øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=435e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9a2f.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9a2f.html.zxϼg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.3ÍOKtext/htmlISO-8859-1gzip0|Ö3ÍÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:31 GMT0ó°° ®0®P®€§²ð®ϼg^83Í Show Posts - Pinkpuff

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Messages - Pinkpuff

436
Or you could just give Edward a spell set of "songs" using the magic editor. Maybe change the ninjutsu spells into songs and have Edge learn some regular magic instead.

437
Does the issue appear if you:

Open rom in FF4kster -> Enter Trigger Editor -> (change nothing) -> Leave Trigger Editor -> Save ROM -> Exit FF4kster

438
Ok so I implemented something that I think should fix it. See if it works correctly now...

439
Glad to hear something's working correctly on the first try ^_^;

Charge time: Awesome, thanks! And yeah that does sound familiar so I think it did fall through the cracks; there are probably several other things that met that fate, so I'm trying to be a bit more organized about things now. Anyway it looks like it will take some tinkering which I don't have time for right this minute but it's on the to-do-list.

As for the treasure thing, does a rom that has been loaded and saved (but not modified) using FF4kster show any signs of glitching, or is it just when you mess with the treasures?

440
Updated again!

I'm tackling some of the stuff on my to-do-list. I added the targeting to the command editor, and you can now tell Cover to index by job rather than actor. As well I went ahead and made the assumption that the treasure index works the way I think it does. Let me know if anything goes wonkee.

441
Huh, I thought I handled that one a long time ago; apparently not? I'll look into it. Thanks.

 :edit: Definitely hasn't been handled yet. I'm gonna need some details though, in terms of what it should be doing. The Treasure Index (byte 0C of map properties) should be computed by the number of "treasure" type triggers encountered so far when enumerating the maps in index order, correct? And it's only one byte, correct? But there are more than 255 treasures in the game aren't there? Does the index reset after the upper world maps?

442
Ok I think that fixed it. Give 'er a whirl and let me know.

443
They were forgotten; they're on the to-do-list

444
Game Modification Station / Re: Final Fantasy I NES assistance needed
« on: February 21, 2014, 05:49:16 PM »
I got 5-letter names working for Final Fantasy Negative One. It was quite some time ago though so I have no idea where to send you. I seem to recall just following step-by-step instructions which got most of it, but I remember having to manually fix the spacing in the "who to heal" menu on my own.

445
Now Phoenix made a patch to make all the characters fit into the prescribed space by changing the way the storing system worked. At the time he wasn't aware that his compounding of data was also making it so you could never Critical Hit again and it screwed up the Experience tables.

It made me so sad that it never quite worked out. If someone were to ever figure out a way to accomplish this seamlessly (or even playably!) I think I would cry tears of joy IRL.

446
Ah, well then that might actually do the trick in all reality.

If you do decide to try it, let me know how it goes!

Also a syntax update... In the AI there's a command called "Cast Black or White Magic Spell" and "Cast a Special Spell". Now the first one tells the enemy to randomly single target an ally or enemy. The second one tells the game to Multi-Target. There doesn't seem to be much special about it. I can change that easily enough with the indexes, but its just something to keep in mind.

Ok cool, I just got those descriptions either from some file or from some post here. Is the wording the only issue there, or does any of the actual functionality need changing?

May I ask as well why Golbez and Anna's character data isn't shown in the Actor's tab? Golbez, I can understand in a normal game sense. He's used in a pivotal battle scene, has no actual level up system. But he does have default stats and even has several Commands set as well as equipment (even though that equipment consists of a Flame Spear and Trashcans) and Anna is a completely blank slate. But the game does reserve five commands for her, so that actor slot can be used and is virtually unused by the game itself.

Is it because the information of these locations is unknown? If so I can do a quick search and bring them to light.

It's less about that and more about the character object that's being held in memory in FF4kster. When it loops through and writes all the characters, it does exactly that; writes all the characters. I think there was even a point where something was being messed up because it was reading and writing stuff for Golbez when it shouldn't have been and made it so you couldn't finish the game. As a result, the editor only reads in the "regular" characters. Since the actors are dependent on characters, it will mess up if it tries to reference a "nonexistent" (as far as it can tell) character such as Golbez or Anna. The easiest (laziest ^_^) solution was to just exclude their actors.

I can probably jury rig something if there's significant demand for such functionality, but otherwise I'd rather focus on more pressing things like the tile editor. I'll certainly add it to the feature request list though ^_^;

447
Sounds like it would be pretty compicated, but I'll add it to the feature request list anyway.

Incidentally, FF4kster figures out which maps have no data by the pointer information. So if you're feeling brave, you might be able to achieve the effect you're looking for by messing around with the pointers in a hex editor; you might be able to "fool" FF4kster into thinking a particular glitch map is real.

448
General Discussion / Re: The youtube thread
« on: February 07, 2014, 12:20:46 PM »
A totally badass metal medley of FF4 songs:

http://www.youtube.com/watch?v=APWr0b-wvUE

449
It was adding 100 for underground NPCs instead of adding 100 hex.  :lame:

450
Someone noticed a memory leak that was happening, I tracked it down and solved it. Could that be it?