øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=1230e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb01d-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb01d-2.html.zxÝåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.Ð'OKtext/htmlISO-8859-1gzip@øÕÐ'ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:40 GMT0ó°° ®0®P®€§²ð®Üåg^ÿÿÿÿÿÿÿÿÐ1Ð' Show Posts - chillyfeez

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Messages - chillyfeez

1231
Does anybody know... Is it impossible to completely extricate the name of the character in Paladin Cecil's slot from that of the character in DK Cecil's slot?
When I change the name assignment for the Paladin slot, the Dark Knight name still appears in battle, thus making it impossible for these to be two separate characters...

 :edit: I was able to work around this by using Golbez's Slot, but this leads me to a request about FF4kster:
Pinkpuff - would it be possible to add in the ability to manipulate Golbez's actor? As it stands, I have to use a hex editor to do so. This includes adding/removing the actor in the event editor, in addition to editing starting name and battle commands.

1232
What a bizarre way to... save space? I ran into a similar type of issue attempting to change the word "Call" to something with five letters in the spell menu screen - doing so causes the word "Ninja" not to appear correctly... Inserting the extra byte for a letter after "Call" causes "Ninja" to not appear at all (instead you get "Black," which the game somehow replaces with "Ninja" when the character is in Edge's slot). Typing over the 00 that naturally follows "Call" works, but then you get a "u" after that, and changing the naturally-occurring "u" again causes "Ninja" to mess up. So it seems like the only possibility is to change "Call" to a six-character string that ends with "u."

1233
For any who might be interested, I think I figured out exactly what it was that I had altered without the use of FF4kster that caused my ROM to be incompatible with FF4kster. As I was re-doing my hack, I tried one piece at a time, to see when the ROM finally started disagreeing with FF4kster. It looks like it was changing the NPC speech pointers (99A00-99DFF) that did it.

Here now is a list of alterations that WILL cause compatibility issues, and those that will NOT (the latter, thankfully, is a much longer list)

WILL cause compatibility issues:
Changing NPC speech pointers (99A00-99DFF)

WILL NOT cause compatibility issues:
Changing character graphics (map, battle, portrait)
Changing character pallettes (map, battle, portrait)
Changing event data pointers (90200-903FF)
Changing event data (90400-96882)
Changing location map data (B8500-CFEF8)
Changing location trigger pointers (A8200-A84FF)
Changing location trigger data (A8500-A981F)
Changing NPC placement pointers (98200-984FF)
Changing NPC placement data (98500-998FF)
Changing NPC sprite pointers (97200-973FF)
Changing NPC default visibility (97400-9745F)
Changing NPC speech data (but not the pointers) (99E00-9A4FF)
Using Yousei's Overworld/Underworld/Moon map editor
Using Zythrofar's Editor
Using JCE3000GT's multi-editor

This is not an exhaustive list, just what I've found will and won't cause conflicts.  If I discover more, I will add to this list, but as FF4kster becomes more and more of a powerful tool, I imagine I'll have less and less reasons to use other tools in the future.

1234
Guess they were in fact just "being cute" with the face. Hmph... maybe you were originally supposed to be able to reenter KluYa's tomb? That also would have been fun.

1235
Also it is interesting to see that "Cave of the Lunarians" is a completely unused map name. Since FFII only ever refers to the race as "Lunars".
Maybe they originally had planned to give some significance to the Mars Face on the moon... I always wished they had.

1236
Final Fantasy IV Research & Development / Re: Hacking the Music
« on: January 30, 2013, 12:05:30 AM »
It's pretty difficult to describe with words... I suggest trying a single track with a few whole notes and a high D4, then change the D4 to 00. You will definitely notice a difference, especially with instruments that have a sustainable voice.

As far as I can tell, it only affects the timbre/quality of the instrument, and not how the track cooperates with others - but to be honest, I'm not sure I even tested it with multiple tracks. If you find that it has other effects than what I found, I'll update the guide. I've already found a few minor changes I need to make since I posted it.

