řAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=topics;u=27e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index94d0.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=27e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index94d0.html.zxŻLg^˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ČĐ‹ťN˛OKtext/htmlISO-8859-1gzip0|ÖN˛˙˙˙˙˙˙˙˙Tue, 10 Mar 2020 08:32:06 GMT0ó°° ®0®P®€§˛đ®ŻLg^˙˙˙˙˙˙˙˙ -N˛ Show Posts - Phoenix

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Topics - Phoenix

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1
Final Fantasy IV Research & Development / Shadowing Stat Data
« on: April 09, 2011, 11:04:16 AM »
At the request of Zozma, I finally found my original documentation on shadowing stat data. I've attached the text description with the hex data to paste at various offsets (FF2us v1.0 headered ROM), as well as an IPS patch that I *think* is complete. (Although it might be for my own hack, which means you might have some non-standard data.) This will should properly copy shadow data for all characters when you add or remove them.

Real life has taken over, so I don't have much time for hacking any more, and probably won't be able to answer questions about any of it. Hopefully you guys can figure it out!

:wedge:

2
Final Fantasy IV Research & Development / Playing around with HTML canvas
« on: October 25, 2009, 07:55:11 PM »
I've been working on adding in some features to my Location Map Editor that I had been planning on (mostly, loading data from a ROM rather than a text file). I have that working, but I'd like to add in the ability to toggle the correct background. For that I need tiles that have transparency (which I stupidly didn't put it when I created all the tilesets) so I either need to go through and edit all of them, or load them dynamically from the ROM. I don't know if this will make it into the next release, or if it will be speedy enough in any case, but I've been playing around with using HTML canvas to do this. So far I've been able to create the tile graphic data from the hex data and color it using one of the palettes. You can see an example below.

It takes two or three seconds to draw all of it on the canvas, so it may not be practical when I'm loading *all* the tilesets from the ROM, but I'll have to see once I get all of them working. If nothing else, I can use it to create the tile graphics with the proper palettes, then export those to an image which I can use for my tilesets. Not as cool, but possibly more practical. If anyone has any HTML canvas tips, or a better idea, let me know!


3
The discussion for this topic started here, but since other things were discussed after those posts, I thought I'd start a new thread for this.

While play-testing my hack, I noticed one of my characters coming back into the party with some funky weapons equipped (7 arrows in one hand and a claw in the other -- very dangerous).  :lungs:  I traced the data change back to finishing a battle, at which point I figured the shadow data must be modified when battles finish. The only logical explanation for this was: not-in-party characters DO gain experience, contrary to what I previously thought.

Fortunately I found I had stashed the ASM routine away for experience adding when finishing a battle, and after combing through it for a bit, I verified that experience does get added to characters stored in shadow slots (as well as levels being increased and the experience modifiers being changed). The amount of experience added is the same as what in-party characters get, which means the total experience divided by the number of characters in the party.

Luckily for me, it was a one-byte fix to make sure that experience only got added to party members. In my hack, I only want party members to gain experience; plus I'd have to heavily modify the subroutine to calculate the right positions in RAM for my shadow character's experience addresses. So I'm glad it was a relatively easy fix -- it already cost me a few hours to figure out what was going wrong and how to fix it.
 :tongue:

4
Final Fantasy IV Research & Development / Inn GP cost in events
« on: September 30, 2009, 07:53:39 AM »
I was editing an inn price for my hack this evening, and I noticed that my changes definitely did not fit the formula suggested by Yousei's FF4 data for event code DCxx (Inn: costing 50 * 2^xx). I started getting some wacky numbers after a value of 08, so I jotted them down, converted them to hex, reversed the bytes, and did a search for that data. It turns out that there's actually a GP cost table located from 06C83-06C94 (in a FF2us headered ROM). There's only 9 entries; after that is ASM code, which is why the values are so weird. Here's an example of the first 16:

Code: [Select]
## GP Value
-- --------
00 50
01 100
02 200
03 400
04 500
05 600
06 700
07 300
08 1200
09 12453
0A 63629
0B 42248
0C 36145
0D 2297
0E 12965
0F 64141

I have a list of all possible values for xx, if anyone wants it. 9 entries is actually fine, but in case someone wants to go crazy with Inns...

 :sleep:

5
Final Fantasy IV Research & Development / An unused map?
« on: September 15, 2009, 08:59:46 AM »
Has anyone seen this map before? I was reorganizing my location map graphics data today, and I found a small map that I hadn't come across. It's similar to the grove Cecil wakes up in after the Mist battle, but is a bit smaller. The map is pointer D0 in the graphics pointers, but as far as I know, no map actually uses it.

 :hmm:


6
Has anyone come across or fixed this bug? The English versions have garbage for the message when you have too many items and try and leave a key item behind. The Japanese versions have a message saying, "You've left an important item." I tried to attach a screenshot of what both versions look like, but it kept giving me an error saying the upload folder was full.

