øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=240e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexbbcf.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexbbcf.html.zx òg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀ™d\ñOKtext/htmlISO-8859-1gzip8:Ö\ñÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:17:37 GMT0ó°° ®0®P®€§²ð® òg^ÿÿÿÿÿÿÿÿ0m\ñ Show Posts - Grimoire LD

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Messages - Grimoire LD

241
So I'm back up to Baron Castle and things are going very smoothly so far without any extra grinding. I've purchased a good amount of potions, but it turned out I didn't really need too many, I was more liberal with the use of Summons and multi-hit commands on my way to there and Cecil this time is still equipped with his Mythril Armor and until I got Cid, Edward had the Headband/Kenpo Gi.

So things are moving along well. Also did the Coral Sword have its attack adjusted? I recall it being weaker than the Ancient Sword in the previous version, now it matches it.

 :edit: Made it back through the Misty Mountains, so far it's all seeming much more evenly paced. It may be because I know what's coming so I can prepare accordingly. Cagnazzo gave me little trouble and Scarmiglione's second phase was intense as always. It would seem I'm reaching Troia at Maybe a level less than I was in my first playthrough. But now I know to explore Agart and Mythril before going to Eblan.

Ah, in Troia now the boy in the Chocobo Stables has the girl's text and the girl has Dummy text.

Eh... now when Troia is attacked a text box shows "Zeromus' true form shows!"

I think "people" may be spelled wrong when the Doctor says "The crystal is safe, as is our pepole" or something like that. May have been a trick of the eyes.

I see you did change the "What's that?!" line of the Clerics into something more fitting.

This does seem like a good place to start a new entry with observing Agart and Mythril's Equipments in their proper places.

The 5000 GP from Mythril is quite nice at this point.

Battle-Axe seems like a decent weapon. It's not as powerful as the Gaia Hammer by far, but it does allow him to bear a shield. And since I didn't get lucky this time I have purchased a Viking Helm for Cecil, since I've learned in this hack that Physical Defense is Necessary. You cannot kill things quickly enough to mitigate the damage taken for a long time without a dedicated healer. All in all Mythril is a good stop to make, almost essential really if you plan to allow Cid to equip a Shield.

And onto Agart! As mentioned previously all of the text here seems relatively the same.

I forgot the Ashura blade was here... I do think my strategy of giving Edge as much Agility as possible through Knives though and tossing 800-1200 damage Shurikens is the better bet though. At least for now. So I'll be picking up a Blind Knife then.

And onto Eblan! I wonder if I can deal with the treasure seeking any better this time...

Oh interesting, you can steal Hi Potions from Stoneman, that's something to keep in mind.

Hmm, and you can steal Shurikens from Staleman having a good supply before Rubicante if you can Curse it and let it linger.

Alright, let's go get Rubicante... Edge is setup for Speed and Throwing, Cecil is set for Defense, as is Cid.

I've learned that a good defense appears to be the best offense in this mod. At least at this point since there's no reliable healing.

And Rubicante falls! He was much easier this time around, knowing how to properly time things, as mentioned, is the real key to success. I am just about in the same level range as last time, maybe a level or two less actually.

Onto the Tunnel to Babil and then Tower of Zot Babil.

That will be a little later this evening. I want to try and reclaim my lost progress by this weekend since I'll be away for a couple of days.

Barbariccia wasn't too difficult, Sylph hit when it needed to and Throw, as always, brings any enemy down quickly enough. Sandy using Comet though can actually get a bit dicey during the Magus Sisters fight, thankfully it was all but over by that point.

This time I've taken everything from Kain and Rydia before they leave as it seems when they rejoin they'll have a different set of equipment anyhow. This should also help me with any money issues.

Ah, slight typo. When Golbez says "loyal lieutenant" there's an extra "n" in the middle of lieutenant.

Oh wow! I never thought to go into the Tower of Babil from the start of the Underworld. I thought it would have been closed by Event Flags, but that's a neat little extra event you have there, it's short but it works well. It's always good to see a bit more of Kain.

This time around I kept a bow from the start so Rosa is now a full-fledged Archer.

And shopping is done at the Dwarven Castle... then I forgot about Tomra, well I have a bit of a nice lump sum of money this time around through knowing when people will leave the party.

Shopping done at Tomra and I could afford everything I wanted... but I only have less than 1000 Gil. I'll be going to the Ice Mines shortly.

The Ice Mines have been looted and I feel like an idiot for forgetting that the Ice Shield/Armor were in the dungeon itself, so I wasted 15000 gil on those... I'm wondering if maybe I should ransack the other two dungeons first before taking on any of the Fiends?

Yes, that's what I'll do. It will build my levels and get me some desired gear (Avenger Sword!) and I should be able to deal with the Fiends in a relatively good fashion.


242
I found what was wrong and wow... you hit the unlucky jackpot... it was a Single exception I did not add because it never crossed my mind.

This is what is happening...

In the event progression you have one of the successful checks situated on top of an FF byte. When a successful check goes through it increments the value to continue playing the event in an ordinary fashion. What happens in this Very Specific instance is that the FF is rolled back to 00 throwing the event placement into a frenzy as it then cycles back 255 bytes because the byte next to it was never incremented.

The fix to this will take a few more bytes, but it shouldn't be too difficult. I need to add an exception if FF is the byte currently stored in the Current Event Placement.

...After dealing with this for an hour and a half I see that the crisis folder is for some reason now considered "read-only" I only noticed this after the fifth failed attempt at trying to get my code to work and why it wasn't sticking. I was nearly driven out of my mind. Windows... ugh...

