°Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=1770e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa25a.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa25a.html.zxотg^                    ╚ЕмМ<OKtext/htmlISO-8859-1gzip@°╒М<        Tue, 10 Mar 2020 19:12:05 GMT0є░░ о0оPоАз▓Ёонтg^        ╡&М< Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

1771
  • Dragon: Dragoon Shield, Dragoon Helm, Tiara, Dragoon Armor, Dragoon Gloves, Crystal Ring
  • Reptile: Ice Shield
  • Spirit: Silver Shield, Silver Helm, Silver Armor, White Robe, Silver Gloves, Silver Ring
  • Giant: Zeus Gloves
  • Undead: Paladin Shield, Crystal Shield, Paladin Helm, Crystal Helm, Wizard Hat, Paladin Armor, Crystal Armor, Sorcerer Robe, White Robe, Paladin Gloves, Crystal Gloves
  • Mage: Aegis Shield, Ribbon, Rune Ring

1772
Armor can have the following resistances: Dragons, machines, reptiles, spirits, giants, flans, mages, and undead. No armor resists machines or flans so those can be considered unused. The resistance causes a 75% reduction in damage.

1773
Final Fantasy IV Research & Development / Re: FF2us Window Data
« on: December 06, 2007, 12:05:31 AM »
I'm wrong about the bytes being X and Y positions, that's what they appear to be at first but they're both used in positioning. $00 is the upper left corner, $02 is one tile to the right, $04 is two tiles, etc. Once the end of the screen is reached it drops to the next line and continues. Once $FE is reached the second byte becomes $01 and the process repeats. Pretty simple:

$0000-$3E00: First line
$4000-$7E00: Second line

And so on.

Edit: Here's an example of what I mean, pay attention to the positioning of the "RHand" text:


The is at $0000. As you can see it's in the top left corner.


Here it is at $4200. It's on the second line and indented one tile.


And here's what it looks like at $FE00. The game automatically starts printing any spilled over text on the next line.


Lastly, $0001. See how I got confused into thinking the second byte controlled the Y offset?

1774
Final Fantasy IV Research & Development / FF2us Window Data
« on: December 05, 2007, 10:02:47 PM »
All offsets are in unheadered SNES LoROM SlowROM format:

(Format 1: Positioning Byte 1, Positioning Byte 2, Width, Height - Windows)
(Format 2: Positioning Byte 1, Positioning Byte 2 - Text)
(Format 3: Y Position - Cursors)
(Format 4: Durr, it's a pointer - Equip Menu Transition)

01/D81E: Main Menu Party Window (1)

01/D822: Main Menu GP Window (1)

01/D826: Main Menu Time Window (1)

01/D82A: Main Menu Selection Window (1)
01/D82E: Main Menu Item Selection Text (2)
01/D835: Main Menu Magic Selection Text (2)
01/D83D: Main Menu Equip Selection Text (2)
01/D845: Main Menu Status Selection Text (2)
01/D84E: Main Menu Form Selection Text (2)
01/D855: Main Menu Change Selection Text (2)
01/D85E: Main Menu Custom Selection Text (2)
01/D867: Main Menu Save Selection Text (2)

01/D8CC: Namingway Menu "ABC" Cursor (3)
01/D8CD: Namingway Menu "END" Cursor (3)
01/D8CE: Namingway Menu "ABC" Text (2)
01/D8D4: Namingway Menu "END" Text (2)

01/D8E0: Item Menu Inventory Window (1)

01/D8E4: Main Menu to Item Menu Transition (1)

01/D8E8: Item Menu Description Window (1)

01/D8ED: Item Menu "No Need" Window (1)
01/D8F0: Item Menu "Ne Need" Text (2)

01/D906: Item Menu "Item" Window (1)
01/D90A: Item Menu "Item" Text (2)

01/D911: Item Menu Unused "Recover HP." Text (2)
01/D91F: Item Menu "Whom?" Text (2)
01/D927: Item Menu "Cannot use here." Text (2)
01/D93A: Item Menu "Nothing here." Text (2)

