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Author Topic: Developing FF4kster: a comprehensive editor for FF4  (Read 273833 times)

chillyfeez

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Re: Developing a comprehensive editor for FF4
« Reply #390 on: August 11, 2013, 10:11:13 PM »
... whenever I change an Index of a monster AI and hit Backspace to leave that specific portion the game resets the AI Index to what it was originally. Am I missing something obvious here?
I get that, too, now that you mention it (except I think you mean Escape, not Backspace).

Grimoire LD

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Re: Developing a comprehensive editor for FF4
« Reply #391 on: August 12, 2013, 12:58:37 AM »
Heh, yeah I meant backspace. Good catch.

I am also a little confused on how some of these AI flags work.

For instance the reaction for a SwordRat is "If a character uses 192". I can assume 192 is a physical attack then?
And Valvalis' Jump counter says "If a character uses 222" which I can only assume is Jump.

Are there values for other skills like Dark Wave, Twin, etc? Or is it just Fight and Jump?
« Last Edit: August 12, 2013, 01:16:43 AM by Grimoire LD »

chillyfeez

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Re: Developing a comprehensive editor for FF4
« Reply #392 on: August 12, 2013, 02:21:46 AM »
From what I've learned about the conditions, Grimoire, they can be set to any action, however (as I believe I've mentioned before), I've had mixed success getting them to work. The only other "reactable" action I've had success with is magic (which includes all spells as well as attack tools like lit-bolt, firebomb, crystal, and presumably all of the other ones that are dummied out in the us version; without any testing, I would bet it applies to sing, recall, twin, and any other action that evokes a spell too).  It may be that more research is required here. Example: in the case of valvalis's reaction, she's reacting to the "land," not the jump. Phoenix's document addresses editing these conditions, but seems to graze over reacting to particular character attacks very quickly without much explanation. What pinkpuff has done with ff4kster here is to have allowed for all possible choices for this one particular byte, even though most of the possibilities are undocumented and it seems a lot of them do nothing.

Pinkpuff

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Re: Developing a comprehensive editor for FF4
« Reply #393 on: August 12, 2013, 06:02:55 AM »
Heh, yeah I meant backspace. Good catch.

You meant escape you mean ^_^

I am also a little confused on how some of these AI flags work.

So am I. I guess we're just going to have to experiment.

Anyway I fixed the AI index issue. Next up will be the sizes and then I will see if I can track down the memory leak (I think I know generally where to look for it now though).

 :edit: Size labels done, and also added a "template" feature to the graphics pointers that lets you select from the regular monster graphics by label to assign the pointer and size accordingly.

 :edit: Ok I think I found the (a?) source of the memory leak. Let me know if it is any better now.
« Last Edit: August 12, 2013, 10:04:53 AM by Pinkpuff »
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Grimoire LD

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Re: Developing a comprehensive editor for FF4
« Reply #394 on: August 12, 2013, 02:25:18 PM »
Haha! Did I really say Backspace, again? Yes, I meant Escape.

Also I have noticed that you added a Lot more Drop Index tables than there were in the normal game. I can only assume that this is actually other data that shouldn't be changed?

Do we know what follows directly after the Drop Index? If the data is inconsequential that means that it might be able to be used, in theory. Though there is a lot of interesting stuff there by default which add quite a bit more variety to drops even if they aren't changed. So while you may want to add a warning about changing the index past a certain value, I do not think that you should limit the number of available Drop Indexes, there's some neat stuff in there that don't necessarily need to be changed to be effective.

This Template system you have set up is Fantastic!

Now what are "units"? I can't quite wrap my head around those. I don't recall there ever being enough monsters to have 26 units, nor do Character's go up to that amount.

I'm having a blast with these AI modifiers.

It seems that the AI in monsters can successfully kick, dealing damage to all characters, only problem is that it moves all of the monster sprites up, rather than one, so it could only really be used when there's one monster remaining.

Monster AI Capabilities - Character Commands -

Fight - Yes
Item - ?Yes? (When an enemy uses the "Item" command, the game seems to assume it is using some sort of Weak effect and it places characters it targets into critical with single-digit HP)

White - No
Black - No
Call - No (Massive Crash)
Dark Wave - Yes (Appears to work. Unsure about HP reduction though.)

