øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=645e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa8e2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa8e2.html.zxÕ¼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.¢ÜOKtext/htmlISO-8859-1gzip8:Ö¢ÜÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:36 GMT0ó°° ®0®P®€§²ð®Ô¼g^ÿÿÿÿÿÿÿÿ×#¢Ü Show Posts - Pinkpuff

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Messages - Pinkpuff

646
FF4kster will take headered or headerless now.

I haven't actually tried opening a 1.0 rom with it but it is entirely possible that some things are in different places and it very well could get stuck in a loop looking for something that isn't there or any number of other things. It just wan't built with that in mind. At some point I might go and try to identify every place where it needs different code and put branches in there but for now I'm just going to pretend 1.0 doesn't exist.

 :edit: Also, even if it happens to load more or less ok, I still wouldn't reccommend saving any other version with it. When you "Save ROM", FF4kster saves everything, even if you changed nothing. This means it will be trying to write parameter information for the commands and a couple of other code-related things to places where they may or may not belong and it may fool up the rom.

647
Finally smashed that bug after  :banonsmash:

It was a stupid off-by-one error...  :lame:

Anyway, back to plowing ahead!

648
Hi, I am the one responsible for FF4kster so hopefully I can answer whatever questions you may have.

The simplest way to start up the program is, as Odbarc suggested, to navigate to the folder you saved it in and simply double click the program (the one just called ff4kster or ff4kster.exe). When the program starts (this could be perhaps more pertinent to your question) you will be presented with a black box with the words "Enter filename: _". I know it's not the most user friendly way to go about it but the program is still a work in progress and at some point I will likely add some kind of file navigation component but for now you just have to type the filename of your rom at that prompt and press Enter. If the rom you want to edit is not in the same folder as FF4kster, you will have to also provide the folder name ahead of it. So for example, if FF4kster was in c:\Program Files\FF4kster but your rom was in c:\SNES\Roms\, then you would have to type "C:\SNES\Roms\ff2.smc" or whatever.

At that point, you should be presented with a blue FF4-looking menu box with the various editors. If something else happens, then something may have gone wrong. Likely causes are typos in the filename and/or path, roms that are not FF2US 1.1, or roms that have been hacked with something other than FF4kster.

Another thing, before using FF4kster, backup your rom. This program is still in beta and as such it could quite possibly cause some problems or otherwise undesirable behaviour with the roms you use it to edit. If something like that does happen, please report it so that I can investigate and hopefully track down the error and fix it, but I would not reccommend using the current version of FF4kster for any major long-term projects.

Also be sure to read the readme! It answers a lot of questions about the less user-friendly aspects of the program (or it should anyway).

649
The problem is definitely with my own code. It's currently only dealing with the in-memory abstractions that it creates when reading the rom, it hasn't even been writing anything monster-related to the rom.

Thanks for bringing that to my attention though, I'll be on the lookout for it when I get to the saving part.

650
That's exciting!

Right now the condition set editor (allows you to edit what conditions are in each condition set) is giving me a headache. I understand the structure but it's just one of those things that happens sometimes where you're reading the code and going "this should be doing X" and can't see any possible way it couldn't be doing it, yet it isn't. Once I get past that, the rest of the editors should be very straightforward to code, and then it's just a question of the saving routines and how much trouble those give me, but often the problems with saving don't become very pronounced until after I release it and people start reporting issues.

651
Hi folks, I know it's taking a long time but I am still working on this. Everything is displaying correctly as far as I can tell, and I'm working on the editing part. I messed up something logistically with the AI editor component so I need to rethink the structure of it, so it still may be a while before the next release.

Anyway, just thought I'd check in and reassure everyone that I'm still alive ^_^

652
It doesn't know.

Each monster has an AI index (0-255). If that monster appears on the moon, it will use the moon AI script of that index. If it appears anywhere else, it will use the "regular" AI script of that index.


 :edit: I totally misread your question the first time. I don't know actually, but my guess would be that it looks at the map index.

