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Messages - JCE3000GT

1291
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 22, 2007, 11:32:24 PM »
Did that sword drop for you?

One of those towns I put as many arrows as possible--I may have missed one.  Whoops.

I plan on adding a few more shops in my new FF4r hack, two of which will be arrow shops. 

1292
General Discussion & Support / Re: FF2us HardType Walkthrough by Deathlike2
« on: December 22, 2007, 11:19:13 PM »
Looks pretty good so far.  I'd be glad to see this finished and into a proper FAQ for my hack.   :cookie:

Oh, please no one use the duplication trick...that significantly makes the game way too easy.  And thus takes the fun out.

1293
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 22, 2007, 11:16:03 PM »
Is the Granite Sword the rare drop, or the next to rarest drop? -> I don't remember.

Well, it's the renamed Medusa Sword, if you still remember.

Btw, I did say way back that you don't sell Holy/White arrows. The only time you give them is at Mt. Hobs in the treasure chest closest to Chang.

Also, remember why there is a v1.1 of FF2? Well, IIRC, it is either the certain set of enemies.. or the gradual pertrification of the Medusa/Granite Sword vs certain enemies that makes the AI go nuts and lock up the game.

Btw, regarding the Cursed Ring, when do the drops start. I would've thought the Spirit/Soul enemies would drop them.. but either you tweaked it so they don't drop at all, or they drop very very seldomly...

I don't remember the drop info for the Granite sword.  I thought Toroia old the White Arrows.  And the Cursed ring was solely meant to be an "accidental lucky drop".  It has insane defensive properties that should make the game easier.

1294
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 22, 2007, 10:57:05 PM »
Is the Granite Sword the rare drop, or the next to rarest drop? -> I don't remember.

Wtf is the "Diamond Crystal" for? -> Only to sell for money.

Is the Bomb Summon spell a rare drop or the next to rarest drop? -> Rarest drop...or at least I think it was.

1295
General Discussion & Support / Re: SPC Sample Index editor - released
« on: December 22, 2007, 03:37:32 PM »
Program updated to versin 0.57.

1296
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 22, 2007, 01:48:02 PM »
Should there be anything worth pointing out while playing this for a second time.. like special drops, or where the hell the Pinkpuff enemy (or equivalent) is?

That would be me, literally.  And to find me you need to deliever the Letter to Lord J.  You'll eventually enconter Lord J through the game normally. 

The PinkPuffs are still in the game I think...they just don't drop the PinkTail if memory serves.

Dragonsbrethren had a walkthrough he was in the process of making a couple of years ago but stopped for some unknown reason.

*edit
Oh, and beware of Paladins--they will rape you.

1297
SPC - Hard Core / Re: Mystic Quest
« on: December 22, 2007, 01:45:50 PM »
Post it.  This is a data gathering thread like the FF4 ones.   :omghax: :laugh:

1298
SPC - Hard Core / Re: SPC Core info
« on: December 22, 2007, 01:45:10 PM »
Added samples.  Now its time for me to add FF4 to my SPC Index Editor program.  :omghax:

1299
SPC - Hard Core / Re: Mystic Quest
« on: December 22, 2007, 12:56:24 PM »
Help is appreciated.  I'm sure alot of people would like to find the data to MQ so we can get some good hacks out there. 

1300
General Discussion & Support / Re: Want a challenge for FF2us?
« on: December 22, 2007, 11:53:16 AM »
Yea, that's the game's problem really.  The first few bosses are easy by design me thinks.  I didn't feel like modifying the stats of the monsters...just wait until around Golbez.   :whoa:

1301
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 22, 2007, 12:04:08 AM »
If I remember correctly Dragonsbrethren fixed some bugs, but I don't have the patch. 

I can say that the version that's up SHOULD be bug-free enough to finish the game.

If you find any bugs please let me know--so I know what to fix. 

1302
General Discussion & Support / Re: My on-going SPC topic
« on: December 21, 2007, 10:44:13 PM »
Here's a peek at a successful Mystic Quest sample import to FF6 (the besst sample from MQ).  I didn't really bother to fix any of the songs to make it sound good...its just an exercise.