It does seem to be working better now in any event. But now the event plays through, but the issue now is that the characters that are supposed to toggle visibility do not do so. However I know that my code is working because Dark Knight Cecil does change to his graphic. at least. I do know that NPC visibility and all of that is stored in the save file. If this save file wasn't made before they were implemented it could be causing the trouble...

But I don't know... I still can't get any event flag based NPC's to toggle visibility here. I imagine some of your events you used before this had done this though.

I'll PM you your newly "fixed" mod though, I can't quite figure out what's going on with the NPC's but you might have a better idea of what's going on there.

 :edit: No, it's my fault. I didn't set A back to a proper 0000 before changing things back. six more bytes, I just have to be careful with the branches.

 :edit: 2 And as far as I can tell it is working Exactly as intended! All of the NPC's are now appearing as per the set flags. This is wonderful, I will be sending you your mod back with the proper fixes. You should be good to go from here! To my knowledge all kinks have been worked out of the system.

243
Sorry for the double post, but I want to inform that i've encountered the offset of the Base Magic Point tables, it has some few empty sets that can be used and the glitched ones seem to be usable if you put "normal" values.

 I also want to say that I think I understand how the Usability indexes work.

3FFFFF, if we change it to binary, becomes 0011 1111 1111 1111 1111 1111

Then I thought "Okay, it's the first group of bytes, it must mean that is the All the Classes value". I went with the second:

200004, becomes 0010 0000 0000 0000 0000 0100

Here I got stuck. The first two 00 are always 00, so it means that the third onwards are the classes, yet "200004" is the "Only Monk" value, yet it's taking the first slot, which should be for either Onion Kid or Fighter...

Then I realized (or better yet, my brain wanted to work) that the class order is reversed.

So It means the order is, from left to right

00-> Ninja, Sage, Summoner, Shaman, Warlock, Bard, Conjurer, M.Knight, Black Belt, Viking, Dragoon, Geomancer, Scholar, Thief, Knight, Hunter, Red Mage, Black Mage, White Mage, Monk, Fighter and Onion Kid.

The third number is 1 because is the Ninja, and he's always there for equipment as he can have any item on!

I'll wrote all this to the hacking notes soon. With this I can make my own "usability groups", which can offer a very nice starting point for giving classes some magic to work with. Although if I start to give magic to everybody some classes will lose the abilty to run or defend...

The interesting part for me, at least is that, maybe there's info on who's 3F (The Unknown spells' usability value) for... As monsters don't use an index (All of them is 00). The plot thickens!

Still, to create new spells is a different matter.

I think if I was able to change an item type (Let's say, from usable item like "Earth Drum" to a Magic type like Fire2) and make it point to an offset that could be used as magic, maybe is possible. But that's too advanced for me at this point.

Ah you figured it out, great! Yes, if you know how Items are called you might be able to link the items to the unused spell pointers. I imagine hacking them into a spellset would probably take a fair amount of ASM Work, though now that I think on it... I wonder if it was originally like FFI. In FFI there were Four Spells but only 3 slots, this would correspond pretty well to that idea (and would make sense of that odd tracking label they have for targeting) But this idea becomes muddled since there's only one unused spell slot for each spell level, instead of 2 as one would imagine in this case.



244
It's probably a bit late in the process as far as Crisis is concerned to go back and do this now, but I've adopted the practice of adding !!! to the end of anything I've used in the config files to avoid stuff like that happening.
I don't know if I've ever expressed this before, but your idea to make the config files part of FF4kster was nothing short of genius.

It probably is; once I'm done the ending I'll probably do one more playthrough to iron out that kind of thing. And thanks  :blush: It came from wishing I had such a thing in FFHackster.

So.. speaking of the ending... I want to tear my hair out and cry right now. Grimoire, your flag branching patch is the most amazing thing ever, and I've been using it all over the place, especially to make the ending something truly special. But I'm at the point where I need to figure out what's causing it to jump to strange places, and if it's not possible/practical to fix, at least figure out how to get a handle on its behaviour. Is it possible that the save file saves something related to events? So that when I change the event space somewhere nearby, it thinks the branching instruction should send it somewhere different? The reason I speculate this is because when I loaded up the ending again, having changed nothing with the ending event's code, but having changed code in other events, it suddenly started misbehaving.

This is not a good thing to hear, but if you can continue to replicate the issue, I should be able to pinpoint the point of departure. Is is possible for you to make the point in which it screws up a savestate for SNES9X Geiger's? If so I should be able to observe what is going on code wise and see particularly where my code is going awry.


245
I'm back up to Damcyan and bizarrely all Flame sprites there appear to have turned into King Giott's sprites.

Interestingly enough I'm playing on the BSNES emulator which has an option to upscale graphics and FFIV looks Pretty good with this on!


246
I'm not sure, but the results of this are phenominal - Morph still functions perfectly when swapping between Paladin and the Actor 1 Dark Knight in every sense, as well as fix the character OW sprite changing problem I was having, which I'm fairly certain was from Shadow Mod, or the game trying to point to Actor 1 DK Cecil's sprite instead of the duplicate. 

The something you may have missed allows me to force it to do what you thought was impossible, by perhaps the greatest one-time glitch I've ever seen, so I'm perfectly content with this. :D


I like the results of this so much it reinforces an idea I've been shooting back and forth with my friend that basically will be a side dungeon directly after the fight with the Dark Knight at Mt Ordeals involving both Cecils, and an autobattle with a Paladin where it forces Cecil to use Morph (which willl be the first time a player will get to see it in action). Little scene explaining that good and evil comes in many flavors, cause the DK data swap glitch, and the player never knows there was a duplicate involved at all!