Jump - Yes (Enemies can use Jump, but like Kick it will show all of the formation jumping up and coming down. Best to be used on single enemy formations or set the AI to use it when there is a single enemy left.

Recall - No (May perhaps need a team with MP, when an enemy uses Recall the targeted character will do their "special pose" but nothing will happen, but since this was tested with a magicless Kain and Cecil it may do something if the targeted character in question had magic)

Sing - No (When an enemy uses Sing, the target will go into a casting stance, but can no longer act and the game will softlock when that character's turn comes around.)

Hide - No (When an enemy uses Hide, it will cause one character to "run away" (instantly killing him somehow) and the other character to drop dead on the spot causing an instant game over.

Salve - ?Yes? (When an enemy uses Salve it will use up Exactly one of your assigned items for Salve, it doesn't recover as far as I could tell and I don't believe it was healing Cecil or Kain.)

Pray - No (When an enemy uses Pray it will cause the targeted character to raise his hand as if using an item, no HP is recovered on either side it would appear.)

Addendum - If you have the enemy target itself with Prayer it will Appear to work, It will recover HP based on its internal magic Spell Power and will only work half of the time, unfortunately though it's all just graphical representation. They are not actually healed any amount.

Aim - No (As above, with what it shows. Except it will show the character flinching as if hit, no damage is taken)

Focus - No (The enemy will just keep on using Focus, never attacking, oddly enough though when it was used Kain appeared to Cover Cecil as if he was a Paladin.)

Kick - Yes (The enemy formation will move as if kicking and reset back to its normal position. It is best to use this with only a single enemy.)

Gird - Yes (Tell the enemy to target itself with Gird and it works perfectly. It casts Protect without any complications and the damage dealt by characters is significantly lowered over time. This is also the first command that actually appeared with a message for enemies.)

Twin - No (The enemy will continue to rapid cast Twin while the character in the First Position will be stuck in a casting pose, the AI will not move onto its next instructions and will only continue to cast Twin.)

Boast - No (No discernable difference when the enemy used the command other than a character going into a special pose.

Cry - No (As above.)

Cover - No (Doesn't appear to do anything)

Peep - No (Doesn't appear to do anything, surprisingly. Then again there is something special about Cid's Peep which differentiates it from the spell. What that something is, we have never been able to determine.)

Crash - Yes (Crashes the game)

Dart - No
Sneak - No
Ninja - No (Game Crash)
Regen - No (As with Twin the enemies enter into a rapid cast and that's that.)

So enemies can use Dark Wave, Jump, Kick, and Gird, can use Salve to steal the chosen item, and the rest are basically not an applicable option. It was an interesting look at it though.

 :edit: How is Sprite Changing supposed to work? It's an interesting idea but the game uses it quite sparingly to actually say what it is supposed to do. Also it seems as if you change the default Charm into "attack enemy" instead of a specialized one for each type of monster there would be a lot of extra AI sequences to add.





 
« Last Edit: August 12, 2013, 02:42:36 PM by Grimoire LD »

Pinkpuff

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Re: Developing a comprehensive editor for FF4
« Reply #395 on: August 12, 2013, 04:54:58 PM »
Also I have noticed that you added a Lot more Drop Index tables than there were in the normal game. I can only assume that this is actually other data that shouldn't be changed?

No clue, we'll have to experiment!  :laugh:

Do we know what follows directly after the Drop Index? If the data is inconsequential that means that it might be able to be used, in theory. Though there is a lot of interesting stuff there by default which add quite a bit more variety to drops even if they aren't changed. So while you may want to add a warning about changing the index past a certain value, I do not think that you should limit the number of available Drop Indexes, there's some neat stuff in there that don't necessarily need to be changed to be effective.

If it turns out that there is stuff afterwards that it could bleed into then I will eventually put a check in there and limit it. I plan to do that at some point with all the other bleedable data as well but I've been considering it a fairly low priority.

This Template system you have set up is Fantastic!