1237
I would assume it has something to do with the loading of some kind of data that wasn't being loaded in the older version. The loading routine for said data could be taking something for granted that's true in an unmodified rom, and true in roms that are saved with FF4kster, but not necessarily true when saved with other editors.
That's probably it. There were a lot of aspects of the game I had edited by other means, such as npcs and maps, that the older version of ff4kster was completely ignoring but the newer version is not.
I think Yousei's editor expands the ROM and saves world map edits in the expanded space, but it's been forever since I used it.
If you mean it increases the ROM size, it doesn't. Or at least it doesn't necessarily. I only made minor changes and the file size was unaffected.

1238
It does absolutely nothing (hangs) when I enter the (properly spelled) filename and hit enter. Which, I believe, is the same thing that happens with a misspelled filename.
I'm pretty sure I've also edited the file with at least one of jce3000gt's tools, and yousei's map editor, but this wasn't a problem for previous editions of ff4kster (like I said, my older ff4kster version still works for this hack).

Anyway, it doesn'treally matter. I've decided to start fresh with a clean ROM for other reasons anyway. Figuring out why this is happening would really only serve to satisfy my curiosity, and I'm sure you have higher priorities than that.

1239
Hi Pinkpuff...
I'm having a bit of a problem. I'm not sure if you'll be able to help, but here goes...
I just DLed the latest version of FF4kster, and it won't load my hack.
It still loads other FF4 ROMs fine.  Not only that, but other FF4 hacking programs still load my hack fine, including the previous version of FF4kster that I had (which was originally DLed on 9/24, if that helps create a frame of reference).  It's very bizarre... Any ideas what might be going on here?

1240
Final Fantasy IV Research & Development / Re: Monster Attacks/Spells
« on: January 23, 2013, 02:38:09 PM »
Thanks! You don't even want to know the ridiculous and time-consuming workaround I was going to try if this didn't surface...

 :edit:Works like a charm (but don't worry, I'm attacking my friends). Thanks!
Plus I learned about LoROM SloROM offsets, which will probably also prove useful, so thanks for that, too.

1241
Final Fantasy IV Research & Development / Monster Attacks/Spells
« on: January 23, 2013, 08:39:37 AM »
I'm trying to make a Blue Mage, but I'm having trouble with the 6/8 character monster spell name issue.

on this thread: http://slickproductions.org/forum/index.php?topic=1713.60 Dragonsbrethren suggested shortening the names to six letters, then making a separate 8-letter name list to show up in the top-right when the spell is cast.  As it turns out, there is just about exactly enough blank space after the end of the spell name bank to do all of this, but I don't know how to change the spell routine to start reading at a different spot.  I figure there must be a pointer (or set of pointers?) somewhere, but I can't find that info documented anywhere.

Alternate, acceptable solutions I have thought of (but also can't figure out how to implement) would be:

-Make the spell name that shows up when the spell is cast 6 letters instead of 8

-make the spell name not show up at all when the spell is cast (which happens for some - but not all - by default. this is my least favorite solution)

Any thoughts/ideas/info?

1242
Final Fantasy IV Research & Development / Re: Hacking the Music
« on: January 17, 2013, 10:02:38 PM »
Well, if you wanna send me one to work on, I just turned on "allow users to email me." I won't make any promises about how quickly I'll get it done, but I won't leave you hanging.

1243
Final Fantasy IV Research & Development / Re: Hacking the Music
« on: January 17, 2013, 03:59:03 PM »
Very impressive! Glad to see you're still around Chillyfeez
I never REALLY left. In the real world, my job is retail management, so I don't get a lot of free time in Nov/Dec. I'm still working slowly but surely on my big project. Learning about the game's SPC engine was part of it.

Now if I could get someone to compose a song or two from another game for my latest FFIV hack I'd be happy. 
Do you mean existing game songs? If I could find the midis, I'd do it for you. It would be good practice.

