øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1806.msg21156e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb5c0-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1806.msg19755e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb5c0-2.html.zxcÎg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.Æ6OKtext/htmlISO-8859-1gzip8:ÖÆ6ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 17:45:30 GMT0ó°° ®0®P®€§²ð®bÎg^ÿÿÿÿÿÿÿÿ:3Æ6 Project II: Final Fantasy IV

Author Topic: Project II: Final Fantasy IV  (Read 25543 times)

Grimoire LD

  • FF4 Hacker
  • *
  • Posts: 1,684
    • View Profile
Re: Final Fantasy IV - Project II
« Reply #90 on: December 13, 2013, 09:37:25 AM »
Wow, I did not realize that this also worked on bosses! Yeah, I didn't realize that its success rate was 100% either, I thought it was around 40 and I was just getting lucky. Yes, that should be tempered as you have decided.

Grimoire LD

  • FF4 Hacker
  • *
  • Posts: 1,684
    • View Profile
Re: Final Fantasy IV - Project II
« Reply #91 on: December 16, 2013, 08:44:23 PM »
Alright, let's finish this proper...

Interesting to hear that FuSoYa apparently knows everything that KluYa had been up to. I am still leery what "teaching magic to the people" means, even though the DS version does say that plainly when originally it was Minwu who allowed magic to be taught.

All-Mage? That's an odd title. Why not go with the Lunar that the original game did, even Lunarian would have fit.

Oh hey! You made Regen useful!

And that's Bahamut obtained! You know for all that people say "FFII is easier than FFIV!" I wonder if they take the Bahamut battle into account? Without Veils it can get rather dangerous. Granted you could always cast Slow and try to burn him down before he can use MegaFlare.

The CPU went down much faster than I anticipated. Hmm.

"Golbez: Am I... free of the... hatred?" I always preferred the original "Why was I filled with such hatred?"

"Rydia: Sexist pig!" Haha! I always felt this little sequence was rather rude to the ladies.

"Cecil: Edge, hit the crystal." "hit" seems... oddly inappropriate when "use" would suffice.

I forgot how tricky the Wyvern could be! I died once and then barely scraped away with Rydia avoiding MegaNuke's and Nuke every which way.

Haha! It was ironically where Rydia leveled up enough to learn Nuke.

Now that was cool. I went gung-ho while fighting the Plague and I very nearly lost, but a 0 Second, Avenger-Wielding Kain got the last needed blow, preventing a game over to get his Ultimate Weapon (not what I'll be using on him, but still)

Ogopogo nearly wrecks me but again Rydia to the rescue with MegaNuke.

Umm... when I tried to throw something at Zeromus, the game said "Halting Aria" and cancelled it. Interesting...? I guess I never knew that something like that was in place?


The Star Trek quote from FuSoYa seems a bit... silly.

I like that you called the girl that Palom is talking to as Leonora because... she is.

"Seneschal: And further His Highness..." Shouldn't that be "Your Highness? Since he is referring to Edge and not... Yang or Cecil.

I didn't mention it before but I like that you have people calling Golbez by his real name when its revealed. It makes sense.

And that's the game! Overall I enjoyed the changes found.  Several battle items were quite useful (though the majority aren't in pretty much any version) and playing in a way I normally wouldn't (Defense Built Cecil, Str Built Rosa with the Fury Staff in the front row was quite a bit of fun in the Underworld, Str Built Kain with the Avenger and Str Built Edge.)  really added new excitement to the game.

With all of the bug fixes and original FFIV Implementation you put into this it would make a wonderful base for any future FFIV (Not FFII SNES) Hack!

vivify93

  • Liquid Flame
  • *
  • Posts: 304
  • Gender: Male
  • White Wizard
    • View Profile
Re: Final Fantasy IV - Project II
« Reply #92 on: December 17, 2013, 03:37:07 AM »
Interesting to hear that FuSoYa apparently knows everything that KluYa had been up to. I am still leery what "teaching magic to the people" means, even though the DS version does say that plainly when originally it was Minwu who allowed magic to be taught.
I don't recall that being in my script? I looked in the Fusoya introduction speech and there's nothing there.