Wow! That's a really neat way to go about it! An incredibly good use of what is technically unintended behavior.

247
http://timecave.net/ff4kster/crisis/Unprecedented%20Crisis%200.4%20Alpha.zip

Ok that part's fixed, though it does bring up something odd that I've noticed with the conditional flag patch. Every now and then, it will cause the event to jump backwards instead of forwards, by a strange amount, sometimes going back into previous event scripts. 99% of the time it's fine, but once in a while that happens. Sometimes jimmying things around in the event fixes it but sometimes it doesn't. I wish I could be more precise.

 :edit: If you downloaded before this edit, please re-download and re-patch to a clean rom. I fixed the Edge NPC bug. Also I forgot to mention, I hope you didn't save when you got to the overworld, or at least if you did that you didn't save over your regular save file... if you did, I think you're trapped.

Now that is troubling... yes I had no idea anything was wrong so I played and saved as normal. I guess that means I'll have to start a new game then... I'll get to that later today.

I am worried though that there is something wrong with my conditional routines then... they should not be able to go backwards, the only thing I can imagine is that the Event Progress Placement could somehow be going awry with jumping around too often? I'm rather at a loss for how such a thing could occur though.

248

Heh, an odd effect of still having access to the Airship when the Tanks are on the ground, they appear to grow in size with the Airship.

Yeah I guess they were never meant to appear when you had an airship. Not much I can do about it other than not having them appear at all, which I think would be worse.

I fully agree, better to have them, than not.

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Wow, Ice-3 is a nasty counter from the Ghost Knights, thankfully they can be silenced.

Cecil makes fools of the Alerts in the Tower of Babil making getting some ordinarily tricky chests a breeze.

I might give the regular alerts more HP. I didn't strengthen the regular monsters in the tower because it's so dang long. Each encounter is fairly easy but it's a bit of a grind getting all the way up.

Eh, just slightly. I think the Alerts need the boost though. Since any player at this point will have the Avenger, where as people back then likely didn't know about the Edge/Thunder Claw trick to take out most machines.


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Just checked the event script for the "falcon" door and it said "If Defeated Malacoda is ON, do the next 0 actions"  :isuck:

Anyway that's fixed now, among some other things:

http://timecave.net/ff4kster/crisis/Unprecedented%20Crisis%200.3%20Alpha.zip

Oh hey! I am glad to see my custom Event code getting some use.

And now back to the game...


Hmm, on my way back through the Tower of Babil I got a Shadow Shield from an encounter with Queen Lamia, Lamia, and Black Cats, did not see that coming.

...Did I just end up in the Giant of Babil?

Judging by the foes, it would seem so.

Oh hey! Cecil learns Bio as well! Neat!

And Porom learns... Exit? I thought that spell was removed actually.

The Defender Sword here? Hmm, interesting.

...But it's not for the Dark Knight... could a class change be coming up soon?

So this is where the Yoichi Bow was hiding? Well, that works well enough.

Porom and Kain make pretty swift work of Mac Giants with their Robot/Giant smashing capabilities!

Ah, the Gungnir Lance! I rather liked that you put the Genji Armor and Gungnir in the dungeon rather than just having them be given with Kain 3. Good thinking.

Finally the Save Point... Palom's MP had been very low for a long time by this point.

Dr. Lugae! I had thought he wouldn't be in this. But being inside the Giant of Babil again makes a Lot of sense!

Edge does make a quizzical statement that he had believed that they finished off Dr. Lugae in the Tower of Babil... unless I'm forgetting a boss battle in the first ascent from the Overworld... is something like that planned?

Judging by Edge's dialogue it seemed as if Dr. Lugae was supposed to run away (considering Edge stepped right into where Dr. Lugae was standing) and Edge was chasing after him, but he didn't budge.

...What is special about the Gungnir that a Jump on the CPU would deal 9999?

Lost to the CPU because of Avenger Cecil... should have known better on that one.

And that's that. CPU down. Normal strategy basically prevailed here, except instead of Edge dealing 9999 with Thunder Claws it was Kain with the Gungnir Lance.

Well that was odd, there was second sprite of Lugae at the exit to the Giant.

So Edge leaves the party for now... that would explain why some of his best equipment was there.

Wow! I'm back on the Overworld! I didn't expect it would take That long to escape from Eblan, hehe.


Hmm, but I thought we were going to the tower to reclaim the other 7 Crystals? Or was that a trap door that waylaid us and put us in the Giant instead?

Um... there's a Sprite of Edge at Troia Castle which says "Welcome to Troia!"

So I guess I can't go back there... yet?

Well, let's check out Mythril while I have the chance!

A nice amount of GP is here, especially at that point in the game.

Oh...! So this is where Cid's second Axe was supposed to be.

Well... I've travelled everywhere except Mysidia so... to Mysidia then?

Alright, so not Mysidia... Cave Magnes?

Though it appears to have been altered pretty heavily, no. Not yet anyhow.


Mt. Ordeals...?

...Beyond the Tower of Babil Crystal Room?

Edge is appropriately in Eblan Hideout with an appropriate line, so... maybe?

...No, I get dropped into the Giant of Babil again.

And I have no idea where to go. I've been everywhere that I can reach except Mist, I went to Fabul Castle, Baron Castle, Mysidia, Mythril, Agart, there's nothing that I saw to point the way.

