeon level, or rather, with the segment of the dungeon you're in. What it's doing is I've created a bunch of shops that scale up, and the chest contents are generated based on the shop entries. That way, when patches are created for the different content types (Vanilla-Inspired, Unprecedented Crisis, etc), the chest content generation is easily fixed by updating the shops with the new equipment.

It now generates 11 segments of 20 floors each. Each segment begins with a save point and ends with a boss fight. It isn't clearing the warp stack yet, so don't delve too deep in the actual game (or if you do, don't go back). On that note, if possible I would like to add to my list of requests a patch to convert one of the visual effects into "clear entire warp stack without warping". Also, upon further thought, I think I'd like to retract my request for deleting the save data. Between save stating and just resetting before your team actually gets a game over, I think it's probably fine to just have saving work as normal. Save points and inns and the like will be fairly sparse anyway.

You might see some NPCs after a certain point; just ignore them if you can. It's possible they might block your way. If so, sorry to hear it, all I can say is that will be fixed in a future version. I don't recommend talking to any of them.

9
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.

Agreed. I'm content enough with it for it to suffice for the time being while I focus on getting more functional elements working. The cosmetics can come later once the basic engine is complete and stable.

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.

Good point! It will have to reset after each segment (about 20 floors followed by a boss battle, after which you can't warp back) because there are far more maps than there are labels for maps.

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.

In terms of the layout, yes, I suspect each tileset will have to have a fair bit of customization, but I think the underlying mechanic of "let's try to add a feature of some kind to what already exists" will remain.

Also I suspect the monster encounters will remain as they are, just steadily increasing without much regard to the terrain or tileset.

10
UPDATE

http://www.timecave.net/ff4roguelikeifyer/ff4roguelikeifyer.zip

The zip now contains two files:
  • FF4RL Base.ips Apply this patch to your rom first. This gets everything "set up" like the character creation room. It currently does not change anything about the characters or equipment.

  • FF4Roguelikeifyer.exe This does the main part of the work. After patching your rom, rename it "test.smc" (yes, I'm still lazy :P) and run this program. It will now generate 20 floors which no longer have chests, but they should look more "natural" and should all connect up correctly. The mirror should take you to a save point on the first floor from which there's no going back.

11
What about this:

In the "Randomized characters" option, first it randomizes abilities, then gives anyone with an equipment-reliant ability the appropriate equip skill(s), then randomizes the rest, making sure each character has a certain minimum (they should at least be able to equip something in each slot except for maybe left hand), and then once equip skills have been determined, each character's starting equipment is determined by picking a random equip skill they have for each equip slot and giving them the lowest item of that type in that slot.

12
I think having the new level based damage routine look at level only for the stats is probably the most straightforward solution.

How about we can add yet another option for the character and equipment setup:

Randomized: Character abilities and equip skills are shuffled up and dealt out at random

13
I love it! I guess Paladin will have a fantastic Protect power as well which makes sense.

14
What would you say is a good value for Protect that would make Gird useful throughout the game? I didn't have anything else in mind for it specifically but I'm certainly open to ideas.

Can we hijack an unused script command or visual effect and make a "empty player's entire inventory" action?

15
Twincast, in an ideal world, I'd like to pretty much be comet except use the new "Level-based damage" routine or else maybe use caster's max HP (100% of it)? It should only work with Palom and Porom and should be disabled if the other twin isn't present. If possible, it should always use only Palom's stats no matter where he is in the setup.

Anyway, here's a preview of how I'm doing the character selection. Let me know what you guys think!  :childish:
(The patch is for 1.1 UN-headered)

http://www.timecave.net/ff4roguelikeifyer/FF4RL%20Base.ips

 :edit: Don't actually run the roguelikeifyer on this version of the patch. It will mess everything up.

 :edit: 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 ^_^