Quote
All-Mage? That's an odd title. Why not go with the Lunar that the original game did, even Lunarian would have fit.
no, actually, we're only allowed seven letters for class titles, or else Rydia would've been a Summoner and DKnight Cecil would've been, more eloquently, a D.Knight. "Lunaria" is the closest that'd fit. I picked All-Mage because by FF standards, he's actually a Sage, and Tellah's closer to a Red Mage. But for story purposes, Tellah's a Sage. I was wondering what sounded stronger than "Sage" and All-Mage came to mind, so there we have it.

Quote
"Golbez: Am I... free of the... hatred?" I always preferred the original "Why was I filled with such hatred?"
I wrote it like that because I wanted to imply that, like Kain, Golbez's true mind was lucid the entire time he was being controlled by Zemus.

Quote
"Cecil: Edge, hit the crystal." "hit" seems... oddly inappropriate when "use" would suffice.
I always assumed that one of them touched the crystal to head between Earth and the Moon.

Quote
Umm... when I tried to throw something at Zeromus, the game said "Halting Aria" and cancelled it. Interesting...? I guess I never knew that something like that was in place?
This is due to how Edward's songs were changed. Halting Aria is one of his songs. I assume that the message, before, was "Ineffective." and it was shared between Sing and this Zeromus battle. I could always remove Halting Aria and change the message back to "Ineffective."

Quote
The Star Trek quote from FuSoYa seems a bit... silly.
I know, I know--I inserted another pop culture reference when I don't even follow the thing it's from in the first place, but I couldn't not do it.

Quote
"Seneschal: And further His Highness..." Shouldn't that be "Your Highness? Since he is referring to Edge and not... Yang or Cecil.
I can fix that.

---

Thanks again for all the praise, Grimoire LD! I'll start on the final changes, and then, barring any unforeseen issues (Like with Warp...) that'll be it 'til v2.00.

 :edit: So maybe I can't edit Sing out just yet. I could change the message back to "Ineffective." but I'm not removing Halting Aria's effect on Edward's songs until I can fiddle with the percentage of what song is cast when.
« Last Edit: December 17, 2013, 03:43:04 AM by vivify93 »
Hacking is hard. :sad:

Pinkpuff

  • Flan Princess
  • *
  • Posts: 924
  • Find a Megalixir in Unprecedented Crisis!
    • View Profile
Re: Final Fantasy IV - Project II
« Reply #93 on: December 17, 2013, 05:11:46 AM »
Any reason Tellah and FuSoYa can't both be Sages?
Let's dance!

Grimoire LD

  • FF4 Hacker
  • *
  • Posts: 1,684
    • View Profile
Re: Final Fantasy IV - Project II
« Reply #94 on: December 17, 2013, 05:52:26 AM »
Ah, but you can actually change that. I wrote how to (as did Phoenix) quite some time ago...

I thought to add some of my miscellaneous and not very ground breaking findings here since there's no other real topic.

We all know that we can switch the first effect of Sing's effect to actually Do Something, but the game will still give the message "Nothing Happened" for the Song's effect. Now we obviously can't change that because it's used by a lot of other things but we can now change which battle message its referring to in order to fix that annoyance.

In LoRom/HiRom

0x3E9017 - A9 00 (LDA 00) - Stores message 00 for the first instance of Sing's effects.
0x3E901C - A9 00 (LDA 00) - Seems to be necessary to change both, otherwise both are considered 00 regardless of what they actually are.

In ROM at...

01EB17 - A9 00 (LDA 00) - Stores message 00 for the first instance of Sing's effects.
01EB1C - A9 00 (LDA 00) - Seems to be necessary to change both, otherwise both are considered 00 regardless of what they actually are.

I *believe* that is for a Headered Rom.

FuSoYa in someways reminds me of the briefly talked about character in FFIII, a God-like character named "Noah" who was called a "Magus" (which also happened to be the name of the final Black Mage-esque class) it would be a nice nod without deviating too heavily.
« Last Edit: December 17, 2013, 06:12:44 AM by Grimoire LD »

vivify93

  • Liquid Flame
  • *
  • Posts: 304
  • Gender: Male
  • White Wizard
    • View Profile
Re: Final Fantasy IV - Project II
« Reply #95 on: December 17, 2013, 07:08:01 AM »
Any reason Tellah and FuSoYa can't both be Sages?
*shrug* I don't want them to be. I didn't want Rosa and Porom to both be White Mages, either, so I kept Rosa as a White Wizard.

FuSoYa in someways reminds me of the briefly talked about character in FFIII, a God-like character named "Noah" who was called a "Magus" (which also happened to be the name of the final Black Mage-esque class) it would be a nice nod without deviating too heavily.
I think I'll do that. Thanks for the info about Sing, too.