249
Stumbled across something awesome related to Morph while playing around with actor add/removal that I felt I should share.  Bear in mind I'm using Chillyfeez's Shadow Mod, so this may not be as useful for those who aren't using it, but regardless I'm posting this in case it will work without it when it's released.

Basically, i accidently managed to swap the data for the Duplicate Dark Knight with the Actor 1 Dark Knight through eventing, and here's how I managed it!   


1: Morph into Dark Knight Cecil during a fight.
2.Trigger an a event with the following commands in it:

Add Dark Knight Cecil to the Party
Remove Paladin Cecil from the Party

Add Paladin Cecil to the Party
Remove Dark Knight Cecil


This will not work if you're in Paladin Form. You MUST be in Dark Knight form for this to work. When Paladin Cecil is re-added to the party, he will be in a different spot in the party than before the event actions took place (the spot the added Dark Knight would be). Now your Dark Knight form will be the one you started the game with, which means he'll have all the gear/experience he had when he left if you happen to also use the Shadow Mod, or he'll have his initial lv/gear if you don't use Shadow Mod.

Like I said it's not a very useful trick to do without Shadow Mod, but it's like a dream come true if you do.

Hah, I find it strange that this would happen... I can't think of any reason this code would be called in that manner. Maybe I'm missing something obvious.

250
My internet has been Awful the last couple of days so I meant to have some progress reports before now, but ah well. I have the rest of today and tomorrow off so I won't to proceed with this.

New version:

http://timecave.net/ff4kster/crisis/Unprecedented%20Crisis%200.2%20Alpha.zip

I re-removed the magic evasion. It was causing strange things, like jump to miss and such. Basically the hack is designed with the original game mechanics in mind and I think I'm too far along to go back over it all, even if it would be for the best.

Magic Evasion was never fully tested by Square I feel. I'm pretty sure on that because the default numbers they assign are Insane and makes Magic nearly useless in many respects. However Jump missing is due to ordinary evasion, after all Jump does only increase Accuracy x2. Which is why the abysmal Blood Spear doesn't get much better even with Jump.
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So I'm up to the Antlion's den at this point.
The only extra thing I have to contribute to the conversation is that you might want to consider including at least a minor "reversal" earlier in the hack.
I mean, I'm enjoying it so far, but so far it's really just been FFIV with some minor modifications. And I'm OK with that, but if I didn't know that I was on the precipice of some major differences, I'm not sure I would still be playing.
So, seeing as how one of the gameplay goals was to have seasoned FFIV players say, "oh, wow, that's not what I was expecting," you might want to offer a taste of that up front.
And I don't really want to suggest what you might do differently - obviously from what Grimoire's saying, a lot has been done beginning shortly after where I am currently in the game, and from his reactions it seems like you've done a lot of cool stuff, so I don't wanna screw with your grand scheme - just some food for thought.


Sorry to hear that, but I don't think that's in the cards right now. I think it's in a pretty good place, and the fewer significant changes I have before that turnabout, the more impact it will have for people not expecting it. I'm sure there will be some people disappointed no matter what I do.

I have one suggestion to make on this, I wonder if you might want to have Cecil be the one who falls under Desert Fever? He ostensibly carried a young girl through what was no doubt a stupor since he had just been blasted by Quake and afterwards fought an intense battle to keep her safe and as such have Rosa as the temporary main character who goes to the Antlion's Den to receive the SandRuby for Cecil? This is actually a rather small change as far as the gameplay is concerned where as your Fabul and beyond is a nearly completely different set of events, but it could be neat and would keep the veterans on their toes (it would also supply Some use for the Shortbow you can buy in Kaipo)

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At Level 30 Cecil finally breaks 1000 HP!

You were tackling Ciriatto before Level 30? Wow, I'm impressed you lasted as long as you did!

As am I really. Yes there seems to be some crucial spells you need before fighting Ciriatto Stop for both Porom and Rosa and Porom must know Cure3 to keep the party up.

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Oh! Bonk! has random buffs! I see now.

It randomizes between Esuna "come to your senses", Blink "became blurry", Haste "go faster", and Arise "wake up".

If I may make a suggestion... I believe Porom starts with Haste, if not, she gains it very shortly thereafter. Perhaps you may want to make Haste a later learned ability like Blink is making a casting of Haste through this still a welcome boon.

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And that's the Eight Fiends Down! As you mentioned, I should remind you to update the patch at this point.

Link at the top. Remind me again when you're about to tackle the Lunar Subterranne.

Alright! I will do.

And now back to the game...

First, let's see if the Flame Spear is worth picking up... yep! Looks like it, a nice attack upgrade for a relatively low price at this point in the game. Kain is also equipped quite well with an Aegis Shield, Diamond Armor, and Zeus Gauntlets.

He also has nearly double the HP of anyone else in the party.

Giott still mentions the other Crystals. Should there be new lines for him at this point for this mod?

Heh, an odd effect of still having access to the Airship when the Tanks are on the ground, they appear to grow in size with the Airship.

And back to the Tower of Babil!

Ninja Gear in the very first chest, quite nice!

Oh! I almost forgot to pick up more Shurikens, 67 more to be exact.

3 Eggs and a Queen Lamia? I don't recall any encounter in FFIV having ever more than one egg.

Oh. Do the Lamia no longer count as Undead? A Cure3 from Porom cured them.

Hmm, a Rune Ring from that, that's some decent selling fodder.

Whoa, the Armlet increases Vitality by 10 and provides a great boost to Defense all around! Definitely a worthy replacement to the Magic Gloves.

