øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=645e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index931c.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index931c.html.zxòg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬C.OKtext/htmlISO-8859-1gzip8:ÖC.ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:17:55 GMT0ó°° ®0®P®€§²ð®òg^ÿÿÿÿÿÿÿÿ€+C. Show Posts - Grimoire LD

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Messages - Grimoire LD

646
Hello PinkPuff, not sure if you're currently busy with school (back to that time for me on top of a job...)  but I might have located the information on what is special about the Mist tiles in the Misty Cave from Phoenix's old notes. (These would probably be good to have in the editor as well down the line.)



Location Map Tile Properties are located from A1000 to A1FFF.
Tiles are 2 bytes each, using the following format:

Byte 0:
   bit 0:      Layer 1
   bit 1:      Layer 2
   bit 2:      Same layer on opposite side (Transition or Bridge Layer)
   bit 3:      ?
   bit 4:      Closed door tile
   bits 5-7:   ?
Byte 1:
   bits 0-2:   ?
   bit 3:      Bottom half is in front of the character
   bit 4:      Load previous map at previous location (Location Trigger)
   bit 5:      ?
   bit 6:      Enemy encounters possible
   bit 7:      Check tile’s location in [Location Trigger Data]

647
Looks like everything is fine, but if I may make a suggestion...

Lots of things in the editor save their spot when you click on them, the event editor for example saves the last instruction that is referenced instead of jumping back to defaults and move from there but it is not so with any matter in AI, thereby making things possibly a little more cumbersome than they should be.

But that's my only suggestion for the moment.

I did find a few new things out about the Rydia-Golbez battle, which would allow people to change the unit that is "hidden" and re-emerges.

648
Game Modification Station / Re: Well, it is about that time
« on: August 15, 2014, 11:06:27 PM »
That is truly a shame, you did indeed blaze the trail for much of what we do today, but I understand. Life must come first before anything else, though I wouldn't consider your other projects incomplete as "regrets". It's the journey that counts rather than the destination. Unfortunately in our line of hobbies it's quite rare that we release a finished product at all, so if you release even one (which you've released dozens of, over the years) you've already made a large accomplishment.

It will be a little bit lonelier without you, you were always the seldom-heard but informative voice for us FFIV hackers, but such is life.

Best of luck to you, sir.

649
Game Modification Station / Re: Final Fantasy IV - Project II
« on: August 15, 2014, 04:35:06 PM »
Ah, the first one writes the temporary evasion setting to another place. The reason the game gives 99% evasion from the Adamant Armor is because the Immune Byte is temporarily stored in the evasion storage-byte and is added to the eventual score for evasion where this 80+ (in HEX) is truncated down to 99 in decimal. What this  fix does is set it to an unused byte of RAM and draws it from that same unused byte thereby avoiding the mess of trying to store two values in one storage byte without clearing it properly.

The bug however is that the Adamant Armor has 99% evasion at all. Not that you retain that 99% evasion. The other mention is correct though.

The second fix disables a branch that skips the "Very Weak to" if the armor doesn't have the Immune byte. It probably looked good in theory, but not in practice. It prevents the "Very Weak to" byte from ever being cleared.

650
Game Modification Station / Re: Final Fantasy IV - Project II
« on: August 15, 2014, 01:50:37 PM »
Sure, alright then.

At 019991 Change 05AA 85AA to 05FE 85FE

And at 0199A3 change A5AA to A5FE and that will fix the 99% evasion bug.

And the x4 Elemental Lingering Weakness is...

019A82 change F007 to EAEA and that will do it.

651
Oh, I see now. 128=0 129=1 130=2 alright, yes. That makes a good deal of sense in some respects. Thanks for that Chillyfeez!

652
Hmm, I don't know if I'd consider this a bug, syntax error, or what it may be, but when you try to create your own condition flags in the AI editor the program spits out that if it is not 01 the flag is "??" and 01 is considered "current flag" but the normal AI before they're changed shows the proper number of the condition flag. Is there something really wrong going on here or is it just a syntax error in this case?

653
Game Modification Station / Re: Final Fantasy IV - Project II
« on: August 14, 2014, 10:58:04 PM »
Yes, it is indeed that bug. The fix automatically decrements the item when you attack. This does have the unfortunate side-effect though of showing fists being thrown (but it still does proper bow damage) but it does fix the bug.

