øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=870e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index90bc.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index90bc.html.zxÒåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.#OKtext/htmlISO-8859-1gzip@øÕ#ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:29 GMT0ó°° ®0®P®€§²ð®Ñåg^ÿÿÿÿÿÿÿÿÁ&# Show Posts - chillyfeez

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Messages - chillyfeez

871
Decidedly not, koala_knight. Yousei's uses v1.0 exclusively, and FF4kster is only fully compatible with v1.1

872
Final Fantasy IV Research & Development / Event Flag log
« on: April 04, 2014, 01:29:00 PM »
this is a log I made for my own purposes. Mostly I wanted to avoid setting flags in my hack that would have unexpected effects, like changing the landscape or adding the drill to the Falcon.
Code: [Select]
FLAG (Dec) SET FIRST (w/hex event #) CLEAR SET SECOND
---- ------------------- ------------------- -----------
00 10 Opening events
01 12 Speaking to Kain in Baron
02 51 Rosa getting captured
03 11 Cid greeting cecil
04 15 Cecil sleeping, prologue
05 21 Cecil/Yang fight
06 1B Cagnazzo battle, losing twins
07 8C Meeting Giott, Calbrena Battle, Rydia Rejoins
08 19 Odin battle
09 1A Baigan Battle
10 96 Jump from Bab-il, airship escape 95 Yang Destroys Super Cannon
11 62 Becoming Paladin, Tellah remembers
12 82 Kain regaining his senses
13 2F Mist Dragon Battle
14 30 Mist Events
15 39 Kaipo events, Y Rydia Joining
16 43 Tellah fights Edward, leaves, Edward Joins
17 3A Curing Rosa
18 45 Antlion battle
19 3D Octomamm battle
20 42 Redwings bomb Damcyan
21 46 Rydia melts Hobbs ice, learns Fire
22 47 Yang joins, Mombomb battle
23 31 Watery Cave camping
24 83 Depart Fabul, Leviatan attack
25 95 Yang destroys Super Cannon F7 Speaking to sylph before Yang Awakes
26 (nothing)
27 48 Fabul battle
28 5E Talking with Elder, Twins join
29 5F Palom puts out Ordeals fire
30 60 Meeting Tellah on Mt. Ordeals
31 61 Milon battle
32 63 Milon Z. battle
33 64 Talking to Elder after becoming paladin
34 14 Rosa greeting Cecil
35 74 Obtaining Earth Crystal
36 71 Meeting Edward in Toroia, receiving TwinHarp
37 72 Speaking with Edward in Toroia after Dark Elf
38 66 Entering Tower of Zot first time
39 43 Tellah fights Edward, leaves, Edward Joins
40 18 Finding Odin before Feymarch
41 (nothing)
42 79 Magus Sisters battle
43 7C Valvalis battle
44 52 Discussion about rescuing Rosa
45 7F Entering Cave Magnes
46 73 Dark Elf 'me attack you' battle
47 7A Top of Zot events C6 Drilling to the surface
48 84 Usinhg Magma Key
49 4A Toroia clerics after Earth Crystal
50 8B First visit to Underworld, Enterprise crash
51 94 Lugae battles
52 9A Edge joins, Rubicant battle
53 (nothing)
54 0E Rubicant main battle 1D Attaching Enterprise hook
55 A5 Finding the Falcon
56 A7 Heat shielding the Falcon
57 A6 Obtaining Luca Key
58 B6 Kain stealing dark crystal and leaving
59 A8 Opening the Sealed Cave
60 C5 Attaching airship drill
61 (nothing)
62 A9 Feymarch entrance
63 AF Obtaining Dark Crystal
64 AA Demon Wall battle
65 B6 Kain stealing Dark Crystal and leaving
66 9E Lunar Whale surfacing
67 C9 Asura battle
68 CA Leviatan battle
69 CF Bahamut battle
70 D0 meeting FuSoYa and having him join
71 E6 Giant of Bab-il CPU battle
72 ED Four Fiends battle
73 E2 trading rat tail for adamant
74 EE Giving Adamant and Legend to Kokkol
75 E1 Obtaining Excalibur
76 (nothing)
77 09 Receiving the Pan E5 Using the Pan and learning Sylph
78 F9 Trading Pan for Spoon
79 F3 Behemoth battle 50
80 (nothing)
81 04 Behemoth battle 51
82 A1 Fighting Edge's parents 05 Behemoth battle 52
83 (nothing)
84 08 Rydia learning Sylph FC Obtaining Ribbon
85 (nothing)
86 F2 Exiting Watery Pass - North
(then nothing, until...)
225 73 Dark Elf 'Me attack you' battle

There are some curiosities here, some that seem to indicate that I've missed something. Certain flags get set twice without ever being cleared. Or cleared without ever being set. I'll make edits if I find anything I've missed.
Do you suppose it's possible some flags get set or cleared by other means besides events?

