øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=5;area=showposts;start=165e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb123.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=5e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb123.html.zxOñg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/$ OKtext/htmlISO-8859-1gzip8:Ö$ ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:14:30 GMT0ó°° ®0®P®€§²ð®Oñg^ÿÿÿÿÿÿÿÿÿ#$  Show Posts - JCE3000GT

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Messages - JCE3000GT

166
LOL @ "ill advised".  I feel like that sometimes. 

Maybe Disch will finish his SPC sequencer...

167
Game Modification Station / Re: Lufia & the Fortress of Doom
« on: April 03, 2014, 11:27:51 PM »
Hmm... you wouldn't at least happen to know where I can locate the current items one has in their inventory, would you?

I get the impression that Lufia was made by a team of people who didn't quite understand how to work with the SNES that well yet. A lot of things about Lufia feels very NES-ish. There's very little order to things as far as I can tell.

No, unfortunately I don't remember where that would be in RAM (or where the routine is in ROM). 

And I agree, the way this is put together sometimes baffles me.  I still haven't located the treasure chest data yet...

168
Yeah, I've actually seen your break damage limit video before. I guess I forgot that was yours.
I was worried that it would be like exceeding stat limits. I don't like the aesthetic of having "(black box)4(gray box with sguiggly lines)" strength,and I was worried you'd get something like that breaking the damage limit, which wouldn't be much help in battle. I wish I knew enough to make over 9999 values display properly, but I think that might be beyond all of us on this forum.
I don't necessarily think you should get rid of those limits, but figuring out what they are is probably a good idea. My guess would be one is for kick/dark wave... Not sure about the other... I think jump and focus use the same damage determination subroutine as fight... Dart, maybe?
Anyway, it looks like it has the potential to be a neat little editing tool. Don't tell PinkPuff }:-> but I do enjoy programs that have mouse interface.

Sort of off-topic, but I know you have some interest in music editing and have made several tools for ffiv. Have you ever considered undertaking a ffiv song editor? It would be a massive project, to be sure, but I drool over how much fun I could have with something like that. The little sea chanty in my hack (which is about 48 bars long) took about a day to transcribe into the game after I had written it out as a midi. I'd like to put in more original music, but I'm not sure I have the patience for anything more complex than that.

Here's the excerpt from my notes...that yes are badly documented...  I started researching this and coded the basic limits form so long ago that I completely went brain dead and didn't resume my independent testing of these routines.  I'd love to re-adjust my editor if these can be figured out.  I hope this little utility helps the FF4 modding community in someway.  I need to contribute in some way. 

Code: [Select]
FF2us 1.0
9999 Damage: 1CA31 1CA36
9999 Damage: 1E3A0 1E3A5
9999 HP: 1F05B
99 Stat: 1F049 1F04D
999 MP: 1F06C

FF2us 1.1
9999 Damage: 1CA41 1CA46
9999 Damage: 1E3B5 1E3BA
9999 HP: 1F070
99 Stat: 1F05E 1F062
999 MP: 1F081

FF4
9999 Damage: 1CA31 1CA36
9999 Damage: 1E3B8 1E3BD
9999 HP: 1F075
99 Stat: 1F063 1F067
999 MP: 1F086

FF4 ET
9999 Damage: 1CA3B 1CA40
9999 Damage: 1E3AF 1E3B4
9999 HP: 1F06A
99 Stat: 1F058 1F05C
999 MP: 1F07B


As for a song editor, that's a bit beyond my capabilities.  I'm not good at all with the sequencing aspect itself.  I mean I could do an editor to edit the existing songs' commands but it would be very limited and only useful to slightly change the default songs.  Trust me, I would of already done a song sequencer for this game if I had that skill and I would of done it in 2006-2007 when I was starting my Square SPC research since no one was apparently doing it.   

There are a lot of formulas where I've seen 270F (9999) mentioned, likely a bit more than what is listed here. This does at least get the basic fight damage changed though.

Great to see this finally released though!

Yes it is.  I've been neglecting releasing what I had coded for months.  Sorry about that! 

I'd love more suggestions of little tidbits to add to the utility, that is if FF4kster doesn't have it or someone requests it to be added to my utility. 