1244
Final Fantasy IV Research & Development / Hacking the Music
« on: January 16, 2013, 11:48:42 PM »
Hey y'all

I've spent the better part of the last month researching and experimenting with FFIV music hacking.
I don't know absolutely everything, but I certainly know enough.
I'm attaching a copy of the complete guide, but I'll paste the list of in-sequence commands below for easy access.
The song sequences begin at 3790E (ROM with header), and each song has an eighteen byte header preceding the command sequence.

Code: [Select]
Every command is listed below, in order, from 00 to FF. Commands have no parameters unless otherwise indicated.

Some commands have parameters, but no discernable effect (as far as I can tell). If a command is not listed
(such as E3), then it has no effect and no parameters.

In general, tracks also start off with their own header, which indicates information such as the relative
volume of the track, which instrument to use, how much reverb, etc. These track headers are commands that the
game treats no differently than notes and rests, and therefore the commands typically located in the track's
header can also be placed within the track to change effects mid-track. SPC data is read quickly enough that
the game will execute in-track commands without the music stopping or slowing down, so have fun!

TABLE OF NOTES, RESTS AND TIES

Commands 00 through D1 each represent a note, a rest, or an extension of a previous note or rest (a tie). When
deciding to use a tie, bear in mind that game music does not need to fit into a specific time signature, so
whereas a piece of sheet music may tie an eighth note at the end of one measure to an eighth note at the
beginning of the next measure, you can save one byte of space by simply using a quarter note. This is also the
practical application of the 3/4, 3/8 and 3/16 notes (which do not exist in standard music notation). Other
odd-fraction note durations (1/3, 1/6, 1/12, 1/24, 1/48) can be used when you want to play triplets. It takes a
bit of mathematical thinking. Three triplet quarter notes have the same duration as two regular quarter notes
(or one half note), so in order to play three triplet quarter notes, play three 1/6 notes.
(1/6 + 1/6 + 1/6 = 3/6, or 1/2)

Note Length C   C#  D   D#  E   F   F#  G   G#  A   A#  B   REST  TIE
----------- --  --  --  --  --  --  --  --  --  --  --  --  ----  ---
1/1 00  0F  1E  2D  3C  4B  5A  69  78  87  96  A5  B4    C3
3/4 01  10  1F  2E  3D  4C  5B  6A  79  88  97  A6  B5    C4
1/2 02  11  20  2F  3E  4D  5C  6B  7A  89  98  A7  B6    C5
3/8 03  12  21  30  3F  4E  5D  6C  7B  8A  99  A8  B7    C6
1/3 04  13  22  31  40  4F  5E  6D  7C  8B  9A  A9  B8    C7
1/4 05  14  23  32  41  50  5F  6E  7D  8C  9B  AA  B9    C8
3/16 06  15  24  33  42  51  60  6F  7E  8D  9C  AB  BA    C9
1/6 07  16  25  34  43  52  61  70  7F  8E  9D  AC  BB    CA
1/8 08  17  26  35  44  53  62  71  80  8F  9E  AD  BC    CB
1/12 09  18  27  36  45  54  63  72  81  90  9F  AE  BD    CC
1/16 0A  19  28  37  46  55  64  73  82  91  A0  AF  BE    CD
1/24 0B  1A  29  38  47  56  65  74  83  92  A1  B0  BF    CE
1/32 0C  1B  2A  39  48  57  66  75  84  93  A2  B1  C0    CF
1/48 0D  1C  2B  3A  49  58  67  76  85  94  A3  B2  C1    D0
1/64 0E  1D  2C  3B  4A  59  68  77  86  95  A4  B3  C2    D1

THE REST OF THE COMMANDS

D2: (+ 3 parameters, XX YY ZZ) Fade in tempo, where XX YY is the rate of fade, and ZZ is the tempo. Higher ZZ =
quicker tempo. XX YY are in reverse byte order, and higher value = slower fade. You will rarely if ever need to
set YY higher than 00.

D3: (+ 3 parameters) No discernable effect.

D4: (+ 1 parameter) Sets the "multiple voice" effect of a track, for lack of a better term. The higher the
value, the more it will seem like each note is being played on several keys (or instruments) simultaneously.
The effect is most significant with the organ, creating a difference between what sounds like an electric organ
(think "Come On, Baby Light My Fire" by The Doors), and a pipe organ (think church).

