øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=5;area=showposts;start=180e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa633.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=5e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa633.html.zxPñg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬þOKtext/htmlISO-8859-1gzip0|ÖþÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:14:31 GMT0ó°° ®0®P®€§²ð®Oñg^ÿÿÿÿÿÿÿÿ«þ Show Posts - JCE3000GT

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Messages - JCE3000GT

181
Game Modification Station / Re: Lufia & the Fortress of Doom
« on: March 20, 2014, 02:23:47 PM »
It's too bad I don't know anything about this game, cause new editors are always nice.

They are, I agree.  Even if they are just simple utilities to make editing by hand easier. 

Hey JCE, I noticed you update your Lufia 1 walk faster patch. Were you aware Sweet Water and Foul Water are still broken in it? It stems from the original walk faster code. Sweet Water normally lasts about 230 steps before giving you the message, "Sweet Water ran out." If you use a Sweet Water or a Foul Water with the walk faster code, (Or either patch.) the Waters last infinitely.

I don't think the Waters can be depleted in friendly areas that had the swifter movement in the first place, so my theory is that maybe the termination of Sweet Water and Foul Water's effects is tied to movement speed.

Good work on the editor, by the way! I'm excited to see it come to fruition, especially if this means I can make it so Lufia can wear the Zircon and Might equipment after all these years.

Hmmmm, I'll have to take a look at those water items and maybe tweak them to see if this repairs them if there is a problem. 

*edit*
Seems as though the Sweet Water isn't permanent but the Foul Water is...  Needs more investigation.

182
It's off in relation to the original treasure indexes, but I think it's correct in terms of counting the treasures, meaning the original is off for some reason.

Oh hell, that makes things complicated then...

I need to wrap my brain around that. 

183
It writes the treasures so far before adding on the ones for the current map. So it's writing C9 for map A6 correctly, then seeing that map A6 has no chests, writes C9 again for map A7 (the original has CB instead). Then it adds the 2 chests from map A7 to get CB for map A8 (the original has CD instead). This seems to me to be the original breaking the pattern at this point. The question is, why?

So to make sure I completely understand, it loads A6 then writes $C9 (no chests) then loads A7 and writes $C9 again?  I think your editor may be off by one.  Indeed, Map A7 has a chest index of $CB A8 has a chest index of $CD.  Can you verify this?

*edit*
BTW, Map chest indexes 9E through A6 all should show $C9.  Maybe somewhere around there it gets off by one?

184
Game Modification Station / Re: Lufia & the Fortress of Doom
« on: March 19, 2014, 02:40:44 AM »
Updated the Item editor and main window screenshots.  So far everything seems to be working without errors.  I'll be doing the shop editor probably tomorrow or Thursday night. 

185
Here's the RAW bytes for the map before Tower of Babil B1F (which is a Save room) and the Tower of Babil B1F (entrance) map itself.  So, B1F has 2 treasure chests; one at 12 04 and the other at 1A 0C.  Obviously the Save room has none.  I've also included the RAW trigger data with the treasure bolded for the Tower of Babil B1F. 

Map Index A6 Data:  08 A6 2F 0A 10 17 7C 86 00 80 C9 1C A7
Map Index A7 Data:  0A A7 AF 0A 10 17 9B 86 00 4A CB 1C A8

Map A7 Trigger Data:  2800 1204FE80D0 1A0CFE80D0 1513A895141C12CA96031906

Do you have a way to debug what your app is doing right at that point?  I usually do a msgbox on routines in my apps in Visual Basic when I need to run a debug if there is a problem.  I don't see a reason why it should bug out? 

186
It looks like it's generating the correct numbers for a while, but then it starts to diverge at whatever map contains AA70B (headered)... I think it's Tower of Babil B1?

Then it's fine again for the underworld until AAD20...

That is the correct map for that offset. 

What can I do to help?

187
Game Modification Station / Re: Lufia & the Fortress of Doom
« on: March 18, 2014, 03:05:30 AM »
Item editor screenshot added.  I'm going to continue to locate why the Fortress of Doom ignores the walking speed routine...  Stubborn game.

188
Aw man! I don't wanna get rid of sing! I don't want to make Edward completely useless!

Give him a greater HP/STR/AGI/VIT increase (growth) on level up.  Problem solved.  :)

189
Why would you want to convert them to fixed length? Varying length gives so much flexibility. :hmm:

Being OCD and having less code to use for my utility.  :)

I've got the item editor using the as-is data block almost done.  Shops are next...  Pictures will be updated in the first thread as soon as the item editor is at least 95% working. 

190
I figured out most of the item data and then tried to expand all of the items to fixed length instead of varying length and the game threw up on me...  :(

191
If you can do FF6 then you can do FF4, that is assuming you aren't just using tools to do the sprites for you. 

The character graphics and palettes are stored here:

68000 Overworld Character Palette Data
D0000 Battle Character Graphic Data (4bpp)
D8000 Overworld Character Graphic Data (3bpp)
E7D00 Battle Character Palette Data

You can use YYCHR or Tile Layer Pro to edit these graphics without too much effort. 

192
Game Modification Station / Lufia & the Fortress of Doom
« on: March 06, 2014, 05:18:48 PM »
Hello all.  I'm working on a utility for Lufia and the Fortress of Doom that is similar in features as my Mystic Quest Multi Editor.  So far I've mostly coded the character and monster stat editors.  I'm moving on to shops and items now.  What I need is someone who is very familiar with the game and can provide assistance with verifying the unknown data bits for the monsters and or items. 



Screens:













*edit*
Magic Editor partially done, all of the data can be read from the ROM.  The saving changes will be next...

193
Game Modification Station / Re: Final Fantasy IV - Project II
« on: March 05, 2014, 07:34:11 PM »
Too bad no one has done a VWF using the FFIII/FFIV/FF2us style font like Mystic Quest uses.  :(

194
Thread resurrection!  I've still been trying to hack these games, especially Crystal Defenders, without anything to show for it. 

Is there anyone that has an iOS device that could take a look? 

195
General Discussion / Re: Site Outages
« on: March 01, 2014, 03:46:34 PM »
Outage from when I checked at 3:45pm central yesterday 2/28 through at least 3am this morning 3/1.