øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=75e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8aa1-4.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8aa1-4.html.zx†âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬Æ"OKtext/htmlISO-8859-1gzip0|ÖÆ"ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:26 GMT0ó°° ®0®P®€§²ð®†âg^ÿÿÿÿÿÿÿÿÇ!Æ" Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

76
Here's the thread where Phoenix was looking into Life2/Asura:

http://slickproductions.org/forum/index.php?topic=442.0

I don't think he ever found what allows her multi-target Life to work.

77
Unheadered binary offsets:

Code: [Select]
0x48000 - 0x4FFDF:  Monster Graphics 1 (3BPP)
0x50000 - 0x56EFF:  Monster Graphics 2 (3BPP)

0x57000 - 0x57FFF: Font (2BPP)

0x58000 - 0x5FD57: Monster Graphics 3 (3BPP)
0x60000 - 0x616F7: Monster Graphics 4 (3BPP)
0x616F8 - 0x632F7: Zeromus Transformed Graphics (4BPP)

0x636C0 - 0x67277: Spell Effect Graphics (3BPP)

0x679C0 - 0x67FEF: Battle Status and Numeral Graphics (3BPP)

0x68818 - 0x6E397: Summoned Monster Graphics (3BPP)

0xACC00 - 0xAD83F: Ending Solar System Graphics (4BPP)

0xADC00 - 0xAFFFF: Airship Tileset (4BPP)

0xD0000 - 0xD7DFF: Battle Character Sprites [800 per char, Golbez/Anna shared] (4BPP)
0xD8000 - 0xDB2FF: Playable Character Field/Overworld Sprites [200 per char] (3BPP)
0xDB300 - 0xDFFDF: NPC Field Sprites (3BPP)
0xE0000 - 0xE27EF: Overworld Sprites (3BPP)

0xE5900 - 0xE637F: Battle Weapon Sprites (3BPP)
0xE6380 - 0xE6DFF: Battle Weapon Slash Sprites (3BPP)

0xED3C0 - 0xEED3F: Character Menu Portraits (3BPP)

0xEED40 - 0xEFFFF: Castle Exterior Tileset (3BPP)
0xF0020 - 0xF1567: Cave Magnes/Sealed Cave Tileset (3BPP)
0xF1568 - 0xFE7F8: Remaining Tilesets [can break these down later] (3BPP)

I lost the document I originally had these in, so dug them up again. Overlooked battle BGs somehow. Had palettes at one point too; hopefully someone still has those.

78
I just walked someone through doing this recently, but I'm not finding it through a search right now so I'll have to get back to you. The easiest way of doing it is to just move the 8 character names somewhere else and leave the spell menu code unaltered, since the game already has two different loading routines for the spell name display in battle to handle different character counts, and the menu doesn't. If you want to make the game load the first six characters of the eight character names in the menu, that would require writing new code.

 :edit:

http://slickproductions.org/forum/index.php?topic=1803.msg18168#msg18168

79
If an enemy is weak against the aerial/projectile element, they're immune to Quake. I don't think anyone's looked into it any farther than that yet.

80
Here's the HP damaging code, commented from a trace Grimoire LD did:

Code: [Select]
$03/E9EF   A6 A6    LDX $A6
$03/E9F1   BD 09 20 LDA $2009,x ; load Cecil's max HP, A = 272
$03/E9F4   20 85 84 JSR $8485
$03/8485   4A LSR A ; A = 136
$03/8486   4A LSR A ; A = 68
$03/8487   4A LSR A ; A = 34
$03/8488   60 RTS
$03/E9F7   85 A9 STA $A9 ; $00A9 = 34
$03/E9F9   38 SEC
$03/E9FA   BD 07 20 LDA $2007,x ; load Cecil's current HP, A = 168
$03/E9FD   E5 A9 SBC $A9 ; subtract value at $00A9 (34) from A (168)
$03/E9FF   9D 07 20 STA $2007,x ; store result as Cecil's current HP, A = 134

To quote myself from the original posts, "I'd be cautious changing that bitshift subroutine, since it's probably used for other things." But you can certainly change it to bitshift more, replace it with a fixed value, modify other stats, etc. I don't think anyone ever dug into the special condition for undead or anything else related to it.

81
Yeah, go ahead and make separate threads, that's fine.

Grimoire, the FE compare is probably so -Sort- and the TrashCan don't show up. (E7 and EB are a mystery. EB's the Carrot, but the game doesn't do anything special with those AFAIK.)

82
The mystery byte in formations is the targeting layout to use. (Zyrthofar's editor can view and modify these, so if you want to add support for them, reverse engineering them from that's probably a good idea. I've never tweaked them much, since I never saw a need to make large-scale changes to battle layouts. I don't think any of our documentation covers them, although I may be wrong.)

83
I thought that maybe it's because Dark Wave is a Dark Elemental attack[...]
It's actually non-elemental damage with a special check for undead enemies. (And on a less important note, it's Dark/Darkness, the "Wave" part was one of J2e's many "improvements" to their translation.)

84
chillyfreez just mentioned that a few pages ago: "Also, in the case of a "character" enemy (Dragoon, Girl, Bard, etc.) the "size" bit corresponds to which character it is."

85
Autobattle notes linked in my previous post. :childish:

86
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: August 14, 2013, 09:39:02 PM »
Phoenix always used headered offsets, I believe.

87
Are you really faulting them for reserving space and then not using all of it?

I'm almost sure someone documented autobattles before, although a quick search isn't turning up anything. I hope it wasn't so long ago that it was on JCE's old forum. It's not in the archive of mine, that I can see anyway.

 :edit:

http://slickproductions.org/forum/index.php?topic=961.0

Forum search evidently only goes back so far, had to find this with Google. :wtf:

88
It looks like spells are off by one in the command editor: Pray is listed as Cure2, Endure/Bear/Gird/Whatever as Shell.

89
Major improvement this time. Memory still increases the first time a monster or dialogue is viewed, but after viewing each monster there are only occasional jumps by about 60KB while scrolling through the list.

However, the Jobs editor now crashes the program. DKnight is the only thing displayed before crashing.

 :edit:

Trying to edit bank 1, 2, or 3 dialogue causes the editor to crash.

I don't know if this is a new problem or not, but Hold can't be added to either starting or learned spells.

90
Memory is still increasing as I scroll through some of the lists: Spells, Weapons, Armor, Medicine, Level Ups, Messages (after I scrolled very far down the bank 1 list, seemed fine at first), Events, Map Info, and Monsters. Notably, the lists that don't have to scroll or don't immediately update a lot of data don't seem to have this problem. Additionally, doing any editing seems fine. I did see memory freed up at one point, which never happened with the previous version, but I can't reproduce that.