01/D94A: Item Usage Menu Left Party Window (1)
01/D94E: Item Usage Menu Right Party Window (1)

01/D952: Main Menu "Cannot Use" Window (1)
01/D956: Main Menu "Cannot Use" Text (2)

01/D963: Magic Menu Magic Window (1)

01/D967: Main Menu to Magic Menu First Character Status Window Transition (1)
01/D96B: Main Menu to Magic Menu Second Character Status Window Transition (1)
01/D96F: Main Menu to Magic Menu Third Character Status Window Transition (1)
01/D973: Main Menu to Magic Menu Fourth Character Status Window Transition (1)
01/D977: Main Menu to Magic Menu Fifth Character Status Window Transition (1)

01/D97B: Magic Menu Category Selection Window (1)

01/D97F: Magic Usage Menu Party Window (1)

01/D983: Magic Usage Menu "Whom?" Window (1)

01/D987: Magic Usage Menu "Need MP" Window (1)
01/D98B: Magic Usage Menu "Need MP" Text (2)

01/D995: Magic Usage Menu "Whom?" Text (2)

01/D99D: Main Menu to Equip Menu First Character Transition (4)
01/D99F: Main Menu to Equip Menu Second Character Transition (4)
01/D9A1: Main Menu to Equip Menu Third Character Transition (4)
01/D9A3: Main Menu to Equip Menu Fourth Character Transition (4)
01/D9A5: Main Menu to Equip Menu Fifth Character Transition (4)

01/D9A7: Equip Menu (Hidden) First Character Status Window (1)
01/D9AB: Equip Menu (Hidden) Second Character Status Window (1)
01/D9AF: Equip Menu (Hidden) Third Character Status Window (1)
01/D9B4: Equip Menu (Hidden) Fourth Character Status Window (1)
01/D9B7: Equip Menu (Hidden) Fifth Character Status Window (1)

01/D9BB: Equip Menu Equipment Window (1)

01/D9BF: Equip Menu "RHand" Text (2)
01/D9C7: Equip Menu "LHand" Text (2)
01/D9CF: Equip Menu "Head" Text (2)
01/D9D6: Equip Menu "Body" Text (2)
01/D9DD: Equip Menu "Arms" Text (2)

01/D9E4: Equip Menu (Unused?) "Items full." Text (2)
01/D9F6: Equip Menu " To equip" Text (2)
01/DA02: Equip Menu Unused "with both" Text (2)
01/DA0E: Equip Menu Unused "hands." Text (2)

01/DA17: Status Menu Character Status Window (1)

01/DA1B: Status Menu "Status" Window (1)
01/DA1F: Status Menu "Status" Text (2)

01/DA28: Status Menu "Lv." Text (2)
01/DA2E: Status Menu "Exp." Text (2)
01/DA35: Status Menu "HP" Text (2)
01/DA3A: Status Menu "MP" Text (2)
01/DA3F: Status Menu "Ability" Text (2)
01/DA49: Status Menu "Str." Text (2)
01/DA50: Status Menu "Agil." Text (2)
01/DA58: Status Menu "Vit." Text (2)
01/DA5F: Status Menu "Wis." Text (2)
01/DA66: Status Menu "Will" Text (2)
01/DA6D: Status Menu "Attack" Text (2)
01/DA76: Status Menu "Attack%" Text (2)
01/DA80: Status Menu "Defence" Text (2)
01/DA8A: Status Menu "Defence%" Text (2)
01/DA95: Status Menu "Mag Def" Text (2)
01/DA9F: Status Menu "Mag Def%" Text (2)
01/DAAA: Status Menu Attack "x" Text (2)
01/DAAE: Status Menu Defence "x" Text (2)
01/DAB2: Status Menu Mag Def "x" Text (2)
01/DAB6: Status Menu "For level up" Text (2)

01/DAC5: Shop GP Window (1)