 :edit:
Here's the image comparing the English version to the Japanese version.


7
Final Fantasy IV Research & Development / Announcing: FF4Tools
« on: September 01, 2009, 08:43:00 AM »
UPDATED (9/29/09): Version 1.1 released. Download here. There aren't any major changes, but the release notes are as follows:

Code: [Select]
- Replaced main page image hover resizing with quicker swap transitions
- Event Editor's hex guide is now shown by default, and has its own scrolling
- Made height of elements more consistent across the tools
- Fixed Phoenix Hacks logo not hiding behind other images
- Fixed favicon links
- Bug list and release notes are now included

-----------------------------------------------------------------
Finally, after weeks of work, I'm pleased to announce the first release of FF4Tools, a revamp of my three javascript tools for FF4 (formerly a text converter, an event scripter, and a location map creator). The new ones are much improved over the old ones, featuring the following changes:

Code: [Select]
- Tools updated to Dialogue/Name Editor, Event Editor, and Location Map Editor
- Tools integrated together with an opening web page
- All tools now load their default data from text files (which can be edited)
- All tools display the hex data length, which turns red when the edited version exceed the space allotted for that item
- All tools have instructions, found by clicking the "?" in the top-left corner
- Dialogue/Name Editor and Event Editor are now a bit more stable for editing within the text boxes
- Dialogue/Name Editor now has a special characters panel that uses control codes (square brackets) rather than unicode character buttons
- Event Editor contains a hex guide to show the hex values
- Location Map Editor has been given a major overhaul, with resizeable tiles and maps now editable by point-and-click

I'm most proud of the Location Map Editor, which I think is now much more useful. I've been using it a bunch over the last few weeks to edit maps for my hack, and I find it pretty easy to use. Some tips on using it:
- Tiles can be selected from the grid or by right-clicking a tile already in the map
- Click and hold to change multiple tiles at once
- Undo works via the Undo button, Command-Z for Macs (i.e. Meta-Z), or Control-Z
- Current (x,y) location in the map is displayed in the browser's status bar

I've tested all the tools on Safari, Firefox, Opera, and IE. Most of the tools work in all of the browsers except IE (which has problems with all of them). As of now, there are the following bugs:

Code: [Select]
FF4TOOLS MAIN PAGE
Firefox
- Javascript image scaling can be a little jumpy sometimes

DIALOGUE/NAME EDITOR
All Browsers
- A window can’t be two blank lines

Firefox
- Editing after loading an entire dialogue bank is very slow
- Inserting a special character doesn’t put the cursor back where it’s supposed to go
- Hitting return when there’s lots of text will return the view (but not the cursor) to the top of the text

Opera
- Editing after loading an entire dialogue bank is very slow
- Inserting a special character doesn’t put the cursor back where it’s supposed to go
- Asterisks don’t stick, and hitting return removes all asterisks from the text

EVENT EDITOR
Opera
- The text data box is a little narrower than other browsers

LOCATION MAP EDITOR
Opera
- Right click doesn’t work (at least for me)

As you can see, Safari has the least amount of errors, while Opera has the most. The Dialogue/Name Editor is pretty unusable for Opera, and not very friendly for Firefox. So, sorry about that, but I've tried and haven't found a solution. I'm probably not going to rewrite it just to support those browsers. Since it's "open source" (in other words, HTML) if people really want the Dialogue/Name Editor to work in their browser they can fix it themself.

I'll be submitting it to RHDN once people here test it out and let me know if there's any major errors. I'll tried to test it extensively in the different browsers, but since I don't usually use them, I'm sure I've missed something. There is a download on my web page, but I haven't gotten to fixing the page itself (it's getting late, but I wanted to get this out tonight) so use the download link above. And now, for those that don't want to both downloading it, some pics:

(You can view full resolution versions here: http://picasaweb.google.com/phoenix.hacks/FF4Tools)





And now off to :sleep:


 :cycle:

8
General Discussion / What browser / window size do you use?
« on: August 27, 2009, 07:13:02 PM »
I'm integrating my FF4 javascript tools together and am adding some visuals to the opening page, but it's a little bit browser window size-dependent. Can people post here with the browser they use and the inner area of the browsing window (meaning not counting the location/tab/bookmark bars, etc.)? The inner area size I normally use is 1385 x 785. If you don't know how to get an exact measure, a rough estimate would be helpful as well. Thanks!

9
OC Remix has released a tribute album for FF4 called Final Fantasy IV: Echoes of Betrayal, Light of Redemption. I haven't listened to it yet, but most of their stuff is really good (and always free!). I'm excited to see what it's like once it downloads, since I really love the music of FF4. You can grab it here: http://ff4.ocremix.org

10
Final Fantasy IV Research & Development / FF4 SNES play time
« on: June 19, 2009, 08:57:23 AM »
I have a question for everyone out there that's played FF2us / FF4 on the SNES: what was your average play time, including talking to most NPCs and doing sidequests? The reason I ask is because I'd like a gauge of how much content I need to put into my hack to at least match the original.

