øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=705e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa0d2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa0d2.html.zxÍåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.OKtext/htmlISO-8859-1gzip0|ÖÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:24 GMT0ó°° ®0®P®€§²ð®Ìåg^ÿÿÿÿÿÿÿÿè% Show Posts - chillyfeez

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Messages - chillyfeez

706
Never played that hack, care to explain more of this Dragon Magic?

It's still a WIP, but he has a playable beta (complete up to the first venture to the Underworld) - and a very thorough explanation of the custom commands - here.

707
Interesting concept. Is he still going to start out as a dick in the beginning of the game (presumably because of Golbez/Cagnazzo's control)? If so, how will that factor into the plot point of Rosa being kidnapped/almost killed?

You don't have to answer these questions now, but they are questions the hack will need to address, for sure.

You're replacing Edge, right? I guess that leaves a lot of room for plot surrounding Baigan, then.

708
Final Fantasy IV Research & Development / Re: Graphics info
« on: December 21, 2014, 10:29:19 PM »
I came this close to suggesting that you would probably know this, JCE3000GT.

709
Final Fantasy IV Research & Development / Re: Graphics info
« on: December 21, 2014, 07:38:53 PM »
Sorry, not a clue.

Anybody else?

710
Byte 0:
   bit 0:      Layer 1
   bit 1:      Layer 2
   bit 2:      Same layer on opposite side (Transition or Bridge Layer)
   bit 3:      ?
   bit 4:      Closed door tile
   bits 5-7:   ?
Byte 1:
   bits 0-2:   ?
   bit 3:      Bottom half is in front of the character
   bit 4:      Load previous map at previous location (Location Trigger)
   bit 5:      ?
   bit 6:      Enemy encounters possible
   bit 7:      Check tile’s location in [Location Trigger Data]

I have ideas on two of these mystery bits, if it helps anyone.
Byte 0, bit 3:  Save tile
Byte 1, bit 5:  Use alternate battle background (e.g.: Water instead of Cave), or talk-through-able?

For the second one, it is on watery tiles in the Cave tileset.  But in the House tileset, it is on things like desks which makes me wonder if it is how the game lets you talk to NPCs "through" them like the vendors.  Fair warning, I have not tested these theories via patching the game, just noticed patterns.

Good call on those, avalanche. It occurred to me recently that there must be a tile property for "talk through-able," but I forgot to investigate it. I never considered the "alternate battle background," but that absolutely must exist now that you mention it.
... And I don't know how we have gone so long without considering that theatre must be a tile property for save tiles.
Something to consider in light of your observations: talk throughable and alternate background might be the same bit, since no tile would ever need both. They do that in the world map tiles with "chocobo can travel on this tile" and "cannot fly over unless the 'mystic silver' flag is set."

711
Final Fantasy IV Research & Development / Re: Spare NPC's
« on: December 20, 2014, 12:49:10 AM »
Oh, I see where you're going with that now...
So, like, you enter room x (which would be picked at random from a given set of possibilities, but would be room x regardless) and there is an event call to a random event, picked from a set of given possibilities, and each possible event would be the addition of a different party member... And this could happen as many as four times in four rooms, until the party slots are all filled.

712
Final Fantasy IV Research & Development / Re: Spare NPC's
« on: December 19, 2014, 04:26:56 PM »
Random events should be completely doable, too.

The problem with AI is that I know very little about how the game interprets the AI data and decides what code to run as a result. I've seen where the AI scripts are loaded into RAM, though, so "watching" it happen shouldn't be too difficult. But the AI system is so convoluted, actually making sense of it all would likely take a while.
I tried to follow a monster's counter attack script in action once to see if PC counter attacks would be possible and it was kind of a nightmare.

713
Final Fantasy IV Research & Development / Re: Spare NPC's
« on: December 19, 2014, 02:05:14 AM »
Interesting notes on Enemy skills, I was not aware it meant "everyone jump" I did try that a long time ago as a test on an Eagle and when they jumped they all came back down into the shape of Odin, bizarrely enough.
That's weird. Maybe it has something to do with the graphic change that's assumed with Jump (and nonexistent for monsters)?

Quote
Yes, the game only takes basic animations into account while fighting characters and those animations are Attack (with the DeathBringer graphic, at All Times) and Special Graphic, used by Kain, Dark Knight, and Yang.
What about Girl?
Does Rydia "cast" the Titan spell? I would assume not, but I don't remember. I don't even remember if she uses the Special Graphic or if Titan just appears. But it seems like it would be really odd if she just stood there the whole time...

Quote
For a long time I've been considering an Ancient Cave-esque hack for FFIV but... FFIV's system is nowhere near as robust as FFV's wonderful setup as far as the game flow goes. FFV has 23 Job Classes, and 110 learnable spells, with over 40 commands, many innate skills (of which 1 exists in FFIV, Auto-Hide) and formulaic setups for various weapon types, where in comparison FFIV has 13 Job Classes, 72 Learnable spells, and 26 Commands.