[attachment deleted by admin]

1303
SPC - Hard Core / Mystic Quest
« on: December 21, 2007, 08:34:46 PM »
Quote
000000-000200     ---     Header
007340-0073BC     PTR     Map Sprite Build Pointers
007CCF-007FBF     PTR     More Sprite Buikders (Monsters?)
007FCF-00?        PTR     Monster Sprite Map Pointers
00804F-0081BF     ---     FF Block
0081C0-0081D5     ANSI    Game's Title
013C55-013DFF     ---     FF Block
014475-0148FE     MONST   Enemy Stat Offsets
0148FF            ---     Wasted Byte
0180D2-181FF      ---     FF Block
018DF5-0          TXT     Shop Text
0197D9-0          TXT     "New Game"
01973A-0          TXT     "Save Completed"
0198A4-0          TXT     "Empty!"
019C65-0          TXT     Status Screen
019F3F-0          TXT     Custom Screen
01A203-0          TXT     "Give Up?"
01A536-0          TXT     Name Selection and stuff
01A612-01A631     ---     FF Block
01AD0C-0          TXT     Menu Text
01B30E-0          TXT     Battle Menu
01BA0D-01BC85     TXT     Credits
01BE85-01CF84     TXT     Text Block 1
01D08D-01D136     TXT     Text Block 2
01D2B7-01D4BC     TXT     Text Block 3
01D4D2-01D835     TXT     Battle Script
01D93A-01FE50     TXT     Text Block
020200-0219FF     GFX     Items
021A00-021A3F     PTR     Item Tile Pointers (pallete)
0212C0-0281FF     GFX     Sprite Bank 1
028200-028E7F     PAL     Palette for Sprite Bank 2
028E80-02F480     GFX     Sprite Bank 2
02F560-02F92A     PTR     Palette Pointers for Bank 2
0300D5-0301FF     ---     FF Block
030200-0341C0     GFX     Something to do with world map data
0341C1-037DC0     GFX     Spell Animations
037DC1-037ED4     GFX     Spell Movement Animation?/Pointers?
037ED5-0381FF     ---     FF Block
038200-03822F     PAL     Text and Menu Palletes Four Colors each
03D9F4-03DFC3     PAL     Sprite Palettes (8 colors)
03DFC4-03ED43     GFX     World Map Sprites (FIREBURG)
03FA37-0401FF     ---     FF Block
040200-?          PTR     World Map Tile Config?
041608-417ED      PTR     Hill of Destiny Tile Configuration?
047FBE-0481FF     ---     FF Block
048200-04865F     PAL     Monster & Background Palettes
048660-0487F4     PTR     Enemy Sprite Pointers
0487F5-0501A4     MONST   Enemy Battle Sprites and damage #'s
050818-0581F7     MONST   Boss Sprite Bank 1
05991C-05ED4B     MONST   Boss Sprite Bank 2
0610DA-061111     TXT     Title Screen Text
061114-           PTR     VRAM Title Screen Pointers
062C4C-0638EB     GFX     Title Screen Tiles
0638EC-06392B?    PAL     Title Screen Palettes?
0640D0-06431F     TXT     Map Locations
064320-06461F     TXT     Item Names
064620-064D9F     TXT     Attack Names
064DA0-0652BF     MONST   Enemy Names

Quote
The following are the offsets for the Max HP of the enemines in FF:MQ. These are the first two bytes of the enemy's stats. Each enemy's stats are 14 bytes long, and go in this order:
HP HP Str Def Spd Mag [str element] [str element]
[unknown] [unk] [unk] [unk] [wk element] [counter %]