The purpose of the config file is to specify which monsters you want to default to displaying their AI as though they are on the moon, and which you want to display as though they are not. When designing a hack I don't want to have to try to remember myself which monsters in the list are on the moon and which aren't and risk mixing them up and accidentally messing up the AIs. In future, once I can get the editor to read the monster encounter and formation tables, I will simply have it dig into the moon ones and make its own list of monsters that appear on the moon, and those ones will show up as lunar scripts by default, and dynamically update it as you change the encounters and formations. However, until that time I would expect that moving monsters between celestial bodies would be a rare enough occurance to justify having a config file that the user can update as they move them.

653
If I implement something like that it will be in addition to the config file, not a replacement for it.

654
It's coming along but nothing anyone can really help with right now. I have the script entries translated and I'm about to start working on the editing part. Once I get to the saving I may or may not need help but thanks to those docs and the posts here I think I have a pretty clear idea of how everything is encoded but I certainly won't hesitate to post if something goes wrong.

I'm in the process of getting ready to move so work on this has taken somewhat of a backseat lately but don't worry it's still being worked on! ^_^

Actually now that I think about it I did notice something odd. The Dark Elf seems to have a script that chains together "Dancing", "Remedy", and "Magnet", though I'm certain those should be Fire 2, Ice 2, and Bolt 2... other chains for other monsters seem to be correct so I don't think it's an issue with the fact that they're in a chain. Likewise, other "player spells" for monster AIs seem to be correct as well.

 :edit: Maybe there is something you guys can help with! There seems to be no indication in the monster data itself to tell whether a monster uses "lunar" scripts or "regular" scripts. In the future I will hopefully have a way to get it to automatically detect that from the monster encounter data, but for now it will be stored in a config file. If someone has time to kill and the inclination to do so, I'd love to have a comprehensive list of every monster that uses the "lunar" script set (preferably with monster indexes, doesn't matter what base).

655
Game Modification Station / Re: Orchestra's a bit loud, yes?
« on: May 23, 2013, 05:58:03 PM »
Hack the song itself to have a brief second of silence at the beginning perhaps?

656
Yup I knew about that actually, and as far as I can tell the editor is actually reading things correctly now (I think). I'm currently working on getting it to translate the scripts into english. The conditions are already translated and seem to be mostly working.

Sorry I haven't been updating very much but this is a slow process and there hasn't really been much to report...

657
Thank you SO much, chillyfeez. That is exactly the kind of detailed explanation I was looking for. I think I get it, but the real determiner will be when I go to implement it. I have a lot of work to undo and then do correctly so it'll probably be a while but at least now I have a much clearer concept of what's going on. Thanks!

658
Actually, I'm glad you offered...

It has been a while, and I do need some help. I implemented a routine for reading in monster AIs. However, it's clearly doing something wrong, as the output it displays makes no sense. However, the fact that I don't really know what it should look like (though I know this definitely isn't it!), combined with the complexity of the way the monster AIs are stored makes it very difficult for me to pinpoint what is being done wrong. Normally in such a situation I'd look into the hex data and manually trace through the process for a few example monsters. However, I'm not 100% on the description of the way it's stored and I wouldn't know if the results I got were correct, even doing it manually.

If someone does have a thorough understanding of the monster AIs and can maybe give a more clear or more detailed description than are in the Bab-Il docs, (preferably with a couple of examples from the actual hex code if possible), that would be a huge help and I'd be able to get back in business.

In the meantime, I distracted myself by making this

659
Another hack that might be worth trying out Vivify (not sure if this will work or not so make a backup!):

The offending code had to do with Golbez' character data, so try copying the data from a fresh rom from address 7ACA0 to 7ACBF into your hacked rom into the same address range. If I did my math right that should fix it and you won't have to redo anything.

660
How do I go about adding Golbez back to that battle? Please tell me that I don't have to start all over--I've invested far, far too much work in this project to restart now...!

I keep warning people... the editor is not reliable yet and not to do anything important with it...

The only way I know of to easily and correctly fix the Golbez issue is to start with a fresh rom. But if you don't mind using a hack-ish workaround, you could go into the event editor, and find the event for the final sequence, and remove the line that tells it to enter that battle. Golbez and FuSoYa would just collapse without any explanation, but at least the game wouldn't freeze.