øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=360e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexba11-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexba11-2.html.zxÃåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà„ûOKtext/htmlISO-8859-1gzip@øÕ„ûÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:14 GMT0ó°° ®0®P®€§²ð®Âåg^ÿÿÿÿÿÿÿÿª$„û Show Posts - chillyfeez

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Messages - chillyfeez

361
Not that it helps much now, nor does it explain the crash, but when ffiv crashes, it's not uncommon to lose the save in slot 1. Save in slot 2, 3 or 4 to be on the safe side.

362
Just a quick update, because I haven't been extremely active on the board lately...
I have been working on TfW pretty constantly. If you played the most recent demo release, then you know that the next stop is Baron enroute to Damcyan with a planned stop in Mist.
At this point, the trip to Baron has been written, as has the Baron Port kissing girl. She's a fun one. You don't get a status ailment from her, you get a funny, silly scene instead.

I've also got all of Baron Town set up.
The Dragoon Training Hall has replaced the old Training room. It's all new, and that's where you can hire Lando.
Cid's house is now Mid's house. Not much happens there for the time being, but there's a hint that Mid might be important down the road.
The Baron Inn is home to another fun scene (which is just filler) and first introduces Mil Espinas Fermented Agave Nectar (that is, G-rated tequila), which will eventually segue into a sidequest involving a certain familiar monster  :wink:

The Baron area also features the first secret chocobo treasure cave.

I've made a significant change to the architecture of Baron Castle, but I haven't set up all of the events and NPCs yet. That's the next step. There's still quite a bit to do there, but the stuff I've done up to this point looks really nice and I'm very happy with the way things are progressing. Once Baron Castle is all set, I could make another patch to put up. There won't be any new enemies to fight yet, but the trip to Baron will put a bunch of new gameplay in, plus some plot advancement and access to Ceodore.

363
Oh, that's now fully implemented in TfW. It uses an event flag, so the player doesn't have control of it, but the game-maker has full control (want the dialogue to appear on bottom? Set flag x. Want to make it appear on top again? Clear flag x.). I'll have to dig up the assembly I used to make that possible. I'll post it here soon.

364
It's the six bytes immediately before the trigger start. The first two (00 00) point to the start of Overworld triggers. The next two for Underworld, and the last two for the moon.

365
Hmm... Good questions. Having looked a small amount into how the game translates ROM map data into RAM map data, I would guess that tiles 00, 10, 20 and 30 have dummy palette assignments, and the use of one of those in ROM simply calls the appropriate 1x1 tiles when the map is being drawn into RAM. That's how it works for the "multi" tiles - "98 04" in ROM ends up getting written into RAM as "18 18 18 18 18."
If I can determine that I'm right about that, then the solution would simply be to make the 4x1 tiles inaccessible to the user in the editor (a big old X, or whatever), and have their implementation entirely behind the scenes.
I'll look into that. In a couple of days, though, I've got kind of a busy weekend ahead.

366
Granted that I have zero clue as to what goes into actually programming a particular feature into FF4kster, but I don't think dealing with those 4-by tiles really has to have any special process in the user interface. The four tiles that make up each of those conglomerate mountain tiles do also exist as individual tiles, right? So just as - in the location map editor - the program sees five of tile 1B and knows to represent that as 9B 04 in the actual data, when it sees tiles  78 79 7A and 7B all in a row, it can choose to represent them as just tile 30 in the data.
I mean, I assume that should be possible...

367

Also while testing in FF4kster, I found that if you do the following:

1:Go to an NPC in the NPC Editor with "EMPTY" set as it's speech

2:Hit Tab to highlight the messages area

3:hit Tab again to go back to the "Empty" section (now glitched into a small square box)

4:Hit Enter


The editor will crash. For good reason I imagine, but still I think it's worth mentioning lol.

That actually happened to me within the last couple days, too, but I didn't report it because I didn't remember the exact steps I took to generate the crash.

368
Wow, Pinkpuff, you just blew my mind.
So simple yet so genius.

369
If that doesn't work, there's a utility on RHDN called IPS Peek (http://www.romhacking.net/utilities/1038/) that will break a patch down into every single portion of ROM it edits and (I believe) allows you to apply any of them independently of any others (you specify) to the ROM. You could make a patch of your broken ROM and systematically zero in on exactly what is breaking it. It could take a billion and a half years, but that method has actually saved my ass before.

