øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=383;area=showposts;start=15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb036.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=383e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb036.html.zx‚¿h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ .Ö…OKtext/htmlISO-8859-1gzip8:ÖÖ…ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 10:54:19 GMT0ó°° ®0®P®€§²ð®‚¿h^ˆÖ… Show Posts - Kea

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Messages - Kea

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16
Game Modification Station / Re: FF1:DoS Projects
« on: June 06, 2017, 12:58:08 PM »
I'm not well versed in FF2's formulas - doesn't it have separate stats for Magic Evade Multipliers and Magic Evade% from equipment? It is a little strange that it has no outright Magic Defense I suppose.

17
Game Modification Station / Re: FF1:DoS Projects
« on: June 05, 2017, 08:59:45 AM »
Doing more work on my main project, I've coded a new type of spell that attempts sets a status effect and deals damage at the same time. Could be handy for spells and status effects that might not otherwise be worth the risk. Right now I'm using it for Kill - which deals damage if the instant death fails - and Scourge, which attempts to poison and damage all foes. Doing that led me to discover that Dawn of Souls doesn't handle Poison damage for monsters anywhere, so I had to edit the end-of-turn calculations to add that in.
For the moment, Poison ticks will override Regeneration; they're also nonlethal and won't bring monsters below 1HP, but if I can figure out how to call the death bookkeeping routines correctly that could be changed.

I've also split up river encounters into north and south regions, and sea encounters into three regions: the Aldi Sea, other oceans in the south, and the north oceans. There's more variety in ocean encounters now, and parties sailing to the Citadel of Trials will find the going tougher than they're used to!

Oh, and I added another patch to the OP: the Unrunnable Battle notification. Credit goes to the Final Fantasy Zz hack for the idea.

18
This is quite an interesting and ambitious concept - I'd be interested to see how some of the ideas play out.

Elemental affinities being ubiquitous might necessitate changing how weaknesses work - negating all magic defense and doubling damage is nasty enough when weaknesses are rare on monsters and almost absent on PC equipment. But it seems like you're changing how spell power and magic defense interact already.

19
Game Modification Station / Re: FF1:DoS Projects
« on: May 29, 2017, 12:07:47 AM »
Turns out one little bug snuck into the release...I had the usability check for Ethers loop to the wrong address when reading spell charges, with the result that it looped forever if you dared use an Ether in the field! A fixed version is sitting in the queue now.

20
Game Modification Station / Re: FF1:DoS Projects
« on: May 27, 2017, 04:15:34 PM »
Only good things, I hope!

In other news, managed to get the equipment stat viewing working with vanilla, so that goes in the OP now. I'm not quite certain what to work on next, aside from my full project.

21
Game Modification Station / FF1:DoS Projects
« on: May 26, 2017, 07:38:38 PM »
Lately I've been doing work on FF 1&2: Dawn of Souls (mainly on the FF1 side), inspired by Jeff Ludwig's Mod of Balance and hacking notes. I'm in the process of transferring my own rough notes to RHDN's Data Crystal, but there's still a lot left to do, especially for data structures and offsets. One thing I discovered today is that FF1 and FF2 data is not as strictly divided as I thought - after FF1's spell usability table comes text data shared by both games, then various text for FF2, and then the text indices for FF2's overworld that dictate what area name to use for each 4x4 quadrant.

In addition to documenting Dawn of Souls, I've made a few patches for FF1:

Vancian MP System

This patch replaces the MP system with a Vancian spell charge scheme like that used by the NES and PSX versions. Simple idea, but a lot of routines and data structures had to be modified to make this work. If you're looking for an alternate way to handle spellcasting in FF1, this mod gives a good start, though it deliberately avoids any rebalancing changes.

Monster AI Enhancement
This patch allows monsters to skip over spells and abilities, which can allow for some extra unpredictability. It comes in two variants - one only lets one spell/ability be skipped per turn, while the other allows for a monster to skip over multiple at once, though the chances of consecutive skips fall in half each time. In addition to the above this patch also expands the maximum ability list size to six from four. I figured if I was going to expand and relocate the AI table I might as well.

Equipment Viewing Screen Improvement

This patch lets you examine any piece of equipment in the field to see its attributes, elemental properties and what spell it casts if any. Beats looking at a FAQ, I'd say.

Unrunnable Battle Notification

This patch displays a message whenever you enter a battle flagged as inescapable. This way you can be certain from the get-go of whether you should bother trying to run from an encounter.

22
General Discussion / Re: RHDN Currently Down
« on: March 18, 2017, 07:06:35 PM »
RHDN forums are back up! The rest of the site is still out of sorts to varying degrees, but that shouldn't last long.

23
General Discussion / Re: RHDN Currently Down
« on: March 16, 2017, 07:54:40 PM »
The host being down seems the likeliest problem, the past few days have seen some hellacious snowstorms up and down the east coast.

It's a bother, but in the meantime I can just compile my FF1 notes locally and wait for Data Crystal to come back up.

24
Two months late, but happy New Year's to you all.

Haven't touched FF4 in a while - my studies and FF1GBA are taking up the majority of my time. Still, I check in occasionally .

25
Final Fantasy IV Research & Development / Re: FF4A (E) Hacking Notes and Mod
« on: September 04, 2016, 06:54:22 PM »
Hey Swordmaster, thanks for sharing your thoughts. Unfortunately I haven't done much work on the hack since my last post here. Part of that was having doubts about how interesting the hack's concept really was and how well FF4's engine was suited to the type of gameplay I want to create (plus how it's slow and laggy in general). I also had trouble focusing on just making progress with the hack as opposed to worrying about small details and minor ASM enhancements. I ended up shifting my attention to FF1-Dawn of Souls and privately working on a hack for that. I might post about that one once it's done.

But the real reason I haven't posted much is that I've been busy this summer, and I'm going to be busier in the months to come, so I can't guarantee that I'll have another release out soon...we'll see. It's not a very encouraging report, but I thought I should explain the long absence.

26
Well said. I don't have much going on with FF4 hacking atm, but it's good to see people keeping it going after all this time.

27
It's the same for me, I rarely play long games anymore...usually just Downwell or something bite-sized like that.

28
Nice, I'll try out the new update soon. Probably from the beginning again to see how it plays now.

29
Final Fantasy IV Research & Development / Re: 4bpp Graphics Backport
« on: January 16, 2016, 01:57:39 PM »
I'm afraid I haven't done much with tilesets beyond finding a few ROM offsets; most of my graphics work has been focused on weapon sprites and monster GFX, but there should be a few tidbits in there that will help you. I've belatedly updated my notes download to correspond with the current state of my doc, so what you'll download will be just about everything I know about FFIV thus far.

Going through my notes again makes me want to get back into my project...got to hash out monsters and encounters in the Tower of Zot, then think up AI scripts for Barbariccia and Golbez.

30
Final Fantasy IV Research & Development / Re: 4bpp Graphics Backport
« on: January 13, 2016, 05:53:06 PM »
I'm just going to repeat the others and say that your graphics updates are incredible. It reminds me of the difference between SMB1 and SMB3 on the NES.

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