øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=1410e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9074.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9074.html.zx¦âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬²!OKtext/htmlISO-8859-1gzip0|Ö²!ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:58 GMT0ó°° ®0®P®€§²ð®¦âg^ÿÿÿÿÿÿÿÿ×"²! Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

1411
Stone/Break suffers from this as well, it uses an orange palette when reflected. Only found that out because I gave Death Break's animation to test. :tongue:

I've done enough testing that I'm certain it's tied to certain animations, your idea about it being the animation's default palette sounds plausible but it's odd that it doesn't affect every animation if that's the case.

1412
I'll do some testing with those spells later to see if they behave the same. I decided to use Warp's incorrect palette in my hack, I like it better than the default green one anyway.

1413
Final Fantasy IV Research & Development / Reflected Spell Palettes
« on: June 11, 2008, 05:02:47 PM »
Has anyone looked into these? I think they're either coded into the animations themselves or Reflect checks for certain animations. The reason I say that is I hacked Warp's animation and when reflected it uses the correct palette, when I switched back to the original it uses the incorrect purple/blue palette.

1414
General Discussion / Re: Hooray failing hardware!
« on: June 11, 2008, 04:34:33 PM »
I know you're probably in a worse financial situation than me but I'd seriously consider just saving up and buying a new computer.

1415
That's how it displays by default, you should be able to just stretch your window. Or you can use YY-CHR, which is superior in almost every way (It doesn't do SNES 3BPP mode because it's technically a form of compression, the SNES can't actually display 3BPP graphics, they must be converted to 4BPP before displaying them).

1416
Nah...I'm not that cool...lol.  I just forced it in using J2e's DTE...you know if you don't have a hammer use a rock (instead of walking back to the house to get one). However modding the DTE sounds like the right way to do it, meaning I should probably go learn how to do it right.

Ah, it's not hard at all. Find the top half of "A," then the bottom, and do the same for "B" and "C." Now just run a hex search for those values, let's say it was 7A8A7B8B7C8C, change the first $7A and see if the top of the "A" changes. Those hex values are made up, it should be fairly easy to get the correct ones. I recall there's more than one DTE table, but the only one I hacked was used for dialogue, I removed the large font from the menus before I did this hack.

I can probably get you the actual offset if you'd prefer, I've still got my stuff from before I switched to FF2us 1.1.

1417
General Discussion / Re: Super Duper Stock Market Thread (Part Tres)
« on: June 11, 2008, 02:26:28 PM »
speaking of which, was there a link to a backup of the Dragonsbrethren Industries forums when these forums went up, or am i misremembering?

There was, but shortly after I put it up Elazul's Pad went down entirely. It's back up now, but I haven't bothered asking for my old webspace back, nor do I really want it on the odd chance the exact same thing happens again. I should be able to get an archive up here though, I'll have to talk to Hypher about that.

1418
Dbi News / Re: Easy Type Alpha 1
« on: June 11, 2008, 02:22:08 PM »
Technically they're not cutoff, they're overwritten. The blank spaces for the monster quantity are wrapping down to the next half-line and the code that fills in the Japanese DTE is covering the other half of the letter. Leno wrote some code to get everything working for me by bypassing the code that draws those blank spaces but it messes up the item menu display; I decided a working item menu is far more important than showing the full monster name.

What annoys me is this should be as simple as finding the code that's printing the monster quantity, I disabled that but the spaces still get drawn where it would be, and I can't figure out where that's happening. :bah:

1419
General Discussion / Re: Super Duper Stock Market Thread (Part Tres)
« on: June 11, 2008, 01:06:51 AM »
I was wondering when/if you were going to restart this thread, I know it's probably pretty annoying to have it disappear on you. Twice. :blush:

The stock martket isn't my cup of tea, to be honest. What little I do know came from the economics class I took my junior year of high school. We did a mock-stock market type of game then, and we started about a week after the Juno/Netzero merger. We would've made a killing had we been able to get in on that.

We did the same type of game in 7th grade civics, but in quite possibly the most retarded way ever. The first day of class we were given a newspaper, had to partner up with another person and were told to pick five stocks, with absolutely no education on the subject and no idea how any of these stocks had preformed in the past. Sometime towards the end of the year we got to see how we did, my friend and I ended up being the absolute worst in the class, although I don't remember exactly how bad we did, but every stock we picked dropped by a lot. So yeah, never ask me for any advise.

1420
Did you hack the DTE table or force that font into theirs? It's much easier when you hack the table, I got every letter to fit except for the ones that were too wide. Switched my hack over to FF2us 1.1 so I have no plans to actually use that font anymore though.

Also, shadowing a font with gray like that causes it to bleed together on an actual TV, your letters will probably look a little distorted (I actually had a hard time playing RPGe's FF5 translation on my SNES for this reason, and had to hack the font to remove the shadow). It probably won't be so bad with that font, but when you've got bold letters with shadow that fills pretty much all of the space between them, it all just bleeds into a barely-readable blob.

Edit: Damn you dyslexia! :angry:

And since I'm editing this, I forgot to mention that your hack looks great so far. :happy:

1421
Final Fantasy IV Research & Development / Re: Enemy Set Bytes
« on: June 10, 2008, 05:16:41 PM »
Bits 5 and 6 of Byte 0 should also be eggs, for the other two monsters present.

1422
Game Modification Station / Re: Fun with Golbez
« on: June 10, 2008, 04:39:28 PM »
Yeah, "SOLDIER: First Class" really doesn't seem all that impressive...

1423
Game Modification Station / Re: Fun with Golbez
« on: June 10, 2008, 04:33:50 PM »
*He also lacks a weakened animation, haven't come up with any half-assed way of explaining that one.
He is Golbez! He can never be weakened! He's like Sephiroth, only more of a badass. *shot*

I'm not so sure about that, Sephiroth couldn't even take damage...which I always thought was pretty lame. It would have been far cooler if he just took extremely reduced damage and could absorb fire.

1424
Game Modification Station / Re: (Another) FF1 Hack
« on: June 10, 2008, 01:49:49 PM »

1425
Game Modification Station / Re: Fun with Golbez
« on: June 10, 2008, 01:48:17 PM »
I have, but as I said I haven't had a chance to test it in this ROM (This is just a copy of FF2us with my font in it and the Golbez tweaks, hence the crappy stats). If Phoenix says it won't work I'm sure it won't, I noticed Golbez had no equipment in this test but I just figured nothing was assigned to him and that other starting equipment set was for the second FuSoYa.

As a side note, Golbez has no attacking animation*, he just stands there while his weapon swings. I've actually written this into the story that it's part of the Lunarian's psionic powers, Cecil hasn't mastered the technique but FuSoYa and Golbez have.

*He also lacks a weakened animation, haven't come up with any half-assed way of explaining that one.