 :edit: Do we know what message 47 is used for in the Alerts section of ff4kster? It's blank in Project II and in FFII US 1.1 it's just a D.

 :edit: I don't like any of the options for naming Fusoya's job. "Lunar" or lunarian is his race, not his class; Seer is a white wizard; Magus is a Black Wizard; Oracle and Mystic both don't fit; and Arcanist from Bravely Default seems to be yet another name for Magus. I think I'm going to keep him as All-Mage, since it sounds stronger than Red Mage, isn't Sage, and encompasses both white and black magic.
« Last Edit: December 17, 2013, 07:25:55 AM by vivify93 »
Hacking is hard. :sad:

vivify93

  • Liquid Flame
  • *
  • Posts: 304
  • Gender: Male
  • White Wizard
    • View Profile
Re: Final Fantasy IV - Project II
« Reply #96 on: December 19, 2013, 09:09:35 AM »
OK, so I tried changing the battle message for the song and it just changed Rydia's name to garbage. So I decided to do some testing of Sing. Now Halting Aria, whenever Sing decides to call upon it, simply crashes the game instead of actually having it do something, and I have no idea why. Like, bright-ass colorful full-screen glitching. I'm going to check a prior version of the patch and see if it's like that there, too.

 :edit: I can confirm that it's like there too. I wonder if I should tried Deathlike2's patch on a clean FFII US. I think I recall that this song used to work fine... but I'm not sure.

 :edit: Yeah, it works there... what in the world?

 :edit: I tried to reapply Sing Improvement on Project II and all I get is the same artifacting problems. I have no idea what in the world went wrong.

 :edit: I... somehow fixed it. I have no idea how it got broken, but nonetheless it did. The A9 byte was changed to 2E in the ROM, and I erroneously thought that 2E was the byte for Hold. Welp. Time to get back on changing the battle message.

 :edit: It got changed again when I entered into FF4kster. Good to know it's not self-induced... But now I feel the need to check all the commands. Oy. Good thing I have access to saves. So, actually changing it wasn't that hard.
« Last Edit: December 19, 2013, 09:27:00 AM by vivify93 »
Hacking is hard. :sad:

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: Final Fantasy IV - Project II
« Reply #97 on: February 03, 2014, 06:11:19 PM »
Currently doing a combined playthrough of this patch and Grimoire's Combo patch to see if I can reignite my love for this game

Still working on getting a stable build setup but in the meantime I thought I would provide a few points of feedback for ya

- Small Typo when entering the Mist Village "Package" is misspelled

- Script seems solid (if not somewhat restrained)! Any thoughts on different fonts/textwrapping? IS that even possible. Would be much more visually appealing than the original.

Sorry thats all I have for now until I get more playtime in and sort out all the bugs!

Thanks for the Fine work!

vivify93

  • Liquid Flame
  • *
  • Posts: 304
  • Gender: Male
  • White Wizard
    • View Profile
Re: Final Fantasy IV - Project II
« Reply #98 on: March 05, 2014, 05:39:59 AM »
I fixed the "pacakge" typo. Thanks for that, DrROBschiz! I'm glad you like the Project's script so far. I'm not sure if I could code in text wrapping, but a different font, I'd consider.

Project II was kinda made in mind with the hopes that a person would be playing the "original" versions of the Final Fantasies, but translated, either officially or unofficially. So, like, the NES version of FFI, Demiforce's version of FFII, either Neil Corlett and co.'s FFFIII or ad0220's FFIII, then Project II, RPGe's FFV, etc.

Each game has a different font. FFI and FFII have that odd-looking "classic" style font, FFIII and FFIV have the "classic Final Fantasy" font, FFV and FFVI have an 8x8 variation of Chicago. I was hoping to preserve that. But, if you'd like, I could think of whipping up a separate patch for ya.

Any fonts in mind that you think would look nice?
Hacking is hard. :sad:

JCE3000GT

  • Master of FF4
  • *
  • Posts: 1,429
  • Gender: Male
  • Vladof
    • View Profile
    • BlitzKrieg Innovations
Re: Final Fantasy IV - Project II
« Reply #99 on: March 05, 2014, 07:34:11 PM »
Too bad no one has done a VWF using the FFIII/FFIV/FF2us style font like Mystic Quest uses.  :(

vivify93

  • Liquid Flame
  • *
  • Posts: 304
  • Gender: Male
  • White Wizard
    • View Profile
Re: Final Fantasy IV - Project II
« Reply #100 on: August 11, 2014, 11:08:30 PM »
It's gonna get to v2.00 tomorrow now that item descriptions are done. I just have to release it.