01/DAC9: Shop Selection Window (1)

01/DACD: Shop Type Window (1)

01/DAD1: Shop Dialogue Window (1)

01/DAD5: Shop Items Window (1)

01/DAD9: Shop Party Window (1)

01/DAF5: Shop "May I help you?" Text (2)
01/DB07: Shop "Buy  Sell Exit" Text (2)
01/DB18: Shop "Which one?" Text (2)
01/DB25: Shop "Qty.   1" Text (2)
01/DB30: Shop "GP" Text (2)

01/DB35: Shop "Your bag is full." Window (1)
01/DB39: Shop "Your bag is full." Text (2)
01/DB4D: Shop "Sort it out first!" Text (2)

01/DB62: Shop "Not enough GP!" Window (1)
01/DB66: Shop "Not enough GP!" Text (2)
01/DB77: Shop "Well, good-bye." Text (2)

01/DB89: Shop "Thank you." Window (1)
01/DB8D: Shop "Thank you." Text (2)

01/DB9A: Shop Sell Window (1)
01/DB9E: Shop Sell Window "That's " Text (2)
01/DBA8: Shop Sell Window "GP" Text (2)
01/DBAE: Shop Sell Window "x" Text (2)
01/DBB2: Shop Sell Window "Yes  No" Text (2)

01/DBD6: Save Menu File Windows (1)

01/DBDA: Save Menu Save/New Game Window (1)
01/DBDE: Save Menu "New Game" Text (2)
01/DBE9: Save Menu Unused "Battle Speed" Text (2)

01/DBF8: Save Menu "This Data?" Window (1)

01/DBFC: Save Menu Time Window (1)

01/DC00: Save Menu GP Window (1)

01/DC04: Save Menu "This" Text (2)
01/DC0B: Save Menu "data?" Text (2)
01/DC13: Save Menu "Yes" Text (2)
01/DC19: Save Menu "No" Text (2)

01/DC1E: Save Confirm Menu "Time" Text (2)

01/DC25: Save Confirm Menu "Empty" Text (2)

01/DC2D: Save Menu "Save" Text (2)
01/DC34: Save Menu "Canceled." Text (2)

01/DC41: Save Confirm Menu "Done!" Text (2)
01/DC49: Save Confirm Menu "Save" Text (2)
01/DC50: Save Confirm Menu "here?" Text (2)
01/DC58: Save Confirm Menu "Cancel" Text (2)

01/DC61: Save Confirm Menu "Done!" Window (1)

01/DC65: Namingway "Yes    No" Window (1)

01/DC69: Namingway "Namingway:Change name?" Text (2)
01/DC82: Namingway "Who's name?" Text (2)
01/DCA1: Namingway "Very well." Text (2)
01/DCAF: Namingway Dialogue Window (1)

01/DCB2: Namingway Name Window (1)

01/DCB6: Fat Chocobo Dialogue Window (1)

01/DCBA: Fat Chocobo Inventory Window (1)

01/DCBE: Fat Chocobo "Give  Take" Window (1)
01/DCC2: Fat Chocobo "Give  Take" Text (2)

01/DCCF: Fat Chocobo "What do you want?" Text (2)
01/DCE3: Fat Chocobo Unused "Did you call me?" Text (2)
01/DCF6: Fat Chocobo "What'll you give me?" Text (2)
01/DD0D: Fat Chocobo "What are you taking?" Text (2)
01/DD24: Fat Chocobo "I'm full!" Text (2)
01/DD30: Fat Chocobo "Clean your bag!     " Text (2)

01/DD47: Custom Menu "Customizer" Window (1)
01/DD4B: Custom Menu "Customizer" Text (2)

