øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=315e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8e9c.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8e9c.html.zxÂåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà*åOKtext/htmlISO-8859-1gzip@øÕ*åÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:13 GMT0ó°° ®0®P®€§²ð®Áåg^Å*å Show Posts - chillyfeez

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Messages - chillyfeez

316
Final Fantasy IV Research & Development / Re: Zeromus Graphic Replacement
« on: October 25, 2015, 05:22:42 PM »
I don't actually know, but I'm sure I could figure it out when I find some time to do so (maybe tomorrow?). I thought it'd be on the forum somewhere, but I can't find it either.

probably mixed among the banks of monster sprite data somewhere. You could try loading the ROM in snespal (http://www.romhacking.net/utilities/32/) and scrolling through that area to see if you can find it. Careful, though. If you edit something that's not the palette, you never know what you might be messing up...

317
Final Fantasy IV Research & Development / Re: Monster defense percentages
« on: October 25, 2015, 11:31:58 AM »
Yes, you're right.

When the assigned percentage values are written from ROM to RAM, the percentage is erroneously written to the base (or maybe it's multiplier?) Byte, then overwritten by the value that actually belongs there. The percentage value is thus left blank.

As noted above, the only time a monster ever has live defense percentages is when one of the defense indexes changes mid-battle (because that routine works properly).

318
Oh, hey, Deathlike2.
Yeah, I was going off of some of Grimoire LDs notes, but I think I got it backwards... Recall manipulated that byte of RAM so the spell does use MP, and the other commands (salve, pray, Armor, etc) do not do anything with it, so they do not cost MP.

319
355D is a byte used to make commands that use the magic routine not cost MP.
I think only Recall uses it by default, because the other ones just skip the MP reducing part of the routine.

320
Final Fantasy IV Research & Development / Re: Zeromus Graphic Replacement
« on: October 24, 2015, 04:50:51 PM »
I wasn't purposely digging at programmers, but not coming from a programing background, reading some of the ROM hacking literature out there can be kinda daunting...
Like this:
http://emu-docs.org/Super%20NES/General/snesdoc.html#BGBasics
Sheesh...

321
I don't know the answer to that, but I assume MP is not used for all of the reasons you just listed.

FF4kster does allow you edit autobattles, though, so you could just force one in somewhere to test it out...

322
Final Fantasy IV Research & Development / Re: Zeromus Graphic Replacement
« on: October 24, 2015, 02:10:19 PM »
It's more than a little more complicated than swapping the sprite sheet. It'll take some doing, that's for sure, but it's not impossible.

In addition to swapping the sprite sheet, you'll also have to alter the sprite arrangement.
For most monsters in the game, it starts at one sprite and just fills in a preset rectangular area with each sprite all in a row. There are, however, 64 custom sprite arrangements (mostly used for bosses), and Zeromus is one of them.

I've discussed the matter at length - and created a tutorial for manipulating the arrangements here:
http://slickproductions.org/forum/index.php?topic=1890.msg19384#msg19384
I don't come from a programming background, so most of what I say should be generally understandable, but feel free to ask if anything isn't clear. I usually check this board a couple of times a day at least.

323
Final Fantasy IV Research & Development / Re: Baby Zeromus?
« on: October 23, 2015, 09:38:32 PM »
Wow, I didn't realize it when you guys were just talking about it (though I should have, given who brought it up) but that means not only did they include the sprites, but they converted them to 4bpp.

324
Final Fantasy IV Research & Development / Re: Baby Zeromus?
« on: October 23, 2015, 08:00:50 PM »
It's funny, that graphic's still in the GBA ROM - it's placed in among the summon graphics, after Asura's alternate sprites.

Weird...

325
I noticed that. I mean, old school cash registers were mechanical, so I guess in a world where mechanical airships exist, it's not really out of place.

326
Final Fantasy IV Research & Development / Re: Baby Zeromus?
« on: October 23, 2015, 01:51:45 PM »
Hey, I just thought of something - Baby Zeromus/BZ/Bahamut Zero
Sorry, that was stupid. I'm in a goofy mood.

327
Final Fantasy IV Research & Development / Re: Baby Zeromus?
« on: October 23, 2015, 08:33:17 AM »
Huh, that's interesting. You're sure it's not just some Zeromus sprites that happen to fit together like that? I haven't really ever examined Z's image in depth, but I ask because 1) they appear tonbe part of his sprite sheet, and 2) from what I can tell, it's a 2x4 monster, and I don't think the game has any of those by default (right?).

Barring that, I can't really conceive of what their plans might have been for this. I don't think Zeromus would ever have a good reason to hide in the ground. With the special BG during that battle, you'd likely not even be able to see most of "Baby Zeromus."

Anyway, cool find!

328
Fun idea. A tad anachronistic (depending on when you presume ffiv takes place, I guess). Probably could use some shading toward the bottom to match the style of the rest of the tileset.

329
All set with those edits I made for you, BZ. Check your e-mail.

330
Hey, BZ -
So, I'm starting on the title screen, and I need your permission to make some minor graphical changes...
Lemme try to explain where I'm coming from:
In order to make the effect look clean, I need to assign separate palettes to: The hilt, the blade, and the "empty" space below the blade (which will have blood dripping through it).
Currently, there are two sprites that contain hilt and blade together, and two sprites that contain blade and empty space together.
So is it OK with you if I modify those four sprites ever so slightly so that there's a clean transition from hilt to blade to space?
The advantage of this process is you'll get seven shades of red instead of five for a more fluid (pun semi-intended) dripping effect.