Therefore creating a randomizer or an Ancient Cave hack is much more difficult in the long run as far as balancing matters go.
I think this could be a fun project. I remember you mentioning this maybe a year or so ago. Knowing what I know about the game's coding now, I think I could help with the actual randomization if you wanted to be in charge of the mostly-everything-else.
I've been trying to devise some way to randomize monsters' attacks - not formally, really, just occasionally giving thought to how such a thing would work within the game's battle script system. I haven't had any major breakthroughs on that front... But I think randomizing treasures and rooms within a dungeon would be doable. Even randomizing which battles occur, but within a balanced structure, shouldn't be too tough.
I don't know if I've mentioned this yet, but in the current WIP of A Threat from Within, I've worked out a "different battle sets depending on terrain (on the world map)" system that could be used to inform the basis of a "controlled semi-random encounters (I can't think of a better way to write that)" system.
Anyway, we both obviously have our own projects we're working on now, and I don't want to bite off more than I can vhew, but this sounds like a fun idea to kick around.

714
Final Fantasy IV Research & Development / Re: The Drawing Board
« on: December 19, 2014, 12:33:09 AM »
The big advantage, in my mind, is the possibility this would open up for a full shadow party. Granted, I made a patch for full shadow party, but it isn't perfect. I think I could make it perfect once you have this all worked out - though it will require rewriting the entire level up routine, which will take a veritable ton of work. I'm thinking it would be another summer project.

715
Final Fantasy IV Research & Development / Re: Spare NPC's
« on: December 18, 2014, 12:46:25 AM »
I seem to remember having trouble getting a second character to join up. After I made my first ally, usually everyone else just wanted to fight.
Been a long time since I played it, but I'm pretty sure my "dream team" was Lux and Esuna. The orange dude (what was he supposed to be, an alien or something?) was good too.
I also remember the music from the game being annoying enough that sometimes it made it hard to play for very long...

716
Final Fantasy IV Research & Development / Re: Spare NPC's
« on: December 14, 2014, 08:47:11 PM »
Ha! 7th Saga! I used to love that game until I discovered how disappointing and seemingly slapdash the end is.

717
Final Fantasy IV Research & Development / Re: Spare NPC's
« on: December 14, 2014, 07:40:59 PM »
Ah, clever! It makes me wonder if the game uses a similar trick going through the pitfall in the Tower of Babil: I would think so if not something similar.
Oh, absolutely, except the process is masked with much more event going on.

I also thinking now about something like this bing used to active Rubicante's teleporter.
Yikes. New device, new autocorrect?
 :laugh:

718
Final Fantasy IV Research & Development / Re: Graphics info
« on: December 14, 2014, 06:29:16 PM »
The lower portion of the first byte for character enemies indicates which "actor" the character will be. DkKnight is Actor 0, Dragoon is 1, Girl (Rydia) is 2, Bard is 4, Karate is 6. Think about them pretty much in the order they appear in the game. You can make any playable character an enemy by picking the appropriate ID.
According to Grimoire LD, the next byte represents which character's palette the enemy will use (so you can fight a dark blue Rosa by making the first two bytes "4500"). I've honestly never tried that though - I'm taking his word on it.
I'm guessing the "0080" is either completely necessary for character enemies or completely irrelevant, but either way, no reason to mess with that.

719
Final Fantasy IV Research & Development / Re: Spare NPC's
« on: December 14, 2014, 06:15:25 PM »
There are ways to make it happen, LordGarmonde, but you'd have to kinda trick the game using flags and events.
Let's say, for example, I want Cave Magnes to be a "world vortex" - every time you go in from the Overworld, you exit back out to the Underworld, and vice-versa.
1) find an arbitrary event flag (anything over 200 or so is pretty safe).
2) Create two tiny events:
   i) Load Overworld at (x,y), clear event flag x, end.
   ii) Load Underworld at (x,y), set event flag x, end.
3) Set the entrance/exit of the cave to be an event trigger
4) Set the event call to say, "if event flag x is set, run event i. Else run event ii."

720
Final Fantasy IV Research & Development / Re: Graphics info
« on: December 14, 2014, 12:59:21 AM »
Madsiur, there are a few different banks of monster graphics. They're all pretty close together, but they are distinct if you're viewing the graphics in a program like Tile Layer. The graphical pointer is multiplied by 8 before it's actually used, so monster images cover a lot of ground. The bank that contains the summons (which is the last bank) has a couple of empty spaces - one that's big enough for a monster about 6x6 (maybe a little larger) which is just before imp, and one that is huge (big enough at least to replicate the evil wall) which is after Asura.
All of it might not be relevant, but a lot of my research on summon images will probably be useful info to you for this project:
http://slickproductions.org/forum/index.php?topic=1890.0