ROM - 1C97A -

Change A5CDAA to 2048A8.

I would say they would be easy, it's only changing how a value is read and when it is read to properly correct itself for the 99% evasion and the other one is literally a two byte change. Though I can understand why you would leave those alone, provide a nice reward for actually getting the Adamant Armor or the Glass Mask I suppose.

654
So while working on Combat Boost I noticed an inherent flaw in my FFT-type Katana Spirits... there was no way to get more of the rarer blades such as the Murasame and Masamune, despite the possibility of them still breaking when used... so I thought up a new scheme. This plan would replace the dancers in six towns for "Swordsmiths" and these Swordsmiths will copy the Katana's you have if you give them the Katana and a new enemy-drop only item, the Power Ore.

To make this worth the player's while you get multiples of a weapon (5 Kunai, 4 Ashura, 3 Kotetsu, 2 Kikuichimoji and 1 Masamune/Murasame) though that still might be too low (considering the prices of Katanas were lowered by a ton to compensate their use-function.) and I'm toying with the idea of doubling it all together, as I don't have Edge in my party yet I can't see how useful the small multiples of the blades will be.

In any case I came across a distinct problem that I failed to notice in creating this plan... the Power Ore replaces the Pass and here's something I forgot about the Pass. You keep it when you use it. Now I can see the reasoning in this in the normal game and every other item from thereon follows suit. (Which is why the game takes away All of your Pink tails, rather than just one) They wanted to have the player unlock the doors in Baron with the key and didn't want the key to vanish when used in this manner. The problem is, aside from the Pass this is the Only functionality of this and as this would interfere with later plans, I will be changing the instruction to look at an invalid item to compare against so an item will always be decremented.

So here is the data associated with all of this...

$00/EB3E   C9 EC   CMP #$EC   A:00EC   X:0001   Y:005B   P:envMxdiZC - Is the Item being used, the Pass?
$00/EB40   F0 20   BEQ $20    [$EB62]   A:00EC   X:0001   Y:005B   P:eNvMxdizc - If so, branch past the Item Decrement Routine.
$00/EB42   C9 FE   CMP #$FE   A:000B   X:0001   Y:005B   P:envMxdizc - Is the Item being used lower than Sort? (It Has to be because of the way the "use-item" event is set up so...?)
$00/EB44   B0 04   BCS $04    [$EB4A]   A:000B   X:0001   Y:005B   P:envMxdizc - If it is Sort or Greater, branch to Item Decrement Routine (What...? Decrement the Trash Can?)
$00/EB46   C9 ED   CMP #$ED   A:000B   X:0001   Y:005B   P:envMxdizc - Is it the Baron Key?
$00/EB48   B0 18    BCS $18    [$EB62]   A:000B   X:0001   Y:005B   P:envMxdizc - If so, branch past the Item Decrement Routine.

Kind of strange the way they have it set up, but eh. It works.

And there you go! Oh yes, I know I mentioned this in another thread, but the game doesn't actually show all items to use, in fact it only shows Healing Items to Key Items and that's it.

So to change this you would change these to your desired values.

$00/B0AE   C9 CE   CMP #$CE   A:0001   X:0100   Y:1A35   P:envMxdIzC - Is it Healing Item or below?
$00/B0B0   90 17   BCC $17    [$B0C9]   A:0001   X:0100   Y:1A35   P:envMxdIzC - If so, branch to skip item show.
$00/B0B2   C9 E7   CMP #$E7   A:0001   X:0100   Y:1A35   P:envMxdIzC - Is it Imp or Lower?
$00/B0B4   90 08   BCC $08    [$B0BE]   A:0001   X:0100   Y:1A35   P:envMxdIzC - If so, branch to Show Item Routine.
$00/B0B6   C9 EB   CMP #$EB   A:0001   X:0100   Y:1A35   P:envMxdIzC - Is it Carrot or Lower?
$00/B0B8   90 0F   BCC $0F    [$B0C9]   A:0001   X:0100   Y:1A35   P:envMxdIzC - If so, branch to skip item show.
$00/B0BA   C9 FE   CMP #$FE   A:0001   X:0100   Y:1A35   P:envMxdIzC - Is it Sort or Above?
$00/B0BC   B0 0B   BCS $0B    [$B0C9]   A:0001   X:0100   Y:1A35   P:envMxdIzC - If so, branch to skip item show.