Hmm, maybe it's just my imagination but was the first floor of the tower's layout changed slightly?

Wow, Ice-3 is a nasty counter from the Ghost Knights, thankfully they can be silenced.

Cecil makes fools of the Alerts in the Tower of Babil making getting some ordinarily tricky chests a breeze.

Eh? Look like all of Edge's best equipment is here?

New sword for Edge, thankfully I didn't have enough to buy the one in the Feymarch!

Hey! Alright! Palom finally learned Bio!

Hmm, Porom learned Harm! I wonder how useful that would have been against Ciriatto...

The Ogre Axe is a pretty good upgrade for Kain.

Was this part of the dungeon always separated like this? Is my memory of the Tower of Babil really That bad?

Heh, the Frost Dragon's Blizzard seems to only hit Cecil now.

Ah? The way to the Center of the Tower is inaccessible, eh?

Very nice! A Diamond Ring from a normal battle with IronMan.

Going into the top floor of the Underworld Tower of Babil where Dr. Lugae was has the map name "D".

Ah? The two parts of the tower are connected in this?

What a fine choice!

And Palom learned Quake! Looks like things could be getting a bit easier from hereon out.

That was... odd... I went through the door where the Falcon would be and I was shown another map for a brief instant before I was warped to the other side of the Super Cannon bridge.

Umm... when I went into this room the scene from Zot's Crystal Room started to play... I cannot think this was intentional.

And that's as far as I can go... well so far it's been fun. The tower's been a bit easy, but I am well equipped at this point.




251
Haha! Wow, that did come out of nowhere, you must have been quite bored to turn the event into that.

All in all though the event is looking great and you even went through the extra effort of making the Ship Tileset usable! Great work!

252
I'll try to get the gist of sequences then. Being able to create your own growth rates and spells could be awesome if I get into this again.

As you explain, then a sequence is just the ammount of values under the same group until a new entry with a different starting effect begins. The equipment bonus is a very good example to understand them if i'm right then... Although there is a big gap between understanding it and understanding the growth tables  (From 721E6 to 732BD).

But that's for another time.

Sort of...

Bits are a little bit complicated but I'll explain it as well as I can.

Here is a Byte that would read 01 - (00000001) Here is a Byte that would read 02 (00000010)... Here is 40 (01000000)... and here is 64. (01100100)

So it's important to remember that it's just a numerical expression to show a single byte that is activated by appropriate routines. Alone these values have no meaning, only when placed in context of specific programming do they gain them.


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If you're curious, the order of the classes is:

OnionKid-Warrior-Monk-White Mage-Black Mage-Red Mage-Hunter-Knight-Thief-Scholar-Geomancer-Dragoon-Viking-BlackBelt-M.Knight-Conjurer-Bard-Warlock-Shaman-Summon-Sage-Ninja

Messing around with the Unknown spells doesn't seem to affect the other spells, they do the exact same things, exact same damage (Well, in the same range, magic damage is somewhat random).

Ah, terrific! You should be able to utilize them in some fashion then, I'd imagine.

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About command 08... My fault again, I didn't listed it. Jesus, i'm all kinds of bad doing this.

Commands 09 0A and 13 are this:


I guess two of them were something for the Viking and the M.Knight, as both lack a skill (I NEVER saw the Mystic Knight as a Paladin as some call him. He uses dark swords and demonic armor, maybe there was a early attempt for a "Darkness" attack but then Square gave it White Magic)...

What was 08 out of curiosity?

I think you may be onto something there. I have a feeling that another one of those unused Commands may have been Throw for the Ninja. If we can find the Pointers we could determine that for certain, but I'm not sure how I'd go about that. I never understood why the Mystic Knight had White Magic either, since he is clearly what the Dark Knight in future games is based upon and in the remakes the class is called Dark Knight with the appropriate Soul Eater command.

Quick question... do these texts like Advanced! Sure Kill, Do they appear in-game at all?
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I guess I'll take a look at this again when I feel a little more fresh about hacking and have more knowledge to do something bigger. But who knows when that will be with real life being a jerk. My biggest worry was to put this somewhere for others so they don't have to waste all the time "researching" again.

Thank you so much for taking your time with this, too.

I am glad to be of help. I am looking forward to trying out your balancing patch. I've always liked FFIII, but felt the original was lacking in certain aspects... I'll see what your vision accomplishes. (No promises I'll play through the whole thing though).

253
You make me blush, lol.

As I said I'm really, reallly noob at hacking (This is my first effort besides sprite editing and some text changes), so the bit sequences knowledge is totally something I lack. It's used in several places, like in Steal mechanics too.

It took me a bit of time to comprehend Bit Sequences as well, but once you get it you can see how useful it is... for instance from your bonus chart I can deduce what the 8 Bit Sequences are.

00 - Nothing
01 - Bolt Up
02 - Ice Up
04 - Fire Up
08 - +5 Spirit
10 - +5 Intelligence
20 - +5 Vitality
40 - +5 Agility
80 - +5 Strength

It's as simple as that, really. Since I don't quite know the order the jobs go in, I can't quite figure out the 3 Byte sequence of Equipability though.

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I'll try to answer your questions:

About the elements and status values, most of them are used by the game itself, if you go to the enemy portion of the code (Starting at 60010) or weapon/armor data you can see them. I find them pretty high too, but if that's what the developers used there must be for a reason. Probably most of what I listed are repetitions of what could be an original value, but if it's that way, why they wouldn't use it?