169
Game Modification Station / Re: Lufia & the Fortress of Doom
« on: April 03, 2014, 02:48:51 PM »
I don't have a RAM map.  :(  And I accidentally overwrote my assembly log I was working off of...which irritates me that I did that. 

I can tell you that I've already attempted to relocate and adjust the items to be fixed length instead of varying length and it works great until you get to the scenario key items and then the items get corrupted. 

I'll be grateful if you were able to do anything to make the item data any less complicated LOL.  FF4 has its moments of stupidity yes, Lufia 1 is also rather stubborn and in some cases just stupid.  : /

170
Game Modification Station / Re: Lufia & the Fortress of Doom
« on: April 03, 2014, 11:46:59 AM »
Yea there's a bunch of stuff I wanted to change LOL. 

171
That was what I was guessing.

Also, why are there two damage limits, and why does each have two values?
Regarding their not displaying properly... Do you get "9999" for values over 9999, or do you get weird non-numeric characters?

One those Damage Limits is physical and magical damage and the others are something else I forgot.  Would you just suggest I remove the other three?  I have been meaning to go back through the assembly and see if I can remember what those other values are for. 

As for how it displays check out this video: http://www.youtube.com/watch?v=OBeBNUt6coc

The limit in that video was set to 15,000.  I'm not good enough with assembly to write a new damage display routine.  :(

172
What's "choose item starting byte?"

Yea, I need to word that differently.  That is the starting item when you bring up the item selection event.  Sorry about that.  Let me find a way to re-word it. 

*edit*

Added some information on the bottom of that window to explain further. 

173
Game Modification Station / Re: Lufia & the Fortress of Doom
« on: April 02, 2014, 11:03:19 PM »
Released with only limited beta testing. 

http://www.jce3000gt.com/l1me.php

174
Released a little utility to edit some random little tidbits.  :)

http://www.jce3000gt.com/ff4ub.php

 






May add more random stuff, not sure.  Thanks to Grimiore for contributing and testing the program.  :D

175
I do remember playing around with both Nuke and the Crystal's white/blue palette version of it on multiple people but I vaguely remember the graphics glitching out and something else happening similar to your video.  Didn't remember anything about Meteo specifically. 

I cannot believe it has been so long since I even thought about this subject.  :)

P.S. I completely forgot about your video!  Wow, 2008, time flies! 

176
Game Modification Station / Re: Lufia & the Fortress of Doom
« on: March 28, 2014, 05:09:56 PM »
Ugh, Lufia is turning out to be even MORE stubborn than Final Fantasy 4 ever was.  Get this...I just went through and replaced 1,674 instances of a byte value in the ROM that corresponds to what would be an item in a treasure box.  So after replacing 1,674 of these bytes one by one for days ... nothing.  I've also attempted to use the snes9x debugger and this doesn't provide me any clues (based upon my understanding level).  So, how I wonder does the game store items in treasure locations?  All data in the game ROM that uses items uses one list of item indexes...even in RAM it uses only 1 item index list.  So, I'm wondering if this data is somehow stored with the map data and then compressed?

My usual contributor for Lufia is MIA and hasn't returned any of my emails in months and his RHDN inbox is full (I hope he's ok!) so I'm going to need some help on some data including locating treasure if anyone has the time.  I've also got some unknown data and data that I've located but doesn't make sense. 

Any takers?


177
I thought I had Zeromus or XT multi-target Meteo on my FF2usHT mod..?  Though it has been over 10 years since I did that mod...  LOL!

178
Game Modification Station / Re: Lufia & the Fortress of Doom
« on: March 25, 2014, 12:30:30 AM »
Magic Editor is proving to be a pain in the ass and a code monster.  But, the editor can read all of the data now.  Saving the data is next...



*edit*

And data saving has been coded.  Time for some extensive beta testing.  :D

179
Game Modification Station / Re: Lufia & the Fortress of Doom
« on: March 24, 2014, 02:40:23 AM »
Shop Editor done.  Magic Editor is next, once this is complete I will probably release a public beta. 

And I cannot figure out how to repair the Foul Water bug when you increase the walking speed.  I did put a warning in the program if the user enables that option. 

180
I came in here about to post some stuff but seems my input wouldn't be as helpful as chilyfeez's.  I'll test the app this evening when I have time to sit down in front of the computer.  :)