Author Topic: Final Fantasy IV: Side Project (Random AI Routine complete!)  (Read 10570 times)

chillyfeez

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Re: Final Fantasy IV: Side Project
« Reply #15 on: December 31, 2014, 12:33:28 AM »
Um... Does reloading the map in the roster clearing event cause weirdness when trying to exit the whale?

Grimoire LD

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Re: Final Fantasy IV: Side Project
« Reply #16 on: December 31, 2014, 12:36:24 AM »
Um... Does reloading the map in the roster clearing event cause weirdness when trying to exit the whale?

...I didn't think of that either. It likely will in reality. I'll have to try it out.

 :edit: Yes, yes it does put me back at the warp... alright. Leaving the ship to refresh the roster seems the best way to go about it then (because of map reloading and "go to last map" tiles, bah.)
« Last Edit: December 31, 2014, 12:42:42 AM by Grimoire LD »

TheBigT2000

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Re: Final Fantasy IV: Side Project
« Reply #17 on: December 31, 2014, 12:48:55 AM »
Could we see like a video showcasing how it's coming along or something? :3

Grimoire LD

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Re: Final Fantasy IV: Side Project
« Reply #18 on: December 31, 2014, 12:50:34 AM »
Could we see like a video showcasing how it's coming along or something? :3

I've never made a video on this computer, I wonder if it's even capable of video in all honesty. It's pretty late at the moment, but I do want to try to get at least the character's text down before calling it a night.

TheBigT2000

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Re: Final Fantasy IV: Side Project
« Reply #19 on: December 31, 2014, 12:52:19 AM »
Okay, that's fair enough. XD

avalanche

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Re: Final Fantasy IV: Side Project
« Reply #20 on: December 31, 2014, 08:58:08 AM »
I _heart_ this idea.

I pondered about this at one point and was immediately discouraged by the amount of event scripts that would be messed up by someone in or not in your party. But if you are doing it only later in the game, when the whale is available, maybe that isn't so bad.

LordGarmonde

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Re: Final Fantasy IV: Side Project
« Reply #21 on: December 31, 2014, 09:15:46 AM »
I don't know how practical/friendly this would be - but I have an idea: What about putting someone on the ship (say Namingway) who serves the purpose to remove everyone from your party then you can go around adding people:

So...Talk to Namingway - Change Party Members (Yes/No?)
   If Yes - Remove Everyone But Cecil
   Then talk to each person to add them back.
Otherwise your party is just left alone
This I think could work for any point in the game provided code to determine who should be walking around the ship - not sure how to do that at the moment :hmm:
I would think though, you could save at least some events with this approach if used only at the end of the game. Thoughts?
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Grimoire LD

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Re: Final Fantasy IV: Side Project
« Reply #22 on: December 31, 2014, 09:25:33 AM »
I _heart_ this idea.

I pondered about this at one point and was immediately discouraged by the amount of event scripts that would be messed up by someone in or not in your party. But if you are doing it only later in the game, when the whale is available, maybe that isn't so bad.

That is how FFIV:A (and the PSP Complete Collection) handled the matter and I think it works and makes sense, we're not aware of the fate of some of the characters until the Giant of Babil sequence anyhow.

What cannot be done in a sensical manner is set up a display for each party formation, (9x4=36 Party Formations) so I probably will not mess with the ending scenes at all other than removing the Tower of Prayer segment.

I don't know how practical/friendly this would be - but I have an idea: What about putting someone on the ship (say Namingway) who serves the purpose to remove everyone from your party then you can go around adding people:

So...Talk to Namingway - Change Party Members (Yes/No?)
   If Yes - Remove Everyone But Cecil
   Then talk to each person to add them back.
Otherwise your party is just left alone
This I think could work for any point in the game provided code to determine who should be walking around the ship - not sure how to do that at the moment :hmm:
I would think though, you could save at least some events with this approach if used only at the end of the game. Thoughts?

Basically so, that's how the other versions have handled it and I think it works well, if not a little bit too limited, but that is the way the original plot went. What you suggested was the original plan when I ditched the Fat Chocobo for Namingway.

Namingway will ask "Would you like to clear the roster?" (Yes) reactivate all NPC's/clear party (No) no change to party.

avalanche

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Re: Final Fantasy IV: Side Project
« Reply #23 on: December 31, 2014, 09:51:12 AM »
I think it might be 9*8*7*6 = 3024 formations? But yeah still too many :)

It's a great idea. It would be sweet if earlier there were some options. But you're right, it seems like the story doesn't lend itself to it since everybody is pulled from the party rather harshly and they aren't available, either presumed dead or working for the bad guy.

Grimoire LD

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Re: Final Fantasy IV: Side Project
« Reply #24 on: December 31, 2014, 10:25:09 AM »
I think it might be 9*8*7*6 = 3024 formations? But yeah still too many :)

It's a great idea. It would be sweet if earlier there were some options. But you're right, it seems like the story doesn't lend itself to it since everybody is pulled from the party rather harshly and they aren't available, either presumed dead or working for the bad guy.

The only exception might be Cid at the Giant of Babil because it honestly seems as if he was intended to join the party, (his data is even saved to a shadow slot when he leaves) it would be the One Time in the game where Cid could realistically be there and deal that x4 damage to machines that his Hammers are capable of, but for whatever reason they decided not to go for it. Probably logistics again.

The Twins are stone for the vast majority of the game.

 Edward would be an easy possibility at the Magnes Cave (4 Party Members +1 Edward, it could have worked, his harps aren't Metallic noticeably) and have him leave the party again after he finishes his assignment.

Yang could have joined as well as early as waking him up, but again, five party members already.

Granted a new sidequest to find the fabled "Super-Soft" to cure the Twins ahead of time Might be interesting... but is outside the scope of this particular project.

Grimoire LD

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Re: Final Fantasy IV: Side Project
« Reply #25 on: December 31, 2014, 11:02:35 AM »
Well, I've hit a bit of a problem... when I go to remove any character from the party, the game crashes. I haven't been able to pinpoint why this is...

Would you mind if I sent you the ROM Chillyfeez? Since it seems to deal something with the Shadow Party Mod, maybe you might be able to make better sense of what went wrong, I would look it up, but there's no clear documentation on what you added, I am wondering if there's another code conflict somewhere?

I need to be headed to work soon so I will send you the ROM, but if you'd rather not deal with this, it's completely understandable.

chillyfeez

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Re: Final Fantasy IV: Side Project
« Reply #26 on: December 31, 2014, 01:30:26 PM »
Probably another patch conflict. I'll likely be able to fix it, but not today. But I'm off 1/1 and 1/2.

Grimoire LD

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Re: Final Fantasy IV: Side Project
« Reply #27 on: December 31, 2014, 06:01:11 PM »
Probably another patch conflict. I'll likely be able to fix it, but not today. But I'm off 1/1 and 1/2.

Sounds good, just a note when I repatch the Shadow Mod onto the ROM the game works fine, removes party members and everything, Except in battle, battle starts and then the screen goes black within the first few seconds. Maybe something that might help you pinpoint the problem. In the meantime I can work on Combat Boost.

chillyfeez

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Re: Final Fantasy IV: Side Project
« Reply #28 on: December 31, 2014, 06:19:45 PM »
Good to know. It'll be something with either defer or atb then.

chillyfeez

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Re: Final Fantasy IV: Side Project
« Reply #29 on: January 02, 2015, 03:57:22 PM »
It's all set, Grimoire.
It was a veritable nightmare, but I fixed it.
Check your RHDN messages for the link.