 :edit: Somehow, it looks like the X and Y starting coordinates of the forest that Cecil and Rydia wake up in following the attack on Mist got fucked up. Any ideas, gang?

The actual area map is still fine, Cecil and Rydia just wake up inside the trees instead of in the clearing like normal. Also, upon disabling layers, it looks like Cecil's sprite has disappeared from the event. The only two changes I made were to edit item descriptions and I finally removed some more il/li/ll icons where they weren't needed--this time, in map labels. (Town of Baron, Oasis Town of Kaipo, Cave of Bahamut, Mist Village, etc.)

I don't think it's a problem of ff4kster's, because I edited a clean FFII US ROM's map labels, saved it, then checked it... and it's still fine.
« Last Edit: August 12, 2014, 09:32:43 AM by vivify93 »
Hacking is hard. :sad:

Grimoire LD

  • FF4 Hacker
  • *
  • Posts: 1,684
    • View Profile
Re: Final Fantasy IV - Project II
« Reply #101 on: August 12, 2014, 10:27:31 AM »
Yes, I noticed this every time I was going through a test playthrough for Combat Boost, I thought it was just a little event matter, but I looked and didn't see anything wrong with the event itself...

Ah, I see the issue, how this happened is quite beyond me, but it looks as if somehow the physical map of "Forest Where You Lose Kain" was changed.

This is odd, but you won't have to worry about correcting the map, what you will have to do (and I will have to do) is to change the X,Y coordinates of where the map is loaded to something that fits with the new X,Y of the map as well as go into NPC's and move Rydia's place as well. With a new update to FF4kster it now shows the X,Y position of where you are in the map, which is fantastic! And will make NPC placement much easier.

When your party is loaded into a wall they are immediately despawned, so that's why Cecil wasn't appearing for you.

Let me get those coordinates for you...

You want to set the loading to 148, 20 and changing Rydia's NPC location to 23,20.

And there you go! That fixed it up for me at least.

vivify93

  • Liquid Flame
  • *
  • Posts: 304
  • Gender: Male
  • White Wizard
    • View Profile
Re: Final Fantasy IV - Project II
« Reply #102 on: August 12, 2014, 02:05:16 PM »
Thanks, but those coordinates didn't work for me. I think I spent like 20 minutes figuring out what actually worked for Project II...

Anyway, it looks like I have to revert the map anyway. Take a look.

Normal forest


My forest


So yeah, I gotta edit the map. The only things I'm wondering are, how the hell did this happen in the first place, and is there an easy way to revert the map. Would it be at all possible to just revert the Mist forest in a hex editor? Like, dump its vanilla data and insert it where it should logically go in the Project.
« Last Edit: August 12, 2014, 03:00:35 PM by vivify93 »
Hacking is hard. :sad:

Pinkpuff

  • Flan Princess
  • *
  • Posts: 924
  • Find a Megalixir in Unprecedented Crisis!
    • View Profile
Re: Final Fantasy IV - Project II
« Reply #103 on: August 12, 2014, 04:30:21 PM »
Something like that was happening for me with previous versions of FF4kster. Every time I saved, the "Forest where you lose Kain" map would get shifted over. I managed to figure out a fix for it that worked for me, but could it be that I was the only one experiencing that issue and in the process of fixing it I inadvertently broke it for everyone else? Or could it be that the problem you're experiencing resulted from a previous version of FF4kster and are just now noticing it?
Let's dance!

LordGarmonde

  • Baigan
  • *
  • Posts: 271
  • Gender: Male
  • "Power only breeds war..."
    • View Profile
Re: Final Fantasy IV - Project II
« Reply #104 on: August 12, 2014, 05:11:46 PM »
I just took a look - so far so good for me. I edited the "Forest where you lose Kain" map to include a well - no problem; everything acted fine. I don't know what could have caused it or when, but it's a strange one.

I also wanted to drop by to say welcome back vivify93! I had a good playing Project II - I can't wait to see where you end up going with it - it will be welcome to play again when you're done. Also - "Eggtimer" - LOL  :happy:
"Now I know; and knowing makes it even more confusing..."