01/DD58: Custom Menu Options Window(1)
01/DD5C: Custom Menu Battle Speed "Fast" Text (2)
01/DD63: Custom Menu Battle Speed "Slow" Text (2)
01/DD6A: Custom Menu Battle Message "Fast" Text (2)
01/DD71: Custom Menu Battle Message "Slow" Text (2)
01/DD78: Custom Menu "Battle Speed" Text (2)
01/DD87: Custom Menu "Battle Message" Text (2)
01/DD98: Custom Menu "Window Color" Text (2)
01/DDA7: Custom Menu "Sound" Text (2)
01/DDAF: Custom Menu "Stereo Mono" Text (2)

01/DDC9: Treasure Menu Select Window (1)

01/DDCD: Treasure Menu Treasure Window (1)

01/DDD1: Treasure Menu "Treasure" Window (1)
01/DDD5: Treasure Menu "Treasure" Text (2)

01/DDE0: Treasure Menu "Exit" Text (2)
01/DDE7: Treasure Menu "Take all" Text (2)
01/DDF2: Treasure Menu "Exchange" Text (2)


(I'll update this thread as I find more)

1775
Too bad that doesn't restore my faith in the Mist Whip.  :bah:

Isn't the Mist Whip one of the weapons where they forgot to set the "normal" status for that weapon type (Paralysis in this case)? Been a while since I've used it, I just give Rydia an Assassin Dagger.

Speaking of forgotten status effects, the Shadow Blade was supposed to cause darkness status, several guides mention it and there is an unused dark (element)/darkness combination, only dark is used for the weapon though. I can't say the weapon would've been any more useful with it but it would've been cool to have anyway.

1776
I haven't looked into these much but I'm leaning towards a fixed value - the data definitely isn't stored with the rest of the weapon data and it seems unlikely that they'd store the success rate separately (It's not impossible though, we already know what determines if a weapon can cast magic when used as an item is stored elsewhere as is the spell graphic it will use). Whatever the success rate is it must be high, it's very rare to see a status effect fail unless you're fighting a monster with a resistance to that status, they do fail from time to time so it's not 100%.

If I had to guess I'd say FF4 Advance uses the same rate and they just forgot to update the code to check for the items past 256, would easily explain why none of the new weapons can inflict their status in the US and Japanese 1.0 releases.

1777
General Discussion / Re: Checkout this background. :omg:
« on: December 05, 2007, 07:36:22 PM »
Try this:



The other image looked fine behind your translucent menus (Notice where I got the idea for my forum themes?) but it stood out too much in the normal background.

1778
Depends on how easy. I wouldn't mind something with the same difficulty as the original FF2us (Which could still be challenging at times) but I don't think I'd like it if it was like your FF5 Easy Type.

1779
General Discussion / Re: Checkout this background. :omg:
« on: December 05, 2007, 07:11:44 PM »
Contrasts too much for my tastes, I'd either darken or lighten it so it's consistent.

1780
Final Fantasy IV Research & Development / Re: FF2/4/4A Run Behavior
« on: December 05, 2007, 05:42:07 PM »
I've never heard of this nor looked into it, as far as I know losing money is the only thing that can happen when you run.

1781
Pandora's Box / Re: Suggestions
« on: December 05, 2007, 05:36:05 PM »
I actually considered doing that, but only in the dialogue, when someone was speaking. I forget why I never did, probably because we were still dealing with the original space limitations back then, but I don't think I'm ever going to go back through and add it. You get their full name in the credits, anyway.

1782
General Discussion & Support / Re: Want a challenge for FF2us?
« on: December 04, 2007, 01:30:43 PM »
Dammit, I keep hitting modify on your replies instead of reply. 

 :laugh:

They really need to move that button, don't they?

1783
Game Modification Station / Re: Your opinion (FF3J NES)
« on: December 04, 2007, 12:35:17 PM »
They "corrected" that one in the DS version by making the shields really useful for preventing status effects. The same problem still applies to mages and other non-shield wielders though, there's no reason not to give them two weapons.

1784
General Discussion / Re: Arcade?
« on: December 03, 2007, 11:41:03 PM »
I totally forgot you had to give groups permission to play in the arcade, sorry about that. :laugh:

* Dragonsbrethren really wishes these things would be enabled by default...