D5: (+ 2 parameters, XX YY) Reverb. The first parameter sets the reverb level (higher value = more echo). The
second parameter seems to set the reverb of the reverb. Be careful with this. Set a high YY in combination with
a high XX, and a single note will quickly turn into that sound the alien makes when the scientists try to
dissect it in Independence Day.

D6: (+ 3 parameters) A very funky reverb effect. Not very useful for composing music per se, but maybe useful
for implementing sound effects within music. The three parameters seem to work independently of one another
(they are three separate parameters, and not one or two multiple byte parameters). The higher their value, the
funkier the effect, but there seems to be a ceiling. I know, for example, that "35" has an effect, but "AA"
does not. "D6 0F 0F 0F" Has a fun, but again not really useful, effect. More experimentation is needed here,
but I don't really have the motivation to do so.

D7: (+ 3 parameters) No discernable effect.

D8: (+ 3 parameters) No discernable effect.

D9: (+ 3 parameters) No discernable effect.

DA: (+ 1 parameter) Set octave. 00 is the lowest.  I don't know how high it can go, but can't imagine you'd
need to go higher than 07 or 08.

DB: (+ 1 parameter) Set instrument, where "40" is the first instrument assigned to the song (in the index at
2420F), "41" is the second, and so on. Some weird stuff happens if you set an unassigned instrument. One higher
in value than the last instrument seems to be a quieter version of that instrument, two higher even quieter
than before, and so on in that fashion until you cannot hear the music at all. Several values lower than 40 (I
couldn't bear to experiment with exactly how many) will result in something that sounds like a buzzsaw playing
the notes you've written. Very grating and not recommended.

DC, DD: (+ 1 parameter each) I can't figure out what these do. According to jce3000gt, they are "set transpose"
and "increment transpose," respectively. In this particular instance I don't know what that means, and in my
experimentation, changing the value of these parameters has no effect.

DE: (+1 parameter) Set track volume. Near as I can tell, this is a RELATIVE volume value. If there is only one
track in the song, changing this value has no effect.

DF: (+ 1 parameter) No discernable effect.

E0/F0: Loop Start/End. E0 is inserted before the section to loop, with one parameter indicating the number of
times to loop. F0 is inserted at the end of the section to loop (no parameter). Interesting note - without an
"E0" at the beginning, F0 will simply play a sustained C (or, lowest note on the scale).

E1: Next octave up. All subsequent notes will be played in the octave above those preceding this command.

E2: Next octave down. All subsequent notes will be played in the octave below those preceding this command.

EB: Negates reverb setting for all subsequent notes.

EC: Makes all subsequent notes sound like static instead of notes.

F0: (SEE E0)

F1: Stops the music.

F2: (+ 3 parameters, XX YY ZZ) Volume. Only ZZ seems to have any effect, and it looks like XX YY is always 00
00 in the game's original programming.

F3: (+3 parameters, XX YY ZZ) I don't know what this does. It must have some effect, because in the original
programming, every song has an F3 command in the beginning. Seems XX and YY have no effect, because they're
always 00 00. ZZ ranges from about 50 to C0, and is most commonly in the 80s.

F4: (+ 2 parameters) This is the "go to" command. Placing this command at the end of every track is how the
game loops music indefinitely. Remember, as before, to start counting with 00 20 (reverse byte order), and to
count from the song's byte #02, not byte #00.

F5: (+ 3 parameters) No discernable effect.

F6 and above: Stops the music.

btw - credit where credit is due: this work was started by jce3000gt and the rest of the contributors on this thread:
http://slickproductions.org/forum/index.php?topic=163.0

Hope this info helps some of you do some fun stuff!

1245
Quote
Hmm, one thing I must stress. Looks like Phoenix's site is all but down. We should probably upload the editor to the website so it's not lost through the loss of the webpage.
Wow, you're right. That's a shame... FFTools is still available through romhacking.net, though.