øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=330e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa120.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa120.html.zxÂåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.E OKtext/htmlISO-8859-1gzip8:ÖE ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:14 GMT0ó°° ®0®P®€§²ð®Âåg^ÿÿÿÿÿÿÿÿH*E  Show Posts - chillyfeez

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Messages - chillyfeez

331
I, uh, I need the ROM (or an IPS) if I'm gonna animate the palette. The animation is done with custom ASM.
;)
You can email or PM it to me if you don't want to spread your WIP around.

332
Cool.
So, to make this work, you'd need to draw the blade using as few colors as possible. Like, probably two if you can (remember you can use empty space as black because of the black background). Then draw the dripping blood using all the rest of the colors. The colors will fade in a wavelike fashion, so as they're cycling, it'll look like the blood is dripping down the blade. Am I making sense?
I don't need a finished product to put the "animation" in, but I'll need something that has all of the right colors in basically all the right places...

333
Hmm... You're right that the original sword looks like a showpiece. It never really bothered me, though, because it's the title screen. But hey, it's your hack.

In light of the fact that it is the title screen, though, if you're taking away the showpieciness of it, maybe adding something else to give it the element of spectacle is in order. My thought, which I think works well both with the "FU" spirit and the Halloween idea, is to make it dripping with blood and/or gore.

I could help, I think, with a dripping effect using some palette magic if you want... If you've seen what  I did with the title screen in TfW, I imagine the same effect that draws "AThreat from Within" onto the screen could be employed to make blood drip down the sword. I mean, if that's something you'd be interested in doing.

334
Final Fantasy IV Research & Development / Re: Monster defense percentages
« on: September 21, 2015, 05:19:21 AM »
No, there shouldn't be significant changes to the older content. I'm trying really hard to move forward with it, and minimize the amount of side projects and distractions I tend to get into - especially since the "chapter" I'm working on is much larger in scope than anything that came before. Another update will be ready soon, as a matter of fact...

335
Final Fantasy IV Research & Development / Re: Monster defense percentages
« on: September 20, 2015, 11:35:56 PM »
There you are, Grimoire. I figured you'd know when you finally saw this.
Thanks!

336
Final Fantasy IV Research & Development / Monster defense percentages
« on: September 18, 2015, 04:40:35 PM »
Hey, has anybody ever noticed that when a monster's AI contains the "set defense" command, the percentage is written into the stat record? I always kind of assumed that monsters (without the bug fix) were doomed to no defense percentages, but apparently, there's this...

337
The stalagmite looks really good. Very, um, rocky and natural looking.
The coffin chest is nifty. I don't think I would use it, it's a little creepy for my project, but it's a fun idea for the right landing spot.

338
Cool idea to use the ships' crate as a treasure chest in caves. It definitely makes more sense than random treasure chests hanging around in unpopulated areas. I like the torches on pikes. I imagine the top half is walk-behind? That works OK with the animation? If so, that's very cool.
If you'd accept a minor co structive criticism on the stalagmites - I think making them slightly rounded on the bottom might be good, just so they give the impression of being conical.

339
This update should fix the trigger issue in Mysidia. You can now exit the town instead of being teleported back to the house of wishes.

Also, for anyone who has made it that far, the demo no longer ends at the end of the Misty Cave. Now you can enter thee town of Mist, though there's nothing to do there but talk to some old people.

I haven't changed the treasures in Rydia's house yet, so if you want an authentic experience, don't open those chests.

Version 0.4.3b

340
I actually have a hack that turns the "Change" command in the menu screen (not the one in battle) into "Cache," which gives the player access to the backup storage at whim. I just haven't put that into my project yet. Once that's available, it should be more obvious that that is not what the fat chocobo is there for.

I usually use Geiger's SNES 9X debugger for my play testing because it allows me to fix things on the fly. It's a little troubling that you're also experiencing that last line getting cut off thing. I had convinced myself it was just my computer being stupid.  Guess I'll have to look into that, and hope it's just a messed up decreasing x-register or something.

The leaving Mysidia thing is probably a trigger issue. I took the exit triggers out in favor of "return" tiles, thinking it wouldn't matter because I got rid of the serpent road, but maybe I forgot about some other reason those were there.

341
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Nothing concrete, but I figured it's basically the same things as the normal Charm Spell, so why not turn it into something better/different?
Ah, I see... So, same floaty motion, different sprites, different spell effect. I like the idea. Don't at the moment have any good ideas for a replacement, but I'll try to think of some.

342
All I can really tell you is that there is a lot of stuff that goes on during a map change. I've tried to zero in on some stuff before, but it can get really tricky if you don't have a particular byte of RAM to latch onto. The pixelation effect, from what I can tell, is an innate ability of the SNES PPU, to which Geiger's cannot set breakpoints, so figuring out how to switch those transitions might be beyond my capabilities.
Sorry, man.

