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Messages - Deathlike2

1231
 :picsorstfu:

I think there will be dead rechargable batteries with his usage rate.

1232
Game Modification Station / Re: New FF4 Hack Announcement
« on: April 05, 2009, 11:19:16 AM »
The equipment idea will be in the a future version.. since I'm still tweaking the Dr. Lugae battle scripts... mainly lowering the difficulty... if you weren't aware the monsters themselves are naturally fast and that's not mixing well with what I hoped they would accomplish.

Spell learning has changed... one to fix an unintended level up learning... and the other to add one more spell to Cecil's list.

1233
Game Modification Station / Re: New FF4 Hack Announcement
« on: April 02, 2009, 03:22:02 PM »
I apologize for not having said anything in a while. I've been somewhat busy and lazy... but I had trouble getting back into hacking in a different script for the Dr. Lugae (I mean that I lost interest at some point, for whatever the reason, not that I'm having trouble actually writing that script). Right now, I have to get around testing the changes, and adding a few tweaks to existing scripts (the Weak script will get a tweak in addition to another special boss script).

I've pondered changing the equippablity of certain weapons... for the sake of amusement. I'll have to see how that will work out...

1234
Final Fantasy IV Research & Development / Re: Spell Behavior for 49-93
« on: March 29, 2009, 03:33:30 PM »
This is intentional behavior, since it is used in my notable example. I presume it is put there to reduce script space usage... it would save 2 bytes for the AI script (which is pretty cramped) where it is applicable. However, it is very notable that most of the game scripts don't select multiple targets unless it is natural for that spell (such as Quake or Meteor).

1235
Final Fantasy IV Research & Development / Spell Behavior for 49-93
« on: March 29, 2009, 12:10:51 PM »
This info just dawned on me, and after testing, this makes a lot of sense.

If an enemy uses spells 49 through 93, the spell selected is almost always (number-48) that targets all enemies (the characters) by default. If the spell has an overriding profile, such as Flare (the twin spell), the spell's data is used instead, but the graphics inherits that of Cure4. Cure4's spell index is 17, Flare's index is 65, and the different between them is 48.

This phenomenom is most notable in the Dark Elf's battle script, where it exclusively uses this behavior in its battles script.

I accidentally stumbled on it while trying to make the dolls use Edge's Image spell instead of Blink, but caused the monster to cast Sight instead (which is explained by my findings).

1236
Gaming Discussion / Re: MQ Sealed
« on: March 20, 2009, 10:07:45 PM »
Leno, you aren't gonna win the link war!  :laugh: :wink:

I wouldn't want it.. I already have it and it's still useless to me as a game.

1237
I was thinking of a shortcut.. to bundle it with the physical/magical counter data.. but I thought about it some more and I'm probably wrong.. since the conditionals such as "is alone/is only enemy type" are combined as AND statements... not OR statements. If they were processed like OR statements, the physical counter would read more like "Counter Fight OR Aim OR BuildUp Attacks".... oh well.

1238
I had some thoughts on this and wondered if anyone thought this was a good idea.

I've mentioned before that there are some issues with counters... where certain physical (Aim, BuildUp) and magical (Remember, Sing) commands are not treated as such in the counters. I believe a way to fix this is to integrate them as part of the counter sequence code. I will have to test this for myself, but this will hopefully fix their oversight in behavior...

1239
Looking over the editor's webpage, I have a few thoughts...

I do suggest you look into the unknown fields (not the unused ones, unless you've got the free time)..

The enemy AI script is probably one worth improving the most. Given that the docs explain what exactly the monster AI does per turn, it shouldn't be too difficult to decypher the jibberish looking code into something that is significantly more readable.

Additionally, it seems that you haven't gotten to scripted text yet (well, specifically battle scripts, but that would be my preference)? I'm sure these are some fixed pointers to a known location in memory...

Then again, I'd also ask for a map editor, but that's probably asking a bit much... heh.

 :edit:

Before I forget.. you also need item descriptions to be editable and a spell editor.

1240
Game Modification Station / Re: Header or No-header
« on: March 18, 2009, 07:13:17 PM »
NSRT which has info about the rom that the emulators do use.

Emus ignore the header by design. If the emu pretends it doesn't exist, it will cause massive fail.  :tongue:

1241
Gaming Discussion / Re: Your game isn't expensive!
« on: March 18, 2009, 07:11:14 PM »
It's probably following step ??????.  :wink:

1242
Game Modification Station / Re: Header or No-header
« on: March 18, 2009, 10:17:18 AM »
Being 512-bytes off is not what you want.

1243
Game Modification Station / Re: New FF4 Hack Announcement
« on: March 17, 2009, 11:39:14 PM »
Trying to get the battle script (for the first battle) the way I want it to work is becoming somewhat annoying, but fortunately it's not as bad as it sounds.

I'm still trying to rework how it is played out, but on the other hand my original idea was better... oh well. Although, the damage algo is wonky due to targeting selection for some reason...

1244
Game Modification Station / Re: New FF4 Hack Announcement
« on: March 15, 2009, 07:20:04 PM »
Twin suffers the same thing as Bio does for multiple targets.

Here's a quick comparison..

Comet: 80 (no split damage penalty)
Flare (I called it Burst): 120
Bio: 128

1245
Game Modification Station / Re: New FF4 Hack Announcement
« on: March 15, 2009, 07:05:54 PM »
For the record, pretty sure I did use Virus as my kill spell for Milon Z.

I'm half tempted to rewrite that Weak+Fight script to a tri-Weak (in one turn)+some attack script.