øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=960e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8d6b-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8d6b-3.html.zx›âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬ù(OKtext/htmlISO-8859-1gzip8:Öù(ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:47 GMT0ó°° ®0®P®€§²ð®›âg^ÿÿÿÿÿÿÿÿâ"ù( Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

961
Final Fantasy IV Research & Development / Re: DS Version Research
« on: September 12, 2008, 04:19:40 PM »
I can check that out later, I've got Rosa's spirit maxed out, I really doubt it works like that but I'll test anyway.

 :edit:

My base spirit without any equipment is only 96, doesn't really change anything for the test though:

Cursed Ring: Spirit -15
Sage's Staff: Spirit +7
White Robe: Spirit +15

Spirit with Cursed Ring: 81.
Spirit with Cursed Ring and Sage's Staff: 88
Spirit with Cursed Ring and White Robe: 84

...it looks like he's right. :eek:

This is a complete guess but I'd say the game checks helmets, then armor, then armgear, then weapons, then shields. That's the order the equipment is stored internally in the original game and it would be consistent with what I'm observing. Since Rosa has 96 spirit the game only gives her +3 for her white robe, then subtracts 15 for the cursed ring. The sage's staff's +7 is applied after the -15.

962
An algorithms FAQ for this game would be great, we've already got your threads here but there are a lot of people that could benefit from them.

963
Going with six character names for the enemy skills would be the best option, there's simply no room in the battle magic menu to have longer names than that without completely rearranging the thing.

964
Final Fantasy IV Research & Development / Re: DS Version Research
« on: September 12, 2008, 04:12:32 PM »
Base stats still cap at 99, the only difference is any stats you gain past level 70 are determined by which augments you gave that character.

965
Forum's been updated to version 1.1.6. I wasn't going to bother with this update, when I tried it two nights ago it wouldn't let me apply the update and told me to uninstall all our modifications and update manually--updating manually is what screwed everything up with the 1.1.5 update so I decided not to bother with it. Tonight I decided to click the update link again to see if I could get a list of files that were having problems and it was able to update just fine. I guess there was just something wrong with the first patch, everything seems to be working flawlessly but like always let us know if something is broken.

966
General Discussion / Re: Gamefaqs + eternal stupidity
« on: September 11, 2008, 04:22:27 PM »
Well, I unblocked myself, we'll see what happens in the next two days. I haven't changed anything about my Firefox configuration in weeks and I've never run into this before, either it's something they started checking for recently or it's a fluke.

967
General Discussion / Re: Gamefaqs + eternal stupidity
« on: September 11, 2008, 03:57:05 PM »
 :wtf:

Quote
Your GameFAQs account has been temporarily blocked due to large numbers of bad HTTP requests. The most common causes of this issue are:

    * The WebMynd extension for Firefox (as of 0.6.2) will cause hundreds of bad HTTP requests. If you have this Add-On installed, you should remove it until a version is released that does not cause these errors.
    * Using a badly configured (or badly written) browser add-on for blocking content
    * Running a badly configured (or badly written) web scanning program
    * Using a custom stylesheet with incorrect image links

After you remove this block by agreeing to stop this behavior below, you will have 24-48 hours to stop all bad requests, or you will be permanently blocked.

If you do not understand what is causing this behavior, please contact us here.

968
Looks pretty good, and reminds me that I've got to find what's printing the level eventually too. Actually, I still haven't gotten around to adding a new routine to print the classes, been focusing on other things.

969
Approved it, along with your edits. Thanks for the disassembly, if I decide to mix up the magic in my hack it looks like it'll be very easy to adapt it to my changes.

970
General Discussion / Re: The youtube thread
« on: September 09, 2008, 11:14:08 PM »
So...does this mean Terra is her own...father? :scared:

971
Final Fantasy IV Research & Development / Re: Yang's Battle Script
« on: September 09, 2008, 10:22:40 PM »
 :bump:

I completely forgot to mention this but they fixed Yang's script in the DS version, paladin Cecil says his two lines but Yang kicks in between instead of attacking.

972
Yeah, I'll let you know if I can figure anything out when I try changing them. I've got the text for my expanded commands in the ROM but I haven't bothered trying to get it loaded yet.

973
I'm fine with the behavior as is, but I'll take a look at the code you posted later and see what to change. Or is the code you posted already changed?

No, that's just the unchanged routine.

974
One thing that doesn't work out of the box: any of the spells after 48 (the monster spells) don't really work for normal spell usage because the name data gets out of sync. If somebody could adjust the spell names one way or the other (normal spells to 8 letters or monster spells to 6 letters) then it would be viable.