14475-Brownie
14483-MintMint
14491-Red Cap
1449F-Mad Plant
144AD-Plant Man
144BB-Live Oak
144C9-Slime
144D7-Jelly
144E5-Ooze
144F3-Poison Toad
14501-Giant Toad
1450F-Mad toad
1451D-Basilisk
1452B-Flazzard
14539-Salamand
14547-Sand Worm
14555-Land Worm
14563-Leech
14571-Skeleton
1457F-Red Bone
1458D-Skulder
1459B-Roc
145A9-Sparna
145B7-Garuda
145C5-Zombie
145D3-Mummy
145E1-Desert Hag
145EF-Water Hag
145FD-Ninja
1460B-Shadow
14619-Sphinx
14627-Manticor
14635-Centaur
14643-NiteMare
14651-Stooney Roost
1465F-Hot Wings
1466D-Ghost
1467B-Spector
14689-Gather
14697-Beholder
146A5-Fangpire
146B3-Vampire
146C1-Mage
146CF-Sorcerer
146DD-Land Turtle
146EB-Adamant Turtle
146F9-Scorpion
14707-Snipion
14715-Werewolf
14723-Cerberus
14731-EdgeHog
1473F-Sting Rat
1474D-Lamia
1475B-Naga
14769-Avizzard
14777-Gargoyle
14785-Gorgun
14793-Minotaur Zombie
147A1-Phanquid
147AF-Freezer Crab
147BD-Iflyte
147CB-Stheno
147D9-Chimera
147E7-Thanatos
147F5-Stone Golem
14803-Skullerus Rex
14811-Behemoth
1481F-Minotaur
1482D-Squidite
1483B-Snow Crab
14849-Jinn
14857-Medusa
14865-Gidrah
14873-Dullihan
14881-Flameosaurus Rex
1488F-Ice Golem
1489D-Dual Headed Hydra
148AB-Twin Headed Hydra
148B9-Pazuzu
148C7-Zuh
148D5-Dark King

Quote
Font Hacking For FFMQ

The premise is simple. 8x8 tiles programmed in binary, with 0
representing transparent and 1 representing white.

for example, 53= 01010011. This repeats itself 8 times vertically to
create a tile.

There will be two value for each row. The transparent, and the shown.
Simple rule: Both must add up to FF. If you see a tile where something
adds up to more than that, then it isn't a tile.

To see the tiles, use a hex editor of some kind. Set the row width to
64 in decimal, or 40h. The values for a tile will then line up
vertically.

I will list the starting values for said tiles. A tile, lined up with
width as told, will look like this
t1v1
t2v2
t3v3
t4v4
t5v5
t6v6
t7v7
t8v8

t=trans., V=visible.

Here are the starting bytes to each tile found so far in said format.

Compressed Tiles (For use in bottom spot of screen)

$384a4: Auto (Two tiles)
$384a8: Manual (Three tiles)
$38630: Top Left Corner
$38632: Bot Left Corner
$38634: Top Right Corner
$38636: Bot Right Corner
$38638: Veritcal line
$3863a: Horizontal Line
$3863c: Horizontal to right of name (One pixel less on left side)
$3863e: End (Three tiles)
$3864a: Compressed L
$3863c: Compressed E
$3863e: Compressed V

The following only work in talking text (I don't know why)
$38830: g
$38832: j
$38834: p
$38836: q
$38838: y
$3883A: h

The tiles for shrunk (see: level on bottom) numbers begin at  $38A30 and goes from 0 to 9.

TIles $38A44-$38A4E are unknown useages.

TIles $38A50 are fullsized, from 0-9 and then A-F (F=$38A6E)

Tiles starting from $38C30-$38C6E) are G-Z (Z=$38C56), followed by a-l (l=#38C6E)

TIles starting with $38E30-$38E4A are tiles for m-z.

For the 38Exx group:
4c=!
4E=?
50=,
52='
54=.
56&58="

The others will be decoded soon, but should be punctuation, probably
running through $38E6E.

=========================================

No header:

6BDAE         Pointers to SPCs
6BDFF         Pointers to BRRs
6BEA1-6C1E1      Instrument sample indexes
6C201         BRR samples
750FD         SPC sequences
========================================

750FD      Silence
78573      Battle 1
78B68      Battle 2
79320      Battle 3
79B73      Victory!
79E0A      World
79F87      Fossil Labryrinth
7A29A      Dungeon of Ice
7A84E      Lava Dome
7AE4E      Mountain Range of Whirlwinds
7B20B      Dungeon and Waterfall
7B504      Middle Tower
7B779      Last Castle
7BF2E      Beautiful Forest
7C2F8      Shrine of Light
7C743      City of Earth ~ Foresta
7CC41      City of Ice ~ Aquaria
7D151      City of Fire ~ Fireburg
7DA03      City of Wind ~ Windaria
7DF42      Rock 'n' Roll
7E410      Rock Theme
7E810      Fanfare of Friendship
7E8C2      Mystic Ballad
7EAAB      Hill of Fate
7EEDD      Mystic Quest
7F473      Ending
7FBD3      The Crystal

========================================

D2 xx      change instrument volume to xx
D4 xx      Pan= 00-7F Left, 80-FF Right