370
That'll be ROM with header, BTW.
Just 0081 in a ROM without header.

371
I've been making edits to the town tileset and it's coming along quite nicely. :)  I've changed the shop signs a bit to look like they should hang to the side of shop buildings (like in Treasure of the Rudras)
I don't know Treasure of the Rudras, but I like that idea. Are they walk-under-able?

372
Final Fantasy IV Research & Development / Re: Weak/Tornado Spell
« on: July 28, 2015, 08:47:33 AM »
Okay, Bydoless...
Looking at this actually exposed an oversight in my original coding, so this works out for both of us.
What I had done originally only adjusted the elemental weakness of floating monsters if you used magic, but not if attacking with air elemental weapons. the following will correct that issue...

So, first, you want to write the routine. By the way, the location of the assembly over on that other thread would only work with my project, as vanilla FFIV has some other code in that location that would get messed up if you put my stuff in there. So we're going to use the empty space at $03/F210.
Since I am not familiar with your knowledge base, I'll say this - forgive me if I'm telling you something you already know. That offset is the LoROM offset. You'll only be using $03/F210 if you're writing the code using Geiger's SNES9x Debugger. If you're using a normal hex editor, this will be at $01/F210. You'll know you're in the right place if what is there currently is a bunch of FFs
So anyway (possibly adjusted offsets depending on how you're doing this), write this in the empty space:
Code: [Select]
$03/F210 C0 20 00    CPY #$0020             
$03/F213 D0 13       BNE $13    [$F228]     
$03/F215 48          PHA                     
$03/F216 5A          PHY                     
$03/F217 A0 04 00    LDY #$0004             
$03/F21A B1 80       LDA ($80),y[$7E:E88B]   
$03/F21C 29 40       AND #$40               
$03/F21E F0 06       BEQ $06    [$F226]     
$03/F220 7A          PLY                     
$03/F221 68          PLA                     
$03/F222 09 20       ORA #$20               
$03/F224 80 02       BRA $02    [$F228]     
$03/F226 7A          PLY                     
$03/F227 68          PLA                     
$03/F228 99 00 27    STA $2700,y[$7E:6C10]   
$03/F22B 60          RTS                     

So that's the subroutine, now we have to execute the jump there at the appropriate time(s).
The data being affected by this routine is loaded from a different place depending on if you're using magic or not, so we need two separate subroutine jumps.

Currently, at $03/AE7B (or $01/AE7B, depending on the same issue mentioned above), you should see:
99 00 27

You want to change that to:
20 10 F2

Likewise, at $03/CF77 (or $01/CF77), you should see the same:
99 00 27

And again, change it to read:
20 10 F2

And that should do it! whether they are set by default to have the "weak to air" property set, all floating monsters will now be weak to air.
Note again that this is "Weak" (x2 damage) and not "Very Weak" (x4 damage).

Hope that helps. Happy hacking!

373
Final Fantasy IV Research & Development / Re: Weak/Tornado Spell
« on: July 27, 2015, 04:09:44 PM »
A-ha. It looks like what I posted there was the subroutine, but not the jump TO that subroutine. Unfortunately, I'm working late tonight, so I won't get to look at it for you today, but if I can pull myself out of bed early enough tomorrow, I'll put something more complete up for you.

374
Final Fantasy IV Research & Development / Re: Weak/Tornado Spell
« on: July 25, 2015, 07:19:27 AM »
I'm pretty sure Pinkpuff's right about the default behavior.
I have done what you're looking for in my project, but I'm not sure I kept notes on exactly what I did... It involved a few mathy ops that were more complicated than it seems like they should be, because float status and elemental weakness are not stored in the same byte.

375
Sounds like you might not be using a version 1.1 US  ROM, Bydoless.
Many data locations that FF4kster edits are the same whether you use 1.0 or 1.1 (or in many cases, even the Japanese ROM, I think), but the battle command data is definitely different. Opening the wrong version ROM in FF4kster, therefore, will show weird shit in the command editor.