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Topics - fedorajoe

Pages: 1 2 »
1
Final Fantasy IV Research & Development / Question about Cover command
« on: October 28, 2016, 07:23:12 PM »
It was recently discovered that the Cover command editor in FF4kster is bugged and makes the editor crash. So... does anyone know where in the ROM the values for "covering character" and "can't cover if this character is present" are located?  I'd like to change them up in my hex editor.

I searched for this but did not find it on the boards.

Thanks and Happy Friday!

2
Final Fantasy IV Research & Development / Enemies using weapons
« on: October 23, 2016, 06:52:53 PM »
When you fight a player character as an enemy... what determines the weapon the enemy is equipped with?

Just playing around, I tested enemy Kain and Enemy Yang, and if told to use the Fight command, they have weapons equipped.  But I can't see how to change the values, and it doesn't seem to relate to what the actual characters/actors have equipped.

Anybody know?

Thanks!

3
Final Fantasy IV Research & Development / Question: spell names in battle
« on: September 24, 2016, 10:12:31 PM »
Is there a (relatively simple) way to change what spell name appears when you cast a spell in battle?

Situation: I'm faking a Blue Magic system by having my character learn spells from bosses through events. But enemy abilities are 8-letters long while character spells are only 6-letters long. It'd be awesome, when my character casts the player version of a spell with a 6-letter name, if it could show the 8-letter name used by the boss (GobPunch rather than GPunch, even though "GPunch" is listed in the character's magic menu).  Make sense?

I'm wondering (hoping) if there's just a pointer I can change on each new spell, through a hex editor, to achieve this effect.  If it would require major hard-coded changes to every new spell, I'll just skip it.

Thanks!

4
Final Fantasy IV Research & Development / Question about battle sprites
« on: August 05, 2016, 08:24:24 PM »
Battle sprites appear to be a 3x3 grid of squares, each 8x8 pixels in size, but with not all squares in the grid being displayed.  Does anyone know how to change which squares are displayed?

I imagine it's probably similar to how monster sprites are arranged, but I haven't seen it discussed.

Basically I want to turn this...



Into this...



Thanks!

5
Final Fantasy IV Research & Development / AI Frustrations
« on: July 26, 2016, 05:10:35 PM »
So, here's my issue for today. ;)

Trying to create a custom boss. Everything is working except his primary AI.  I wanted to create a longer script so I thought, hey, just use AI 255, it's got all that unused space after it.  Wrote up the script, start up the battle... and a few seconds in, Cecil starts his victory dance and the game crashes.  Strange.

Then I thought, if that won't work, I'll just use another monster's AI, like Behemoth or something.  Game doesn't crash now, but the boss just casts Break over and over (it always fails BTW).  Even though this totes isn't what's in his script.

So, what am I missing?  This boss will be on the moon.  I only used indexes and scripts from lunar monsters.  There must be some arcane tidbit here that I'm overlooking.

Thanks as always.

6
Has anyone looked into changing which NPC palettes are called up on which maps?

The Chocobo Forests are giving me a problem.  What I'd like to do is have the Chocobo Forests use the blue townsperson palette instead of the purplish Black Chocobo palette.  Make sense?  But I haven't found anything on how to do this.

Anyone have more info?

Thanks!

7
Long story short: let's say I want FuSoYa, not Edge, to appear in the autobattle against Rubicant.

It's easy to make this edit in the event editor in ff4kster... but the battle crashes when it loads.  It will only play out correctly if the actor added is Edge.  Anybody else at all... black screen of doom.

What causes this and how can I work around it?

Thanks!

8
So, silly question time.

I restored the dummied dancer's dress in Baron in my Playable Golbez Edition hack, but I didn't note how this change was accomplished.

Can anyone refresh me?  I seem to recall it was stupidly obvious... but it's been so long since I touched the game that I don't recall the method.

Thanks, all.

9
Final Fantasy IV Research & Development / "Who can equip" index
« on: February 02, 2014, 03:09:18 PM »
Did anyone ever figure out how to edit the "who can equip" indices?  For example, index 00 is "everybody can equip," index 01 is "everybody except for Dark Knight, Golbez, and Anna can equip," and so forth.

I'd really like to make several changes to this data but don't know how to find it.  I looked in FF4kster and don't see a way to edit it there.  I also tried several searches of the ROM in a hex editor to see if maybe the data was laid out in an obvious way in a table somewhere, but wasn't able to find it.

Thanks!

10
Game Modification Station / FFVI custom "character joins" scene
« on: August 17, 2013, 10:00:45 PM »
Hey all.  I'm attempting my first FFVI hack and I have a question.

I'm wanting to create a new scene so that one of the existing characters can join the team at a different point in the story.  I don't understand how to make the screen fade to black but still leave the new character visible.  I've studied the existing character joining scenes but apparently I'm missing it.  Can anybody advise me?

Thanks!

11
Final Fantasy IV Research & Development / Command Behavior
« on: November 22, 2012, 03:55:46 PM »
There are many posts on this site where references are made to the functioning of commands (like, how to change the spell cast by Pray or Gird, which item is consumed by Medicine, etc.).  Has anyone ever compiled a comprehensive document showing exactly which sections of the code correspond to which commands?  (Something like, "01E890 through 01E8FF is the code for Recall.")  I can't find this anywhere despite a lot of searching.  Just curious.

I'm trying to make a Pressure command for the next release of my Golbez hack.  I downloaded Minitrue's summon command hack because that allowed me to find which sections of the ROM to change to turn the dummied Command 15 into something useful.  But, I'm having diffculty figuring this all out, and documentation like what I described above would probably be really helpful.

12
Final Fantasy IV Research & Development / Dialogue Pointers
« on: November 05, 2012, 07:19:14 PM »
Is there a document on editing dialogue pointers?  If so, I haven't found it, nor could I find a thread on the topic.

The battle messages for the dummied commands point to text blocks that are only one byte long, not sufficient for expanding the messages into something intelligible.  So, I need to change the pointers so that they point to some blank area where I can put the expanded text.  The problem is, I don't know where/how to do this.  Any help is appreciated.

Thanks!

13
For the morbidly curious...

I've uploaded a video demo of the playable Golbez character from my upcoming hack.

http://www.youtube.com/watch?v=QtAJFoPWkCY

Thanks!

14
Final Fantasy IV Research & Development / Command Battle Messages
« on: November 06, 2011, 08:11:57 PM »
Pretty much the only thing left to tidy up in my hack are the messages that pop up when a previously dummied-out command is used in battle.

The commands in question (your translation may vary):
- Pray
- Might
- Guard
- Tears
- Boast
- Regen

All come up with a nasty "D" message.  I need to rework the pointers, but this is something I do not understand how to do.

Frankly, I'd be open to just disabling the messages altogether.  Does anybody know how to do this?

15
Final Fantasy IV Research & Development / NPC Initial Visibility
« on: November 04, 2011, 08:28:29 PM »
Can somebody explain how NPC Initial Visibility works?

Phoenix says in his "NPCs" document that NPC initial visibility is controlled by 97400-9745F, one bit per NPC.  That is, what, 192 bits?  But the 192 number in no way comports to the actual number of NPCs.

The document goes on to explain speech data, but visibility is never described in any depth.  I can't figure out how to determine which bit goes to which NPC, or what the values should be changed to to alter initial visibility.  The values at the specified address are DB FE FC F3 BF E4 etc etc.  I would have expected something more like 00 01 11 10 01 or whatever.

What am I missing?

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