øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=240e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index87d5.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index87d5.html.zx˼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.eÎOKtext/htmlISO-8859-1gzip0|ÖeÎÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:26 GMT0ó°° ®0®P®€§²ð®ʼg^beÎ Show Posts - Pinkpuff

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Messages - Pinkpuff

241
That's awesome!

I also had an idea for a spell routine I'd like to see (a couple actually ^_^):

Race-specific damage
Something like the "Harm"/"Dia" series from FF1. I was originally trying to achieve this by making a spell that healed all enemies; thus it doesn't hurt non-undeads but does hurt undeads. It just seems a little weird when a spell called "Harm" causes healing, especially if someone unfamiliar with the first game tries to cast it; they'd probably get super confused. Anyway it could be regular damage with a racial bonus, like attacks, or could only deal its damage to monsters of that race and miss on others (like Quake with fliers). Speaking of which...

Earth damage
Instead of the game looking for specific spell indexes, we could have a separate damage routine that causes damage only to non-flying enemies. Perhaps it could even be more generalized by looking at the element index ("damage all enemies that aren't weak to XX").

Full HP heal / Full MP heal (separate routines)
There is a routine for "Fully heal all HP and MP" but Cure 4 seems to have something special about it checking for its particular index that causes it to fully heal only HP, and only when it's single-targeted. It might be useful for hackers in general to have a routine that could fully heal all of either HP or MP but not the other.

Heal status + some HP
There is a routine for damage + add status, why not heal HP + remove status? Something like Chakra from FF5.

Damage + extended byte status
Currently Sap/HP-Leak is the only "extended" status you can add with damage. For that matter it might be nice to have a routine that can add an extended status (or combination thereof?) based on the element/status parameter rather than having one routine for stop, one for reflect, one for count, etc.

That's all I got for now, just trying to brainstorm for ideas. I might have more later ^_^

242
Actually that part came as a side-effect. The variable that told it how far down the list to look is the same one it's reading from the rom for the six-letter spell range. I haven't actually tried seeing whether adding monster spells to a player spell set will display correctly in the actual rom now, but if so that would be fantastic.

243
Ok so FF4kster has been updated with this functionality and has been uploaded.

HOWEVER, when you change the range it might mess with your spell names (though it also might not). Here's exactly what happens:
  • FF4kster, upon loading the rom, reads the names according to what it thinks the ranges should be based on the data currently in the rom.
  • You go into the features editor and change the end of "six-letter spells" to something else.
  • FF4kster looks at the new index and does the following to the list of spell names it has already read into memory:
    • All spell names before the new index get truncated to six letters if they were longer (e.g. "MegaNuke" would become "MegaNu")
    • All spell names after the new index get padded out to eight letters with trailing spaces if they were shorter (e.g. "_Image" would become "_Image__")
  • When it saves, it will put all the newly modified names back to back in memory, trusting that the ROM will deal with them correctly.

244
That's awesome!

So now I can add a new editor component that has something like "ACTOR NAME keeps old equipment upon return", where the actor can be changed to any individual actor, or none, or all!

245
Final Fantasy IV Research & Development / Re: Rydia's transformation
« on: March 30, 2015, 12:23:00 PM »
Among other actor-specific miscellany, do we know how the Tellah 3 actor loads its equipment? Can we get it to load the equipment of a different person?

 :edit: Huh... after some brief experiementing, it looks like it retains the equipment of the character in question, not Tellah specifially... hmm

246
Ah yes I remember trying to accomplish something like this in the past...

If it is to only affect the editor and not the ROM, I can have some something like that whipped up relatively quickly. If you want it to affect the way the game loads spells (e.g. getting them to display correctly in the characters' spell menus) I'm going to need to know the addresses that need reading/writing.

247
There are some battles with the "no change" music option that award exp/money and play the victory theme (e.g. Cagnazzo battle, MomBomb battle) and others that don't, even if the monsters themselves have rewards... The mystery flags in the formaitons don't seem to have any bearing on this as far as I can tell; does anyone know how this is determined?

248
It's a place like this where an expanded ROM would be most desired, but alas it would break FF4kster compatibility.

I actually had an idea regarding this issue. It would be somewhat of an undertaking but I could make a config file that contains all the major addresses for data and code that people would be likely to move and then use that instead of hardcoded addresses.

The upside is that it would still work normally on a normal ROM if you change nothing, while at the same time allowing you to expand the rom and/or move things around and still use the editor.

The downside is that if you don't know the correct addresses for some reason or if you make a typo, KABOOM! Also it will take quite a bit of time and effort, meaning that's time and effort not spent on expanding the editor's functionality in other areas.

249
Final Fantasy IV Research & Development / Re: Rydia's transformation
« on: March 28, 2015, 07:33:47 PM »
Exactly what I was looking for, thanks!

250
Is there some special code somewhere telling the game to age Rydia when she rejoins? What if I want her to still appear as a child when she rejoins?

251
Code: [Select]
delay = ByteAt(&hA0089 + index - 1)

The "index" is 1-based, so for a 0-based index just leave out the "-1" at the end. The address is for a headered rom.

252
Sorry, I meant to post it yesterday. I'll post it tonight.

253
By "Timers" do you mean what FF4kster labels "Delay" in the command editor?

254
Ok, let's give this another shot:

  • If the party is completely annihilated, instead of game over, ignore XX and skip directly to the next event
    • As a result of this, the pseudo YY parameter, if it had one, would be skipped as a result anyway
  • If someone in the party is still alive, interpret this as an "IF" instruction, using the XX parameter and the pseudo YY parameter in the usual way

Do I have it now?

255
Ok but the actual behaviour of the command is:
  • If XX = 00 or 80 (hex) then skip to the next event, just like if you had selected "no" in a yes/no box, and treat the next byte as a normal instruction.
  • If XX = any other number, treat it as a flag as per the If instruction and interpret the next byte as the number of bytes worth of instructions to skip if the check fails.
Correct?