Going with six character names for the enemy skills would be the best option, there's simply no room in the battle magic menu to have longer names than that without completely rearranging the thing. If you start the six character names right where the normal magic leaves off they'll be loaded in the menu fine, then you just need to change the code that prints the spell name in the window during usage:

Code: [Select]
$02/CB69 4C 95 CB    JMP $CB95  [$7E:CB95]   A:0040 X:0004 Y:6400 P:envMxdiZC
$02/CB95 AD C8 34    LDA $34C8  [$7E:34C8]   A:0040 X:0004 Y:6400 P:envMxdiZC
$02/CB98 D0 01       BNE $01    [$CB9B]      A:0064 X:0004 Y:6400 P:envMxdizC
$02/CB9B C9 48       CMP #$48                A:0064 X:0004 Y:6400 P:envMxdizC
$02/CB9D 90 25       BCC $25    [$CBC4]      A:0064 X:0004 Y:6400 P:envMxdizC
$02/CB9F 38          SEC                     A:0064 X:0004 Y:6400 P:envMxdizC
$02/CBA0 E9 48       SBC #$48                A:0064 X:0004 Y:6400 P:envMxdizC
$02/CBA2 85 26       STA $26    [$00:0026]   A:001C X:0004 Y:6400 P:envMxdizC
$02/CBA4 A9 08       LDA #$08                A:001C X:0004 Y:6400 P:envMxdizC
$02/CBA6 85 28       STA $28    [$00:0028]   A:0008 X:0004 Y:6400 P:envMxdizC
$02/CBA8 20 60 85    JSR $8560  [$02:8560]   A:0008 X:0004 Y:6400 P:envMxdizC

$02/CBAB A6 2A       LDX $2A    [$00:002A]   A:001C X:0004 Y:6400 P:envMxdizc
$02/CBAD 7B          TDC                     A:001C X:00E0 Y:6400 P:envMxdizc
$02/CBAE A8          TAY                     A:0000 X:00E0 Y:6400 P:envMxdiZc
$02/CBAF BF B0 8A 0F LDA $0F8AB0,x[$0F:8B90] A:0000 X:00E0 Y:0000 P:envMxdiZc
$02/CBB3 99 FD 74    STA $74FD,y[$7E:74FD]   A:0051 X:00E0 Y:0000 P:envMxdizc
$02/CBB6 C8          INY                     A:0051 X:00E0 Y:0000 P:envMxdizc
$02/CBB7 E8          INX                     A:0051 X:00E0 Y:0001 P:envMxdizc
$02/CBB8 C0 08 00    CPY #$0008              A:0051 X:00E1 Y:0001 P:envMxdizc
$02/CBBB D0 F2       BNE $F2    [$CBAF]      A:0051 X:00E1 Y:0001 P:eNvMxdizc
$02/CBBD 7B          TDC                     A:00FF X:00E8 Y:0008 P:envMxdiZC
$02/CBBE 99 FD 74    STA $74FD,y[$7E:7505]   A:0000 X:00E8 Y:0008 P:envMxdiZC
$02/CBC1 4C A0 BC    JMP $BCA0  [$7E:BCA0]   A:0000 X:00E8 Y:0008 P:envMxdiZC
$02/BCA0 AD C0 6C    LDA $6CC0  [$7E:6CC0]   A:0000 X:00E8 Y:0008 P:envMxdiZC
$02/BCA3 F0 03       BEQ $03    [$BCA8]      A:0000 X:00E8 Y:0008 P:envMxdiZC
$02/BCA8 4C 60 93    JMP $9360  [$7E:9360]   A:0000 X:00E8 Y:0008 P:envMxdiZC
$02/9360 20 CA 92    JSR $92CA  [$02:92CA]   A:0000 X:00E8 Y:0008 P:envMxdiZC

I'd just find some empty space large enough to contain the eight character list and change the offset it's looking at, but you could easy load the six character names here too.

975
Looks like it's working fine now, but you may wish to include a disassembly when you release it for anyone who needs to make changes. If I wanted to use this in my hack I'd have to check my magic names from the menu, rather than the place they were originally, I sacrificed icons on the battle names for longer names. Not to mention I moved the icons to the end of the font to free up more tiles for use in dialogue.

This was a really cool way to fix it, I wouldn't have thought to do this, and it should be fairly easy to expand if anyone wants to have more spell types that get added to one of the lists.