343
Just finished the initial Agart sequence and made it back to Eblan. Some thoughts:
-Edge reacting to using Steal is a nice touch.
Thanks. Something got screwed up in the AI, and he's only supposed to say that the first time you steal, but fixing that is fairly low on my list of priorities
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-As is the slight modifications to Eblan to make it look more like a place people might live in.
-The ninjas sparring in the training room was a pleasant surprise, I didn't know you could do that sort of event.
What tells NPCs to speak is generally one of two events, event 01 ("Show First Message") and event 02 ("Show Second Message"). So I just made another such event, "make the ninjas spar, then show first message." It's a bit of a waste of an event, but Grimoire's conditional event script hack will save me more than enough to make up for it.

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-When I ran into Chocobos in the forests, I was confused initially on what to do with them, and tried killing them for exp.
Eventually I hit on using a Firebomb to bypass their magic defence, which is how I discovered that you're supposed to kill all enemies except the Chocobo.
The fat chocobo in Eblan is supposed to tell you about that. Did you talk to it? If so, did it just say too much that it got lost in the mix? Or did you skip talking to it because you thought it served the same purpose as the original ffiv fat chocobo?

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-Neat feature, allowing Choobos to cross rough terrain. I assume the Agart chocobo is just a demonstration of this.
The chocobo encounter is just a low-chance (but higher in forests) random encounter, actually. It serves no purpose in Agart, really, but later on you will be able to access some bonus caves only by riding a chocobo (like in ffvii). I don't know if you've been following some of my more recent experimental progress, but I've also worked out a way to have a chocobo time trial mini-game, which will become available in one of the next updates.

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-The Cockatrice lookalike in Agart is called Dummy. Not intended I assume?
It is intended, though it's probably a stupid inside joke that isn't worth the trouble. In FFIIUS, the cockatrice summon spell was inexplicably made unavailable. The spell still exists in the game's engine, though, and like many dummied-out details is actually called "Dummy." It's a joke that probably only a handful of FFIV hackers would get, and the truth is that when Grimoire also assumed it was a mistake I probably should have changed it.
 :blush:

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-Jinn battle was basic, but it's the first boss battle so it kinda has to be. It was cool that stealing Ice darts and Ice Shards from enemies was rewarded in being able to take him out more easily.
Yeah, Jinn is easy on purpose. As a matter of fact, his Blaze spell, if you saw it, is really a fire-element gravity spell, so it can't even kill you. Later bosses will definitely be tougher. The difficulty jumps significantly on the next mission. Appropriate difficulty is my absolute biggest concerns, though. For all the faults in its battle system, I think FFIV actually got difficulty exactly right, so I feel like I'd be doing it a disservice if I made this hack too easy or too hard.

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-Furio's (in-battle) all-red ensemble could use a secondary color IMO. It's hard to make out what his clothes are supposed to look like, as opposed to eg. the Ninja recruit's getup.
Without giving too much away (I hope), there is a reason for his lack of color diversity. He has an optional costume change much later in the game that would introduce more colors into the mix.

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-I like the idea behind the temporary recruit system...it lets you experiment with party members of varying abilities without having to write around them in plot.
My hope is that the game will be of fairly equal difficulty regardless of who you hire. Due to the nature of the "shadow party," there's a limit to the amount of inactive character storage, so hired help lose all data when they're dismissed, but the mages will get to keep their spell books

When Porom isn't looking, Palom writes pamphlets about himself
Haha. I can't stop chuckling abut this since I read it last night. I've been working on refining my FF4kster config files to help avoid this type of thing, but there's clearly still some work to do on that front.

344
Huh... I wonder if I've ever tried to leave in the beginning without hitting the treasure room first. I'll have to investigate that.

Thanks for the report!

Let me know any other feedback you've got - good, bad, whatever. It's all helpful and appreciated!

 :edit:
I haven't had a chance to look into it yet, but I've been thinking about it, and it's probably an NPC issue, not a trigger issue.
Since the player has the ability to have any one of six hired party members at any given time, there are some locations that have an NPC assigned, usually inactive, whose visage changes depending on which hired member is in the party. At the beginning of the game, you have no hired help, so that NPC is "invisible." Somewhere in that event script, though, I must have activated the NPC, so there would be an invisible body standing there that you can talk to, which goes back to its inactive state when you exit and reenter the room.
That's my theory, anyway. If that's it, it should be a simple fix.

345
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Man, my signature is a lying bastard!
'S alright. The forum always gets quiet this time of year. Most have some kind of school to get back to.
Not me... But I'm a 36 year old dude who just ended a sentence with a preposition ;)

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Reworked my White Magic casting edits a bit, though it's not going up here until I think of a good replacement for the Heart grapic. Any suggestions on that front would be great.
As in, the heart used for monsters' charm spells? Do you have a different idea for what those spells will do?

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I also have an idea on what to do with my planned Town Tileset, which will require some editing in it's Tile Formation Data. If everything comes together,  our towns should be looking pretty damn nice at some point in the future.  :cycle:
Cool. Looking forward to what you come up with.

Any interest in reworking the Tower tileset? It wouldn't have to be anytime soon, but in TfW, the bottom half of Bab-il is going to be a disused ruin that serves as an access point to the Underworld. So basically, we'd be dirtying it up a bit. Maybe something reminiscent of the vine-covered ruins in ffv. At the pace I'm going now, which has quickened considerably recently, we're still looking at at least several months before Bab-il would be used at all anyway. I'm only now getting to the point where your Rydia sprites will be introduced.