It's like the repeated Recovery Element. There are many values that add Recovery, yet the game only uses 01. I think they just added things "just in case" and never used them (Like the equip bonus list, my god that was long).

Well in the case of Recovery, it's Bit 01, I posted this above but you may not have gotten the gist of it. Hopefully my more recent example above makes sense, that's to do with Bit sequences.

Status though doesn't use that... I haven't a clue what's going on there.


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Something that I found looking at the game is that there's a lot of things that went underused, and if the game is already one of the best on the Famicom, imagine if someone with real skills went to tinker with it.

The status effects don't play a big part of the game, except for some enemies to make them annoying. I added status to weapons to make them a little more interesting.

Petrification and Partial Petrification 2/3 are broken as hell, I had to remove them from weapons because they activate almost everytime.

the Targeting system was a pain in the butt to get listed. Why would put so much space into repeating so many values? There doesn't seem to be any difference in them, more than having several values for each magic level... And it only changes what they can target in battle, so I really don't see that much reason to have so many.

And yes, my mind was full of s**t when I saw that the very value list for weapons and armor is used for spells. Just...Wow. It's both weird as hell and somewhat convinient as well.

But anyway, yes! If you can give MP to a class (Both by figuring out how the level up gains are, which because they must use bit sequences i'm totally lost, or by giving them a set of MP to a class in the "Base Stats section") and put a spell within it's own Class Usability group, and lastly give him/her the Magic Command...

Well:
 

I gave him the value 1F in his base stats:

5B 0E 14 0A 0A 05 0A 00->1F To give him MP from that table (That's not used in the game, by the way).

Then i changed the Class Usability Group from the Safe Spell to 87 (Only Dragoon for Armors, to make an example)

And then changed his Defend Command (05) to magic (15) and Voila, Casting Dragoons!

I really liked the idea of giving classes their own special spells, but it's far from my abilities and maybe I'll consider doing it in the future, as my actual romhack was about trying to improve here and there things without making giantic changes (Improving a little the original, more or less).

Now that is impressive! Good on Square giving themselves that amount of leeway and good on you for discovering it! Now I think what might be going on with those "Unknown Spells" notice that they all have the Spell Level (-1) for their ?Targeting? (And I noticed that Prior to 08 this is all targeting) It is my belief that may be some internal way to tell what level the following spells will be. Try to change them and see what happens. If nothing happens, great! That's eight free spells! If it causes issues than their purpose may be to keep a list in order or some such.



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By the way, what a spell does in and out of battle doesn't seem to be the same. For one, you don't heal the same ammount of HP outside of battle as you do while fighting, and there are several white spells that you can multi-target while in battle you can't (Mini, Toad, Pure...). Warp lets you teleport to other floors of a dungeon, but in battle is a Kill type spell).

Now, I said that "it won't do anything" originally. That was because of the value 0C.

61A80 Sight   00 64 00 00 0C 30 00 32

If you give any spell 0C it won't do anything after it's animation.

The Unknown spells... Yeah, I call them unknown because I can't really see what are they. I'll add their code so you can see them.

They have a power level that doesn't seem to exist in any list of magic anywhere, the Usabilty Group is one that is never used, But if you look at the list, it could go there (It stops at 3E), they use totally different values for targeting, and if you try to copy the code over a known spell, what you get is that the spell is automatically targeted to the caster and will damage him/herself.

FFIV functions similarly with code for out of battle spells and in-battle spells. I'm not surprised to see that here as well (probably in most RPG's it is in that manner)
I've written my thoughts on the Unknown Spells above, I am curious to see the results.

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About the missing commands, 01, 02 and 03... Well, they are this:



Anything that it's not listed will bring glitches and garbled bits of battle text. Kind of a letdwon, I was expecting secret commands... But they only crash the game.

That's... nonsensical... FFIV has only one Command thrown in there which is unused (well two, but it's at the end of the list) and that was a planned Airstrike command for Cid which was never actually completed (or worked on in the first place)... let me take a look at those commands again...

4 - Fight
5 - Defend
6 - Run
7 - Escape (Thief)
8 - Jump (Dragoon)
9 -
A -
B - Terrain (Geomancer)
C - Peep (Scholar)
D - Scan (Scholar)
E -  Steal (Thief)
F - Build Up (Master)
10 - Sing (Bard)
11 - Scare (Bard)
12 - Cheer (Bard)
13 -
14 - Item
15 - Magic

There are some noticeable gaps. I wonder what's going on there... do we have a Pointer Table to commands such as were found in FFIV?

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What I wasn't expecting is so many equipment boosts. Jesus Christ they went out of their way with that. Alongisde Steal and drop mechanics, this is the other thing that screams "WHY DIDN'T YOU USE ME".

By the end of writing all of the effects my eyes couldn't see s**t because of how tired they were.

About the "First Weapon"...

I think you're right. At first I thought it would be 616C8.

But that can't be it, because 616C8 (Which is 00 00 00 00 00 00 00 80) has an Armor value, while 61410 has a Weapon Value (00), meaning that it can be "equipped by" anyone. Another oversight on my notes, i'm sorry.

The order of the weapons is mostly consistent, there are a few entries out of order (Axes and hammers where swords are, dark swords and normal swords mixed too...)...

The Hammer is a dummied weapon, you can actually bring it back to the game (Just like the Dream Harp, which I did in my hack) by putting it in a chest or store.

About the Axe in IV... I think Squaresoft hates barbarian weapons :( .