For myself, I can't remember the last time I played through it, but I think it was somewhere around 20 hours.

11
Final Fantasy IV Research & Development / Event script bytecode C9
« on: June 07, 2009, 07:55:31 AM »
So I just discovered what event bytecode C9 does. (After what, almost two years of looking at FF4 events?)  :sad:

I discovered it after spending an hour trying to figure out why my main character wouldn't reappear after using C8 (which I had marked as Main Character: Toggle Visibility). After much frustration, I finally got the bright idea to look back in the original ROM and see how C8 was used. Lo and behold, C8 was only used to mark invisibility, and C9 was used to mark visibility. So, for anyone that edits events and uses my (based on Yousei's) event information, the correct bytecodes are:

Code: [Select]
0x-Bx Location Character 0-B Movement
 x8 Toggle Visibility
Cx Main Character Movement
 x8 Make Invisible
 x9 Make Visible

I can't believe it took me this long to figure it out.  :blush: :isuck:

12
I haven't even searched or tried yet, but does anyone know off-hand how to move the location of dialogue bank 1? I'm about 10% done with coding my events, dialogue, NPCs, etc. and I've used almost 50% of the dialogue space.
:nuts:
I thought it might save me some time in finding and decoding the ASM routine if I asked here first. Any takers?

13
I've been working on a few location map changes lately, and I decided to rewrite my Applescript location map creator/hex parser into Javascript. It's not quite a map editor, but it's a step in that direction. You can test it out here:

phoenixhacks.blackapplehost.com/Location%20Map%20Creator.html

It requires you to input the map in hex. You can test it out by inputting the hex for the town of Baron (apologies for the length):

Code: [Select]
800293027C9315800393011618190017980614AF0C9301800114151680021B799C05AF0155D6065717152F95019301151619001B9C08555659E8066B00172F950116141619001B9C096B68670684056B01002F9501161416001B9C0A6B242507252684036B010017181516141600799C0A6B39B2023A84036B01800217191455D608579C025864566456645669046A590180037C156BE8013E416061413F686B1C555666386838683868675A665E01800293011A6BE801446D62636D45686B1C6B6866336833683368675A6658D6016456571A006B030F48534954534A016B796B68663368336833686706E601E8014D686B80016B0300504B704B4C52026B5659013934323432343A00040066E80174686B01006B03000300840280016B6867012CAD0132AD012E008402031380016B01006B0380040400036B3EC1023D000E800504001A80016B010058D60469046A565944ED0245002CB1050D312680016B010066E80467056668674809490A4A01800604033080016B010066E80343675A664367504B704B5202003CC1013D800104003080016B010066E804675A6668670584046C44ED0145040004003000136B01005EC302E801675A666867058403EC0144ED01450584010330001A6B01006B6870E80267066668670684047B4849534A050483013080016B01006B01001B1D6C840B50704C52060480010E80016B01006B011B9C01840640606142840780013000136B01006B011E1C1F8406446263458407555664D6015901006B01464147840140414284014849534A05044041606141426B684DE8016701006B014E6D4F0437446D45840150704C520604446D62636D456B6838E8016702006B01504B52050448274A058406480849D3014A6B24322680036B01507052060450705206840650704BCC01526B397A32252680016B01800284117B6B39B2023A030058D60B6984026AD6055939B2023A030066E808C3026705840166C302E802672CB2017A2E800166E80B6702800166E80567022C2D2E8010FC02800D
The map tiles are small png files, so it might be a little slow to load depending on your internet connection. If you plan on using it frequently, you probably want to download the zip file of the html and pngs. Let me know if adding the .zip extension and unzipping it doesn't work -- I tried to use a Windows compatible zip format, but I can't really test it, so it's possible it won't play nicely.

14
Does anyone know the location of the code that writes the HP values in a save? I finished the intro of my hack today and finally got it to a place where I could naturally save the game, but I noticed that when I did so the HP values were way off in the save window (1030/1285 versus actually being 100/100). It doesn't really affect anything in-game, at least so far, but I'd like to fix it if I can. That being said, I have no idea what I modified that would have done this. If anyone knows where a pointer or piece of code is, that would be really helpful.

15
General Discussion / 334 Posts
« on: November 25, 2008, 08:33:33 PM »
Can anyone tell me why my number of posts is stuck at 334? Is that supposed to happen? I would think 333 would be more of a magical number (maybe "the sign of half-man" or something like that)  :laugh:

 :edit:
OK, now it's at 335.  :wtf:  I swear it's been at 334 for the last 5 or 6 posts I've made. Do they not count for the FFIV private development board, or something?

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