I may, at some point, look into figuring out how the landscape and vehicles are changed by flags. Those findings would be posted here as well.

Anybody happen to know where in RAM the flags are actually stored? It must be a 0x20 byte block, likely somewhere in the 1000-17FF range (because that's apparently what is saved in save data). I can go searching for it, but I don't want to bother if it's already known.

873
A word of caution on world map editing - major changes have the potential to extend map data beyond feasible lengths, especially with respect to the Underworld and Moon. Yousei's editor would increase ROM size and relocate the data in such cases. You'll probably at least want to include an overflow safeguard.
Sorry if you knew that already.

874
Hmm... I wonder if cross referencing your notes with Grimoire's disassemblies would help...

I had a feeling a song sequencer was a pipe dream. It was late, I got a little zealous.
If I ever learn how to program (prolly won't), I promise to spend an ill-advised amount of time making one.

875
Yeah, I've actually seen your break damage limit video before. I guess I forgot that was yours.
I was worried that it would be like exceeding stat limits. I don't like the aesthetic of having "(black box)4(gray box with sguiggly lines)" strength,and I was worried you'd get something like that breaking the damage limit, which wouldn't be much help in battle. I wish I knew enough to make over 9999 values display properly, but I think that might be beyond all of us on this forum.
I don't necessarily think you should get rid of those limits, but figuring out what they are is probably a good idea. My guess would be one is for kick/dark wave... Not sure about the other... I think jump and focus use the same damage determination subroutine as fight... Dart, maybe?
Anyway, it looks like it has the potential to be a neat little editing tool. Don't tell PinkPuff }:-> but I do enjoy programs that have mouse interface.

Sort of off-topic, but I know you have some interest in music editing and have made several tools for ffiv. Have you ever considered undertaking a ffiv song editor? It would be a massive project, to be sure, but I drool over how much fun I could have with something like that. The little sea chanty in my hack (which is about 48 bars long) took about a day to transcribe into the game after I had written it out as a midi. I'd like to put in more original music, but I'm not sure I have the patience for anything more complex than that.

876
That was what I was guessing.

Also, why are there two damage limits, and why does each have two values?
Regarding their not displaying properly... Do you get "9999" for values over 9999, or do you get weird non-numeric characters?

877
What's "choose item starting byte?"

878
If you post some screenshots of what you're doing, I can try to help.

879
Are you trying to import that image file, or are you creating your own?

880
Monster AI also has separate instructions that can be remarkably specific about who the monster is targeting. I think if you throw that in there ahead of any spell/monster skill, you can choose to target whomever you want. But I haven't tested extensively - I always just figured it would work.

881
I was wondering about that. Good to know.

882
Well, granted that my ability to test is limited by knowledge of which RAM bits to change in order to unlock certain locations or my patience to change things in FF4kster in order to circumvent said limitations, but it seems like things are working perfectly from what I can tell.
 :cookie: for you!

883
hmm... that's pretty curious, avaquizzer (and, welcome!).

Yep, it looks like each of those maps are on the list of those that precede index oddities.
In order to determine from the index above which map has the "wrong" amount of treasures accounted for, you would subtract 2 from its map index - one because the treasure index references the amount of treasures from the previous map, and one because Pinkpuff started counting at 001 instead of 000.
The others are inaccessible maps (backgrounds, foregrounds, etc.), with the exception of I believe one save point room (perhaps there are a few undiscovered hidden treasures?).

Each is also located "within" a trigger point, it seems (so approaching the trigger point like a chest yields the treasure, instead of standing on it). I'd be willing to bet the parameters of the treasures collected match those of the teleport or event call.

Most likely though, these hidden treasures are an unintentional byproduct of the index oddities.

884
So if I'm reading this right then the original game, at a few particular spots, increases the "treasure index" byte by an amount not equal to the amount of treasures in the previous map.
This occurs at:
Code: [Select]
0A8 by +002
0AF by +003
0B0 by +002
120 by +001
13B by +001
157 by +002
162 by +002
16B by +001
16D by +001
17C by +001
180 by -001

I see no discernible pattern.
Seems this would indicate that this byte has some second, as-yet-undiscovered, significance.

For the sake of a working FF4kster, might it help to change the way it calculates this byte?
Say, instead of counting total treasures per location and assigning potentially brand new values to each location's treasure index... maybe logging the changes made in the current session and increasing the existing value for every relevant (subsequent, within the same 0x100) map?

Granted, I'm not a programmer, so I have no idea how feasible this idea would be.

Alternatively, you could take these particular discrepancies into account and try simply implementing them after the initial calculations are done.

885
Now... is this at all related to the graphical glitch that seems to accompany any trigger changes?
Sems like that would be a weird association.