øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexaa03.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexaa03.html.zxƼg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.&ÉOKtext/htmlISO-8859-1gzip0|Ö&ÉÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:22 GMT0ó°° ®0®P®€§²ð®Ƽg^Þ&É Show Posts - Pinkpuff

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Messages - Pinkpuff

61
Final Fantasy IV Research & Development / Re: Hacking the Music
« on: January 24, 2016, 07:12:23 AM »
It works perfectly. Thank you so much Chillyfeez!! <3

62
This seems like a decent candidate for an independent bugfix/improvement patch.

63
That's been my experience.

64
Ice armor should resist ice (causing fire weakness) and Fire armor should resist fire (causing ice weakness).

That very well may be backwards from the original game; is that what you meant?

65
I didn't fix the fire/ice thing, and yes holy and dark I'm pretty sure have the same kind of relationship.

Glad to hear you enjoyed the game!

66
The file size will only tell you whether or not it has a header. 1.0 and 1.1 are the same size otherwise.

Glad to hear you got it working!

67
For what it's worth, I'm all for figuring out what causes the weapon duping bug (if it's not yet known in a technical sense).

I didn't know the "Mist clip" bug even existed - how does Unprecidented Crisis detect and punish this? Does it use the conditional branching hack at the Cecil in Kaipo event to warp immediately back to Mist if X flag is not set?

Actually the conditional hack wasn't needed; you can do this with a plain old condition check for which event to launch. Basically there's a trigger at the other entrance to Mist and another one at the entrance to Kaipo that checks the "Mist Events" flag. If unset, Zeromus has a few things to say to you ^_^

https://www.youtube.com/watch?v=komP3DFnKk0

68
Pinkpuff, have you ever considered maybe putting in a "wrong version" warning in the load screen?
JCE3000GT once noted that the ROM's official byte to identify Country Code is at $7FD9 (01 for US), and version # is at $7FDB (where XX indicates version 1.XX).
So each of these bytes should read 01.
If the editor reads a different value at one of these bytes, you could have it say something like "wrong version [or country]. Proceed anyway? (Y/N)"

 :edit: I'm also unable to reproduce the crash, but I get the exact behavior as described using version 1.0

Oh wow, had I realized it was that easy to detect the version I would have done that ages ago! Thanks, chillyfeez!

69
I cannot duplicate this behaviour; anyone else?

However, this is a known issue with 1.0 roms. What means did you use to verify your rom version? What byte is at 1E697 (you can check this with a hex editor)?

70
There's a reason it's not in the editor. The byte containing the battle background only has four bits for battle background; the rest are flags for other properties: warpable, exitable, mystery bit, and magnetic. Thus, it can only encode the battle backgrounds 0 to F and so 10 has to be hardcoded by formation.

71
Yup. In fact it will eventually overtake even the other main mages.

72
Part of that cutscene puts you on the overworld (underworld) as an airship. Casting Exit takes you to the last location you were on the overworld, in this case, the location of the plot scene. I guess the easiest fix would be to disable Exit in the Dwarf Castle. Thanks for reporting this.

73
Just watched the recording. Glad you guys are enjoying it. Version 2.1 is up and there's at least one more update in the works that will add a special treat for beating the game with solo Cecil.

74
Good point.

75
Aznblusuazn has provided me with a list of the major bugs typically exploited by speedrunners. It would be nice if we had patches for these, as I think it would make the game better as a game, but at the same time, I'm hesitant to build them into, for example, Unprecedented Crisis, as there seems to be a speedrunning community that might not be so keen on playing it if these are fixed. Thus, I think these should be separate individual patches (or maybe a single "FF4 Bugfix Patch" akin to the one for FF6).

I don't have the skill to tackle these, but I figured I'd list them here in case anyone has the skill and/or desire to attempt it:
  • Mist clip: There's a way to use a tent mid-step to mess up the hit detection of the map. This can be used to walk completely over Mist village and enter from the back. Unprecedented Crisis detects and punishes this, but it's not a fix for the bug itself.

  • Item duplication: By equipping in a certain way mid-battle and then fleeing and re-equipping after battle, you can end up with multiples of an equippable item. You can also create multiples of the "blank" item this way and sell them for tons of money. I was linked to a document relevant to this, but again, I don't have the skill to tackle it: https://dl.dropboxusercontent.com/u/19404607/ff4/Dupe%20code.rtf

  • Raising a dead monster: By targeting a monster with a Life/Raise effect as it's dying, it won't respawn the monster, but it will still add an additional instance of its rewards after you win the fight.

  • Reacting to reflected spells: Monsters don't react to reflected spells and/or damage the same way they normally do. This means you can manipulate monster A.I.s in strange ways, such as killing the first half of the fiends without them changing forms by reflecting flare, etc.

  • MP Underflow: I forget how to trigger it, but in any case, you can somehow in the menu cause a character to have way more than their Max MP.

  • Warp stack: By continuously teleporting and building the warp stack up to 256 and then warping, you go somewhere strange instead of where you should go. This is determined by whatever's in ram where the pointer is mistakenly looking, such as vehicle locations, menu colors, battle speed settings, etc.