There seems to be none of the racial bonuses in this game, more than, maybe, the "hand made" Dividng monster's "weak to dark swords". But that's just a combination of a Weapon Usability Group Value and the Dark Element on a weapon. Kind of weird, seein how games before and after it have that sort of feature.

FF3 seems to have quite a bit of variety in it's weapons design, which is kind of surprising. The funny part is that you can make weird combinations if you want. The most cool ones are the Boomerang/ Moonring animations with anything else.

57 is Empty Space, yes. If you put it in a shop,  you can buy it! It cost 0! What a rip-off.

The item list was used pretty much at it's full potential, which is good for one part (They made lots of items) but if you want to create something you'll need to expand or remove something before...


All the things we talked here have been corrected on the text file, in case you want to get it again.

I really don't know what more I could say. I could explain monsters a little, although the only thing i've modified about them is HP, Int/Skill and weaknesses, but i wrote pretty much all i learned doing this.

Maybe a Monster List can be helpful, some of them are in weird spots (Unei Clone is almost at the beginning of the list!).

About my hack, I finished playtesting it, and finished fixing things before I went to sleep. I must now finish the aesthetic patches (Menu/Character palettes, optional stuff) and then I think i'll try to upload it to RHDN, if they see it worth enough of being there, of course.

After that I'll take some "vacations", because this has been taking too much free time out of me.

Ah hacking seems to be a never ending journey. This is a fine base which you have gathered and when you're feeling up to it you should delve even deeper. If you need any assistance I'll do what I can though my specialty of hacking lies in the SNES and N64 opcodes. I'll see if I can figure out NES though if you have any requests.

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FFIII is quite different than I expected it to be under the hood...

 I mean these Elements are rather interesting in comparison to other FF's.

01 - Recovery
02 - Dark
04 - Thunder
08 - Ice
10 - Fire
20 - Air
40 - Earth
80 - Holy

FFIV has it in a completely different setup, with no "Recovery" Element.

01 - Fire
02 - Ice
04 - Lightning
08 - Dark
10 - Holy
20 - Air
40 - Absorb (I'm still not 100% sure why they bothered to make this an element, it's used by Drain and Osmose-like spells. Why it does this instead of tying it to the Immune byte, I have no idea)
80 - Immune OR x4 Damage.

Your notes do seem to have a slight lack of understanding the Bit Sequences, it's just as simple as knowing that bytes sometimes are parsed into a sequence of eight bits and what you're describing in these notes seems to be corresponding to that data type.

Where FFIII separates Element from Status, the two are one in FFIV. Status/Elements are on a separate table. I somewhat imagine there is a similar setup for FFIII since those Status Bytes are not in a bit sequence so there must be a table somewhere containing their exactions. But... those are high values, like Really high, to put it in perspective FFIV doesn't use any more than 63 in decimal. This implies that the valid ones continue until 99 in Hex!

Target Status Needed is an interesting concept and one I did not expect to see for the NES FF's (FFIV doesn't even have such a thing) but it makes a good deal of sense all in all.

That Targeting system is mind boggling... FFIV uses something much simpler, but less robust. Much of its effects are tied into its subroutine, which seems to not present in FFIII. Quick question, if you set the targeting to 30, does it turn any spell into the Sight Spell?

Class... Usability? Wha? I had thought that would be tied to Spell Level, not Spell Type, so does that mean if you gave Dragoon White Magic and allowed these spells to be cast by Dragoons "Class Usability" they could then cast said spells?

Unknown spells...? Wha? Are these unused spells then, or something?

I noticed that there are some Commands just plain missing, most notable are 00-03,

Grr... FFIII had Element Boosts, that's right... FFIV has nothing of the kind. two Steps forward, one step back I suppose.

Great work on recording all 255 choices there!

I suppose since +5 is the only stat up, FFIV has a bit more choice in that regards and that's probably where the Element Boosts met the cutting room floor.

First weapon... are you sure it's not Barehanded? FFIV uses a similar set up if such is the case.

FFIV by the way also has 8 bytes to its equipment.

Ah? An unused Hammer? Sort of like FFIV which instead had an unused Axe...

That's sort of interesting... Claws/Rods/Staffs is the exact same order it starts in FFIV as well. Then it varies significantly.

Does FFIII not have a Racial Attack Bonus like FFI, II, and IV do? As in is there no bytes in weapons that allows it to deal extra damage to Undead or Mages, or anything of that sort? If so that is a little bit strange.

That sad moment when you realize that FFIII had more Weapon Sprites than FFIV does... *sigh*...

57 Looks to be where the split between Weapons and Armors are in FFIII...

FFIV has that split at 60.

There looks to be 40 (in Hex so 64) Armors, in FFIV there is 4F So roughly 80 or so.

And it still had room for Item Magic AND Learnable Spell Items. FFIV though uses a decent chunk of its space on Key Items. I wonder if the Summon Orb routine in FFIV is a remnant of an older time when they had it set up in that particular index.

Overall a very impressive document! I'm looking forward to seeing more!








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And now I understand what you mean about the Ice Mines design, they are a literal copy (in most places) of the Ice Cave of FFI, impressive!

Well, with that latest failure still stinging, I'll head over to the Shrine of Bahamut, see if I can't find anything else to help me and gain some levels along the way.

Hmm, ToadLady's Croak seems bizarrely focused on Edge alone, where he must have something equipped which prevents Frog because he is not being affected by it at all.

At Level 30 Cecil finally breaks 1000 HP!

Ouch, you gave Ghosts Bio in their AI Routine, thankfully they can be Muted.