So if you want all items to show all you basically have to do is null these checks (Except the FE one for fairly obvious reasons)

And there you have it!

Sure, I could have just changed the location of the Homing Device and the Power Ore, but what would have been the fun in that? Haha, I learned something new along the way after all and may be of use to someone down the line.


655
Game Modification Station / Re: Final Fantasy IV - Project II
« on: August 14, 2014, 10:38:43 AM »
Do you mean bugs in the system or bugs in your patch? I think you've nailed all of the bugs in your patch, but as for the game itself there are some bugs you might want to fix...

the Infinite Arrow Bug and the lingering x4 weakness when equipping Immune-bit armor and the 99% evasion when equipping Immune-bit armor comes distinctly to mind.

Would you like those fixes, or would you like to leave them as is?

656
Indeed I have played a bit of it, I feel though that it is a remnant of larger plans which either due to time or laziness never properly panned out. My thoughts is that this was supposed to be on the 3DS possibly in the episodic format that was used with the original Wii release, but for some reason Nintendo didn't want the idea or partially through development Square-Enix decided that it would be mobile only to go with the new revamped FFIV 3D for the Mobile already out at the time.

It's a distinct possibility that FFIV-3D did really well on the mobile market so they thought to follow up that success and it does seem to have worked. From reviews I've read people seem more satisfied with TAY in 3D than they did with base TAY (Despite it actually losing some content). It is essentially the same game, still the same flawed battle system of FFIV where every normal foe has far too little HP, any improvements from the DS game such as Augments or revamped enemies is completely missing and the only changes are some changes to chests that now contain Adamantite instead of finding it in the Challenge Dungeon final chests in a random fashion.

This is why I feel there was laziness involved, a proper port of the game to the 3D format would have followed in suit with its predecessor, if nothing else they could have at least easily taken the FFIV DS enemies and worked with that, but no.

That said the presentation is much better. Some specific cutscenes have actual emotions, camera angles are put to fantastic and expressions put on the character's faces and the 3D actually looks really good. All in all it is still a solid package, yes it's flawed like the original FFIV, and you can't expect much different going into it (if you've played before which you have not. So it will be a brand new and possibly more well-crafted expereience for you), but it's still a worthy venture and a good pickup for the mobile.

657
I feel the exact opposite. I can grasp a concept when I can see it in motion, but setting up a program to take advantage of that and all of the checks, conditionals, and balancing acts that must be done seems like a nightmare. At least with ASM coding I can read what is going on and if I see available opportunity and reason, change it to suit my own needs.

To me, those who create tools and programs are the true heroes. The highest praise that can be given to an ASM hacker/reader is to have their findings used in some manners by a programmer that will then be able to make it easily moddable for anyone and everyone.

I will have to take a look at the changelog though. A lot of neat little things I've noticed.

658
Game Modification Station / Re: Final Fantasy IV - Project II
« on: August 12, 2014, 08:43:51 PM »
Yep, PinkPuff has it right, you can copy the default data from FF4tools and go from there, but I don't quite understand how mine fixed itself to at least include the rest of the forest again, despite the position of the place still being changed? We are using the same base after all, Project II is the building block of Combat Boost.

659
Until I was fixing a glitch for Project II (and thereby Combat Boost), I noticed that you added coordinates in your map editor which makes editing placements and event setups So much easier than calculating it in your head, thank you very much for that!

660
Game Modification Station / Re: Final Fantasy IV - Project II
« on: August 12, 2014, 10:27:31 AM »
Yes, I noticed this every time I was going through a test playthrough for Combat Boost, I thought it was just a little event matter, but I looked and didn't see anything wrong with the event itself...

Ah, I see the issue, how this happened is quite beyond me, but it looks as if somehow the physical map of "Forest Where You Lose Kain" was changed.

This is odd, but you won't have to worry about correcting the map, what you will have to do (and I will have to do) is to change the X,Y coordinates of where the map is loaded to something that fits with the new X,Y of the map as well as go into NPC's and move Rydia's place as well. With a new update to FF4kster it now shows the X,Y position of where you are in the map, which is fantastic! And will make NPC placement much easier.

When your party is loaded into a wall they are immediately despawned, so that's why Cecil wasn't appearing for you.

Let me get those coordinates for you...

You want to set the loading to 148, 20 and changing Rydia's NPC location to 23,20.

And there you go! That fixed it up for me at least.