Thanks! I figured most of the time people would want a graphic setup from the original, but I still wanted to keep the ability to manutally type in something, especially while we're still discovering stuff.

Now what are "units"? I can't quite wrap my head around those. I don't recall there ever being enough monsters to have 26 units, nor do Character's go up to that amount.

Once again, no clue. Experiment time!

:edit: How is Sprite Changing supposed to work? It's an interesting idea but the game uses it quite sparingly to actually say what it is supposed to do. Also it seems as if you change the default Charm into "attack enemy" instead of a specialized one for each type of monster there would be a lot of extra AI sequences to add.

No clue how sprite changing works. I've done very little testing with this so far, I was just so glad to have it done that I just debugged it to a point where it didn't seem to have any fatal errors and posted it right away.
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Grimoire LD

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Re: Developing a comprehensive editor for FF4
« Reply #396 on: August 12, 2013, 05:25:36 PM »
It looks like everything works properly and is in order. It seems your dissection of the AI section is a complete success! Now what else did you have in mind? Ah, is it the Formations? I see that as the only thing currently lacking. And if we change monster sprites the original formations may make a little askewed (IE changing Imps to Soldiers doesn't show their full sprite because it overlaps with another Soldier that replaced the Imps)

Dragonsbrethren

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Re: Developing a comprehensive editor for FF4
« Reply #397 on: August 12, 2013, 05:27:06 PM »
Memory is still increasing as I scroll through some of the lists: Spells, Weapons, Armor, Medicine, Level Ups, Messages (after I scrolled very far down the bank 1 list, seemed fine at first), Events, Map Info, and Monsters. Notably, the lists that don't have to scroll or don't immediately update a lot of data don't seem to have this problem. Additionally, doing any editing seems fine. I did see memory freed up at one point, which never happened with the previous version, but I can't reproduce that.

Pinkpuff

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Re: Developing a comprehensive editor for FF4
« Reply #398 on: August 13, 2013, 01:28:32 PM »
Ok, attempt #2 at fixing the memory leak! Please redownload and let me know how it goes.
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Dragonsbrethren

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Re: Developing a comprehensive editor for FF4
« Reply #399 on: August 13, 2013, 02:22:10 PM »
Major improvement this time. Memory still increases the first time a monster or dialogue is viewed, but after viewing each monster there are only occasional jumps by about 60KB while scrolling through the list.

However, the Jobs editor now crashes the program. DKnight is the only thing displayed before crashing.

 :edit:

Trying to edit bank 1, 2, or 3 dialogue causes the editor to crash.

I don't know if this is a new problem or not, but Hold can't be added to either starting or learned spells.
« Last Edit: August 13, 2013, 02:50:11 PM by Dragonsbrethren »

Pinkpuff

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Re: Developing a comprehensive editor for FF4
« Reply #400 on: August 13, 2013, 04:27:40 PM »
Ok the jobs editor crashing problem should be fixed there now.

Message editor crash and inability to add Hold confirmed and will be tackled presently...
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Grimoire LD

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Re: Developing a comprehensive editor for FF4
« Reply #401 on: August 13, 2013, 04:39:14 PM »
The Hold problem must be new, in the Monster Editor version adding Hold to learn/start magic lists works fine.

Dragonsbrethren

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Re: Developing a comprehensive editor for FF4
« Reply #402 on: August 13, 2013, 05:13:14 PM »
It looks like spells are off by one in the command editor: Pray is listed as Cure2, Endure/Bear/Gird/Whatever as Shell.

Pinkpuff

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Re: Developing a comprehensive editor for FF4
« Reply #403 on: August 13, 2013, 05:46:19 PM »
Message editor crash, hold bug, and spells-off-by-one error fixed.  :banonsmash:
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Jessrond

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Re: Developing a comprehensive editor for FF4
« Reply #404 on: August 13, 2013, 10:00:03 PM »
I edited the game and started to play it... but as soon as I got to the part where Cecil is supposed to have a monologue up in  his room in bed and Rosa comes to visit him, nothing happens instead.

The game gets stuck with the clock ticking and Cecil's monologue never showing. Not sure what I did wrong but it is probably something easily avoided on my end.