øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=735e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9fac-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9fac-2.html.zxÎåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈàGêOKtext/htmlISO-8859-1gzip@øÕGêÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:25 GMT0ó°° ®0®P®€§²ð®Íåg^XGê Show Posts - chillyfeez

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Messages - chillyfeez

736
Sorry, to clarify, are you saying you got Ging Ryu to work properly in the Overworld? And if so, can you explain again exactly what you did?

737
Just wanna say, very glad to see slick up and running again.
I only have fragments of my summon/special sizes tutorial saved on my own computer. I was beginning to think I might have to learn how to do it all over again.

Thanks to Lenophis and anybody else who was involved in what must have been a nightmare to deal with.

738
Final Fantasy IV Research & Development / Re: 4bpp Graphics Backport
« on: October 19, 2014, 01:02:43 PM »
Hey, Gedankenschild.
Unfortunately, I don't have much good to report on this front.
I can tell you this: When a non-animated monster is summoned (Imp, Cocktric, Mage, Bomb, Mist?), the subroutine that makes the summoned monster flash before attacking (Flash black, like enemy monsters do when attacking) is buried somewhere in the routine at 01/E009 (LoROM). But unfortunately, there's a whole lot of other stuff buried in that routine, and I just don't think I know/understand enough about interpreting SNES graphical code to figure out much more that that...
 :isuck:
Sorry. Hope you weren't counting on me to come up with some huge revelation...

739
Final Fantasy IV Research & Development / Re: 4bpp Graphics Backport
« on: October 11, 2014, 01:45:52 PM »
Hey all, sorry, I went on a caribbean cruise on 10/4 and just got back to the US.

Anyway, I never got to the point of finding the flashing palettes, but I did find and document the subroutine within the summon animation routine that makes the summoned monster flash, so it shouldn't be hard to find from there. I won't be back home for another couple of days. Let me know if you still want me to research the flash palette and I will when I'm home.

740
Sounds like a nightmare.

741
The board's usually pretty quiet this time of year, anyway. Most of the primary contributors have some type of school obligation (either as teachers or students). I'm an exception, but I usually use the time to catch up on other hobbies, though I have been slowly moving along with my hack. Still got a ways to go before I am at the next stopping point. I really burned myself out a bit working on the shadow party hack.

Dare I ask what the Torn TV virus is?

742
Final Fantasy IV Research & Development / Re: Fun with Summons
« on: September 03, 2014, 06:39:31 PM »
No problem. Glad you found it useful.

743
Or if you open the menu. That causes a freeze, too, with no party members.

744
Yeah, the best advice is "always back up your ROM."
I have a folder with like 50 saves representing various degrees of completion. And the hack is a blip compared to what the final product will be.

745
You're more than welcome to do so.
Be sure to read all of the details in the post where it's linked, though.

746
That's a pretty good summary. Any character who leaves and comes back later, The BigT2000, is stored in the shadow party when he/she is gone. Otherwise her/his stats would be reset to starting.levels upon returning. Problem with that in the original programming is that there are only five spots available in the shadow party, but thirteen characters (sort of, you know what I mean), so it's impossible to save everybody's stats. Thus if you ever wanted Palom and Porom back in the party, it'd be like they were never there to begin with.

747
That's the idea. Or any other time, for that matter.

748
Zyrthofar's can do some serious sh*t to your ROM, but only if you save. Still very useful for graphics previews.
I've seen what you're talking about happen before, and near as I can tell it's just a byproduct of natural limitations of the "perform actions simultaneously" command.

749
Er... so... there's no problem then? Or is there something that needs to be fixed/changed on my end? Or just described better?

The wording could probably be clearer. As it is, the hacker would need to know "the secret" in order to use battle flags effectively. And even then, counting off can be a bit tedious.
Maybe split the instruction up? Like 0-127 could say "add to current flag [that number]," and 128-255 could say "set flag to [0-127]."

750
Code: [Select]
68200-6823F Overworld Character Palette Data
AB4FA-AB50B Overworld Character Palette Pointers (1 byte per character, values 00-03)
D8200-DB4FF Overworld Character Graphic Data (3 bitplanes, composite)
D8200-D84FF Dark Knight Cecil
D8500-D87FF Kain
D8800-D8AFF Young Rydia
D8B00-D8DFF Tellah
D8E00-D90FF Edward
D9100-D93FF Rosa
D9400-D96FF Yang
D9700-D99FF Palom
D9A00-D9CFF Porom
D9D00-D9FFF Paladin Cecil
DA000-DA2FF Cid
DA300-DA5FF Older Rydia
DA600-DA8FF Edge
DA900-DABFF FuSoYa
DAC00-DAEFF Mini
DAF00-DB1FF Toad
DB200-DB4FF Pig

The AB4FA-AB50B pointers are what you're looking for. The tenth one is P. Cecil and the thirteenth is Edge. Just change the value at AB506 to match what is at AB503.