øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1806.105e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index96cf.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1806.msg19755e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index96cf.html.zx]Îg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.Î OKtext/htmlISO-8859-1gzip8:ÖÎ ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 17:45:24 GMT0ó°° ®0®P®€§²ð®]Îg^ÿÿÿÿÿÿÿÿs&Î  Project II: Final Fantasy IV

Author Topic: Project II: Final Fantasy IV  (Read 25543 times)

Pinkpuff

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Re: Final Fantasy IV - Project II
« Reply #105 on: August 12, 2014, 05:18:05 PM »
You might not notice it after a single save; to really test it:

* Load up the rom in FF4kster
* Save
* Close FF4kster
* Repeat the above steps several/many times
* Play the game (from the beginning? might matter or might not, I'm not sure)
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vivify93

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Re: Final Fantasy IV - Project II
« Reply #106 on: August 12, 2014, 07:04:35 PM »
Something like that was happening for me with previous versions of FF4kster. Every time I saved, the "Forest where you lose Kain" map would get shifted over. I managed to figure out a fix for it that worked for me, but could it be that I was the only one experiencing that issue and in the process of fixing it I inadvertently broke it for everyone else? Or could it be that the problem you're experiencing resulted from a previous version of FF4kster and are just now noticing it?
Yeah, I think that's it--it's a previous version issue. I think it crept up when I released v1.03. I'm just wondering if I can fix it without having to manually edit the map.

You might not notice it after a single save; to really test it:

* Load up the rom in FF4kster
* Save
* Close FF4kster
* Repeat the above steps several/many times
* Play the game (from the beginning? might matter or might not, I'm not sure)
What I did was open a clean FFII US ROM, save it, close it, and check the map in the map editor. It displays as shifted / broken in the Project's ROM, but it looks fine in the "slightly edited" FFII US ROM.

I also wanted to drop by to say welcome back vivify93! I had a good playing Project II - I can't wait to see where you end up going with it - it will be welcome to play again when you're done. Also - "Eggtimer" - LOL  :happy:
Thanks, LordGarmonde! :happy: I can't say that v2.00 is going to offer anything significantly different except for item descriptions.
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Pinkpuff

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Re: Final Fantasy IV - Project II
« Reply #107 on: August 12, 2014, 07:13:26 PM »
If none of the map data has changed otherwise... you could try opening that map in FF4Tools and copy/pasting the data into the modified rom...
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Grimoire LD

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Re: Final Fantasy IV - Project II
« Reply #108 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.

vivify93

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Re: Final Fantasy IV - Project II
« Reply #109 on: August 13, 2014, 09:56:56 AM »
It's a lovely suggestion, but I can't use FF4Tools. I tried once a few years ago, even going so far as to install Firefox and Opera, but nothing managed to load.

 :edit: I fixed it manually in FF4kster. I want to test Kaipo before I release v2.00.

 :edit: Mist forest, Kaipo's Water Hag battle, and the ending are all fine. I even checked Fusoya's EXP level for some reason, since I remember some obscure bug or something someone ran into awhile ago, and it's fine. Any other bugs that I should look for?
« Last Edit: August 13, 2014, 01:32:36 PM by vivify93 »
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Grimoire LD

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Re: Final Fantasy IV - Project II
« Reply #110 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?

vivify93

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Re: Final Fantasy IV - Project II
« Reply #111 on: August 14, 2014, 10:08:40 PM »
I meant bugs in my patch, yeah. But now you've got me curious! Is the infinite arrow bug the one where if an archer deals the killing blow on the final enemy in a fight, they retain the arrow they normally would've consumed? And I don't know about the x4 weaness and 99% evasion thing. Would they be easy fixes to implement?
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Grimoire LD

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Re: Final Fantasy IV - Project II
« Reply #112 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.

vivify93

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Re: Final Fantasy IV - Project II
« Reply #113 on: August 15, 2014, 10:21:18 AM »
Hmm. If fixing the infinite arrow bug creates a visual error, I'd rather keep the bug. I rather like it, anyway! :tongue:

I've done some simple hack fixes on my Phantasy Star II mod, Phantasy Star II Improvement. So I'm kinda familiar with changing some bytes in a hex editor and things get fixed. I'd rather fix the Evasion and weakness bugs, especially if the weakness bug would be detrimental to battles.
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Grimoire LD

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Re: Final Fantasy IV - Project II
« Reply #114 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.

vivify93

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Re: Final Fantasy IV - Project II
« Reply #115 on: August 15, 2014, 03:22:12 PM »
Thanks, Grimoire LD. What exactly did this fix, again? Like, could you use simple-to-understand layman's terms? I can't really read code. I have it written down as such in the Project's readme:
Code: [Select]
- Also fixed a bug where if a character is equipped, then unequipped with the Adamant Armor, they
  retain the armor's 99% Evade rating. Thanks again to Grimoire LD!

- Fixed a bug where when you equip someone with the Adamant Armor, then remove it, the character
  becomes weak to fire, ice, and lightning. Thanks to Grimoire LD for this!
« Last Edit: August 15, 2014, 03:34:55 PM by vivify93 »
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Grimoire LD

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Re: Final Fantasy IV - Project II
« Reply #116 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.

vivify93

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Re: Final Fantasy IV - Project II
« Reply #117 on: August 15, 2014, 05:18:28 PM »
OK, thanks! Getting ready to update v2.00.

http://www.romhacking.net/hacks/1659/ quick link to 2.00
« Last Edit: August 15, 2014, 09:06:09 PM by vivify93 »
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vivify93

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Re: Final Fantasy IV - Project II
« Reply #118 on: December 07, 2014, 09:52:25 PM »
Hey guys, what's with the "Immune" and "Absorb" bits on the Glass Mask and Cursed Ring, anyway? Does the Glass Mask make you immune to fire, ice, and lightning, and does the Cursed Ring make you absorb those three elements? I'm really confused!
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Grimoire LD

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Re: Project II: Final Fantasy IV
« Reply #119 on: December 07, 2014, 10:29:31 PM »
The Immune bit does nothing alone. It's thought that it's part of an incomplete plan to make Immune like Absorb, but Absorb goes into its single elemental byte where as Immune is a separate byte all around.

The Cursed Ring will Absorb any element that it also is paired with, so say you have the Fire Armor, you would then recover when hit by an Ice Attack since it resists Ice, go one step further and say you have the Dragon Shield, when that happens you absorb Fire, Ice, and Lightning Elemental attacks.

The Immune bit is also broken because it gives 99% evasion because of a lack of optimization (they save a certain bit of data to a place that is supposed to temporarily store, but never takes it out which leads to it being added to evasion.) I have a patch to fix this, Immune on its own does nothing, but when the Immune piece of gear also resists other elements, they then become Immune to them.