E2               
E3         
E4 xx      Change instrument octave to xx
EA xx      Change instrument to xx
EB xx     
EC xx yy   
ED xx     
EE xx     

F1
F2     
F3 xx      Set tempo to xx (slower?)
F4 xx      Set tempo to xx (faster?)
F5 xx      Set echo to xx
F6 xx
F7 xx yy
F8 xx      Set global sequence volume to xx
F9
FA
FB
FC
FD xx     

========================================

Sample Index list from: 6BEA1-6C1E1

00   Nothing
01   Guitar
02   Kick Drum
03   Brass Section
04   Distortion Guitar
05   Synth Bass
06   Flute 1
07   Hihat
08   Flute 2
09   Rock Organ
0A   Electric Bass
0B   Snare Drum (loop)
0C   Strings
0D   Conga Drum
0E   Trumpet
0F   Xylophone
10   Cymbal Crash
11   Timpani
12   Wood Block

========================================

Samples from within the SPC sequence:

00   Triangle waveform
01   Triangle waveform (Synth Church Organ)
02   Square waveform (not Square as in Squaresoft)
03   Saw waveform (Overdrive)
04   Saw waveform (Synth Trumpet)
05   Square waveform (Overdrive)
06   Saw waveform?
07   Triangle waveform (Bell)
08   Triangle waveform (Overdrive)
09   Saw waveform (Overdrive)
0A   Saw waveform (Synth Bass)
0B   Sine waveform (Flute)
0C-3F   Nothing

========================================

BRR Pointers (raw)

01C20D
21C80D
2ECC0D
08E80D
FFF50D
5DFA0D
FB000E
300D0E
16140E
4E140E
06220E
65310E
A24D0E
84550E
C45C0E
6E690E
4A770E
F3810E

1304
Final Fantasy IV Research & Development / Re: Appearance/Sprite ID offset
« on: December 21, 2007, 05:08:13 PM »
For instance, remove the Engineer class and create an entirely new one. Do you know the location of these attributes? I assume magic is an attribute of a character's class, so really I just need to be able to change class characteristics.

I don't know if I've ever documented that data or not. 

1305
Final Fantasy IV Research & Development / Re: Appearance/Sprite ID offset
« on: December 21, 2007, 12:34:40 PM »
From my doc.

Quote from: Character Data
Consists of 32 bytes:
00: Name, Battle Commands, Equip able hands.
01: Appearance, Unknown
02: Level
03-06: Status Ailments
07-08: Current HP
09-10: Maximum HP
11-12: Current MP
13-14: Maximum MP
15: Strength
16: Agility
17: Vitality
18: Wisdom
19: Will
20-22: Unknown
23-25: Experience
26-28: Unknown
29-31: Experience for next level

Level up data:
Quote
7B700 (address with header):
table of offsets of level data by character id, starting with id 01:
id Name
-- ------
01 Cecil B4FB
02 Kain B62F
03 Rydia B790
04 Tellah B892
05 Edward B9DF
06 Rosa BB13
07 Yang BC47
08 Palom BD7B
09 Porom BEAF
0A Tellah B892
0B Cecil C010
0C Tellah B892
0D Yang BC47
0E Cid C112
0F Kain B62F
10 Rosa BB13
11 Rydia B790
12 Edge C1FB
13 FuSoYa C267
14 Kain B62F
These are offsets into page 0F. To derive a ROM address from this, add the table entry (remembering to reverse the order of the bytes as usual) to hex 70000, plus hex 200 for the header. You then get the address of the level-up data for level 1 going up to level 2. However, characters don't have level-up data stored for levels they have already equalled or surpassed when you get them; for example, Cecil as a Dark Knight lacks level-up data for levels 1-9 since he starts out at level 10 at the beginning of the game. In all cases the game multiplies the character's old level - 1 (IIRC) by 5 and adds it to this address to get the address of the 5 byte long data for that level-up:
byte 0:
bit 7 (MSB) Str
bit 6 Agi
bit 5 Vit
bit 4 Wis
bit 3 WP
bits 0-2
000 +0
001 +1
010 +2
011 +3
100 +4
101 +5
110 +6
111 -1
byte 1: base HP increase
byte 2:
bits 0-4 base MP increase
bits 5-7 are the highest bits of the XP requirement. bytes 3-4 are the rest of the XP requirement.