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Topics - Deathlike2

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76
General Discussion / Happy New Year
« on: December 31, 2008, 10:10:44 PM »
It's less than an hour away, but meh... might as well start now.

So..  HAPPY NEW YEAR!  :omg:

77
I was doing a small test for my own interest, and I figured out why those weapons aren't doing what they are supposed to.

As you know, weapons such as the Mist Whip do not inflict Paralysis and of course I can name various other examples.

This might shock you.. but these weapons are treated as armor! Yes, I'm not kidding. Here are some examples...

 :omghax:


 :wtf: :omg:


As you can see, Yang and Palom absorb Holy... now why is that...


It's not just the Hero Shield right?


As you can see... someone goofed in forgetting about the weapons in a certain section...

I stumbled onto this behavior when I was testing out the Requirem Harp in the US version (the Giants weakness aspect), and I found Edward absorbing the Flamethrower attack... which seemed odd since he wasn't equipped with the Hero Shield. Since the Drain property is for weapons and the armor's version is the Absorb property.. when you connect the dots.. it makes sense.

What this means is that the Loki's Lute makes Edward resistant to 7 of 8 monster races instead of being effective against them offensively.... status afflictions become status resistances.. and elemental attack properties become elemental resistances.

It is clear what the error is now after understanding this behavior.

78
Final Fantasy IV Research & Development / Spell Learning List
« on: December 25, 2008, 11:49:08 AM »
This is a request mainly.. if someone could provide the location of where this could be found, it would be appreciated.

If you're nice, it would be appreciated to provide a complete list for both FF2/FF4ET and FF4...

It sucks I actually remember a number of the spell levels and yet having 0 clue for the "irrelevent" spells that I give pay no attention to (like Dispel for instance).

79
Game Modification Station / Goblin Summon Improvement
« on: December 25, 2008, 02:02:40 AM »
I'll probably end up doing a summoning hack (mainly to rebalance the summons that Rydia comes back with)...

I was thinking.. the Goblin summon utterly sucks. As a tribute to the Goblin Punch attack in FF5, using the formula for Counter/Needle, the damage dealt is actually pretty interesting and it continues to scale very well. In fact, the damage dealt is very impressive (except against Behemoths and other high magic defense targets).

A reminder for the basic damage formula for Counter/Needle is...

Damage = Caster's Attack Power * 2 * rand(100, 150)/100 - Target's Magic Defense) * Spell Multiplier

The spell is tons more fun than before now... see if you agree.

 :edit:

Fixed a minor issue.

80
Game Modification Station / Hacks E-mail Change
« on: December 25, 2008, 12:27:17 AM »
I wish it didn't have to be done.. and wished it was done from the start. I've changed the e-mail address used there for various reasons (convienence is a factor, but not the primary goal).

So, rather than explaining further, here's zip of the readmes and hacks.

81
Game Modification Station / Crazy FF4 Hack Idea
« on: December 23, 2008, 12:32:07 AM »
I'm having trouble going to sleep, but I had a crazy idea.

I was planning to do a separate hardtype hack after doing the equipment "rebalancing" hack, but this idea blew me away.

The premise of this hack is taking advantage of the special character sprites....

One day, Palom was screwing around.. trying to find ways of evading the Elder and screw around some more. So, one day, he stumbles upon some forbidden magic that creates a duplicate of others... and well, there begins the mess...

The basic idea is that regular battles are sprinkled with optional character fights... you will find that starting at Mysidia that there will be regular encounters with "the evil twins" with character specific battle scripts that will... do this game some semblence of justice. These special character fights will be harder than regular fights and there will always be a guarenteed item drop that is worth your while.

The main components that I would need help in is the script writing (no, I'm not kidding) and maybe the graphics (I'm not a palette guy). I have some really crazy ideas on battle scripts (that will be worked out as I will try to analyze and write them myself)....

Regardless of what you think of the idea, I will completely intend to do a hardtype hack, but I love this idea as the premise....

82
Final Fantasy IV Research & Development / Protect/Shell Modification?
« on: December 17, 2008, 08:26:18 PM »
I could swear there was a post about it...

I was thinking of writing up something about it for documentation (well, in the form of an RHDN patch).

Credit will be given as appropriate.

83
General Discussion / Christmas
« on: December 16, 2008, 10:40:36 PM »
I have one important question to ask...

Where the hell is Stragoclaus keeping his black chocobos? I'm hungry! :zemogus:

84
Game Modification Station / FF4A - Defender Targeting Fix
« on: December 13, 2008, 10:54:13 PM »
Code: [Select]
FF4A - Defender Targeting Fix
Version 1.0 - 12/14/08
Created by Deathlike2
deathlike_2@hotmail.com
-------------------------------------------------------------------------------


Why does this patch exist?
--------------------------

The GBA port of this game has a few notable changes from the original SNES
version. Targeting was changed for a number of weapons that casted spells.
One of the weapon's spells has its targeting set incorrectly.
The Defender Sword by default targets the enemy with the Protect spell,
which obviously is not what you want.

A seperate patch changes certain weapon behavior back to what they were
originally in the original FF4. This change in FF4A annoyed me a lot.