Made it all the way down to the treasure room, another Wizard to fight, thankfully I've fought one before and know they aren't too bad to deal with.

Ah, but he did yield the Avenger Sword! Let's see how that is in this mod...

Wow! It is either unchanged or even better in this! Raising Strength, Agility, and Vitality by 10!

1500 Damage from his normal attack alone! This may be a turning point.

Oh! Porom eventually learns Stop as well? At this point then I should have all I need to turn the tables on Phase 1 Ciriatto!

Hmm? A Mystic Hammer? This sounds interesting!

Ah. I see what you mean now. Yes, the Mystic Hammer does appear to be Porom's best weapon with a 15 Boost to Wisdom and Will!

I will give the Diamond Ring to Palom for now...

And that is the first run through of Shrine to Bahamut! Next I'll restock (I only have a few Hi-Potions left...) then tackle the main path.

While I'm here I Really should purchase another Angel Robe...

Onto more self-mutilation in these caves!

Ah, hey! The Rune Bow! Thank goodness I didn't buy it from the Feymarch, I even made a note to do so.

Hmm, a little more power, but doesn't have the stat boost of the Killer Bow. I take it it still deals x4 damage to Mages though?

Rosa seems to Resist Toad as well, hmm...

Does the Mystic Hammer also deal x4 Damage to Mages? It dealt a 700 damage hit from the backrow to a DarkTree, more than respectable amount!

Alright! Porom has learned the almighty Cure 3! I can feel my chances of success rising with each level!

Another Frost Dragon, alright then...

Killed Porom, the Blizzard was mostly shrugged off. But I got the MageMasher for my trouble!

Ah? The Wisdom Bonus was taken away from the MageMasher? That seems like an odd choice.

Oh! Bonk! has random buffs! I see now.

A Save point! Thank goodness!

I've said it before, I love the idea of a False Prophet, and to tie that into the lore of Bahamut is very well conceived!

Wow. We can dish out damage, but Comet brings us low! Thankfully we now have enough levels to recover from this... I think.

Oh. Cecil with the Avenger Sword wrecked him pretty badly. I didn't even get the chance to recover from Comet!

Fantastic, the White and Black Robes!

Whew, thank goodness you kept that back exit. Otherwise it would have bee a long trek back!

Well now I have a fair amount of money, some powerful new spells, and a lot of good equipment. I think I'm ready for my rematch with Ciriatto!

What a difference a few levels make! Before I was running from Arachne and their powerful Quake, now I can outlast them without issue.

I'll try once with Avenger Cecil... but I somewhat think that may cause problems, we'll see.

Ah, first I should buy the Zeus Gauntlets for Cecil.

They... don't appear to do much of anything. Possibly resist Lightning?

I'll keep them around, but possibly another waste of 20,000 Gil for me.

First Salvo, two of the Reapers were Stopped, so Red Feast left everyone alive. One is now dead, Cecil is admittedly not being too useful here with his random attacking with a Dark Sword against Dark Creatures, heh.

Ciriatto Phase 1 has been dealt with in a timely fashion! Cure3 and 2 Stop Wielders made All the difference!

And I lost I ran out of MP for Porom and didn't realize it until it was too late... it's also what I get for going in with Cecil wielding the Avenger.


It's finally over! Porom was able to keep us mostly healed, but then Ciriatto just seemed to focus in on her at the end, but it was too late for him, a Throw already in progress and a Berserked Cecil with the Sleep Blade put him to rest! I have to say, it was the first time in an FF game where I threw all of my X-Potions at the enemy!

Let's go for a triple! I'll go and settle things at the Dwarf Castle before I call it today.

Hey! It's Cid!

That is neat! I like that you're showing Cid as just more then mechanically minded, also "using the power of the Bolt Crystal" kind of brings to mind Bravely Default, hehe.

Y'know... this scene works a lot better with Edge than it does with Yang. Yang, prior to that scene had no "intuition" or anything like that. It's not he who sees that Baigan was a monster, nor was it he who saw the King was a fake. It does come out of nowhere, but since Edge is a Ninja it is much more believable he could tell things like this.

Your Cecil is a bit more likable in terms of gender roles. Throughout FFIV he's continually like "No Rosa, no you can't go..." etc. Yours trusts Rosa enough to stand with Cid and fight, granted your Rosa is a bit more competent than the original one as well.

Golbez? He is everywhere in this mod!

I do like the idea that the Calbrena was just a decoy though.

Way to go Kain!!

That was quite awesome, sure we haven't seen him for a while, but one of his first actions back is to prevent Golbez from getting the other four crystals.

Oh wow! Malocoda was definitely made tougher since the videos. She physically attacks a lot more frequently.

Whew! By all rights I Should have lost, she killed my entire party, except for Kain, but she could only deal one damage to Kain (or 110 rarely) and the timing just Happened to be so Perfect that he was Jumping when she used Bolt 3.

I don't know whether that was a flaw in design or just dumb luck on my part.

That's right! We still have the Bolt Crystal.

Cecil's leadership abilities here are shown in full force, he lists each role that the party will play and how they will assist in the recovery operation. It really lends credence to him Being an army commander.

And that's the Eight Fiends Down! As you mentioned, I should remind you to update the patch at this point.

It's been a wild ride so far! I don't remember the last time an FFIV game Forced me to grind in order to get past a certain part. That's not a bad thing mind you.
That was Incredible use of that Visual Effect! I mean, Wow!

I like that Porom knows that the Calbrena belong to Luca, establishing that the Twins became acquainted with the Dwarves while there.