Note: To use spells that are attached to a weapon, you need to equip the weapon
first. In battle, select the Item command for the character equipped with the
weapon and hit the Up button until the equipped weapon is displayed. Select
the weapon twice and it should target like you were using an item or a spell.
Select the target and see what happens! Not all weapons have a spell.


What This Patch Will Not Do
---------------------------

This will not change any magic's targeting. Only the weapon's specialized
targeting for the spell is changed.


Weapons Affected
----------------

Defender
Ice Rod
Flame Rod
Thunder Rod
Flame Lance
Ice Lance


Patching
--------

There are patches provided for the following...

GBA - US
GBA - Euro

I hadn't bothered creating a Japanese version of these patches yet.
If someone creates it, that's nice.

You should be able to use an emulator's software patching or LunarIPS
if hardpatching is needed.


Romhacking Info
---------------

Modifications on the US ROM:
0xECE4E - Defender Sword
0xECC96 - Ice Rod
0xECCAA - Flame Rod
0xECCBE - Thunder Rod
0xECEDA - Flame Lance
0xECEEE - Ice Lance


Modifications on the Euro ROM
0xEF982 - Defender Sword
0xEF7CA - Ice Rod
0xEF7DE - Flame Rod
0xEF7F2 - Thunder Rod
0xEFA0E - Flame Lance
0xEFA22 - Ice Lance


Important Note
--------------

I don't have any issues using this hack/patch as a basis for another
hack/patch, particularly if it is to be a cumulative patch fix. It would be
nice if you mention my name, but that's not a requirement.

Also, I might get around to creating a patch for both Japanese versions of
the game. No guarantees though!


Credits
-------

JCE3000GT made an awesome complete hack (based on what was known at the
time) that got me interested in finding out more.

Dragonsbreathren for helping out when I didn't know any better way back when.
I got the inspiration for this hack from his hack.

Thanks to Lenophis for putting up with me on the forums.

Entroper wrote a pretty good FF4A doc sheet with addresses that I could find
what I needed to modify on my own.



85
Game Modification Station / FF4 - Magic Tweaking
« on: December 13, 2008, 11:37:13 AM »
This isn't going to be a massive patch, just something relatively simple. I had thoughts of changing the effect of Sight in battle to be a Blind inducing spell.. but now I'm also thinking of changing Dispel into a Curse inducing spell (given its craptacular nature). Thoughts?

86
Game Modification Station / FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 11:15:01 AM »
Has anyone created this hack for FF2US? I'm not talking specifically about restoring the item data, but rather restoring the magic that certain weapons cast as items..
I'm sure this has been done as a specific tweak in some of your hacks, but I'm talking about a general patch...

Defender/Murasame - Protect
Lunar Staff - Dispel
Elven Bow - Shell

87
Does anyone want to tackle this behavior? I would call it a bug, but whatever.

This occured in both the SNES and GBA ports..

Here's a quick background of documented behavior before I get to the bug.

When a Behemoth is alone, and a Holy elemental spell is used, it counters with Maelstorm/Storm.
If Holy is reflected, obviously the games behaves differently between the ports..
SNES - Behemoth counters with physical attack
GBA - Behemoth counters with Maelstorm

If a summon is used on two Behemoths... it also behaves differently..
SNES - One of the Behemoth decides to counter
GBA - Both Behemoths counter

Kinda new info...

If Meteor is cast and kills 1 of 2 Behemoths in both versions, the Behemoth that is alive counters with Maelstorm.
If Meteor is cast and kills a Red Dragon in a Red Dragon+Behemoth group..
SNES - The Behemoth counters with a physical attack
GBA - The Behemoth counters with Maelstorm

Onto the bug/behavior...

When a Behemoth is not alone, and Holy is reflected onto the Behemoth.. the monster does nothing.

My question is  :wtf:
It occurs in both SNES and GBA ports.

Note: When a different spell is reflected onto the Behemoth, such as Bio/Virus, it counters with a Physical attack.

88
Final Fantasy IV Research & Development / Moving After Event Bug
« on: December 09, 2008, 09:25:10 PM »
http://www.gamefaqs.com/boards/genmessage.php?board=522596&topic=47039800

I remember this bug, but I forgot all it until it was brought out again.

One of the few negative things about the movement-event code was that it doesn't check the boundaries immediately after an event occurs, such as the Dwarf Base doorman. As soon as he gets back, you can "force move" into him in a brief moment before the checks are reapplied.

This has only one negative consequence that I can recall. After Tower of Babil Super Cannon event, you are able to walk into the door for a moment.. and then get stuck in the area.

In FF4A, you can perform the same event, although you repeat the Yang kicking your ass back outside... and repeat the cycle. I guess that's better than being perma-stuck.

89
General Discussion / Thanksgiving
« on: November 26, 2008, 09:35:28 AM »
Where is the Thanksgiving Chocobo.. err... I mean turkey?  :celosa:

90
Final Fantasy IV Research & Development / Weapons Inflicting Status
« on: November 25, 2008, 03:15:06 PM »
It seems to strictly be based on hit rate... after some thorough testing. The lower the hit rate, the less of a chance the status gets inflicted.

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