øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=150e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexbf00-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexbf00-2.html.zx½åg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà‡ìOKtext/htmlISO-8859-1gzip0|Ö‡ìÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:08 GMT0ó°° ®0®P®€§²ð®¼åg^ÿÿÿÿÿÿÿÿ ‡ì Show Posts - chillyfeez

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Messages - chillyfeez

151
AFAIK, it doesn't have that option but... Pinkpuff? You listening in on this one?

152
Nah, most of the 00/ and 01/ banks are pure assembly. So empty space is usually safe there.
I'm at work now, but I should be able to get a patch over to you by tomorrow AM.

153
I usually use FFs, but if you have seven lines of 00s, that'll work fine, too. It can be anywhere in the ROM, because I'm overwriting enough that I can do a long jump if needed. So really, just tell me where you want the seven lines to be.

154
OK, BZ I got it working. Before I send the patch, a question - does your ROM have seven lines of empty space beginning at 00/E290 (01/E290 in LoROM)?

If not, I'll have to relocate the custom routine before the patch will work.
 :cycle:

155
I looked at this a little bit today. I was hoping I could just overwrite the item deletion section of assembly with a jump to the storage routine, but for some reason doing so causes the item selection window to stay on the screen after exiting the item menu. Weird. So I'm gonna have to write a custom routine. Not difficult work, but it'll take a little bit of time...

156
Each location (including towns) has two NPC palette assignments, each corresponding to two NPC palettes, for a total of four NPC palettes per location. You can edit the palette assign!ents in FF4kster, in the graphics portion (the second window) of the Map Info editor. I believe palette assignment 0 has the red and blue townsperson palettes, and assignment 1 has the purple and a generally unusable green and blue palette (don't know if it's used for anything, but it seems to be a terrible choice for any NPC).
Chocobo forests have palette assignments 2 and 8. The yellow and white chocobos use assignment 2, so you can change the 8 to whatever you want. Only the black chocobos would be affected.

157
Final Fantasy IV Research & Development / Re: Item descriptions
« on: July 21, 2016, 12:40:04 PM »
Good news!
You're gonna have 57 characters to work with instead of 19.
... Provided I can find an empty bank of ROM that is 57 x (# of item descriptions needed) bytes long, anyway.


 :edit:
So there definitely isn't an empty bank that is 3600 bytes long, which is what would be needed to accommodate 60 descriptions using the method I had originally planned.
But I did discover that the method by which the messages are indexed is much simpler than I had originally anticipated, so unless you make sixty descriptions that literally use 57 characters each, a bank that large won't be necessary.

What you should do is, assign the descriptions as planned, then practice-write them out to determine how many characters will be used (still using 19 characters per line, but up to three lines per description), then add 3x(number of descriptions) to that total. That will be the size of the empty bank I'll need to use for this little project.

So, for example, if you end up needing 40 unique descriptions, and altogether (including spaces) those descriptions take up 2000 characters, the size of the empty bank I'd need would be 2120 bytes. That's still a lot, but there is at least one empty bank in ROM that size (I checked).

Did that all make sense?

158
I like the idea of differing roof motifs depending on what town you're in. Original FFIV does that a little bit, with Silvera, Agart and Toroia using primarily the shingled roof and Baron and Kaipo using the Tattooine roof.
But I think you could improve on that theme. The houses you're making now are sort of reminiscent of Tudors to me, so I would think, like, Baron and Toroia using that style, as they'd be the wealthy castle towns. Podunk Agart, silvera and Mist would use the (old) shingled roof. Kaipo would continued use to use Tattooine, cuz it's desert-like. I don't really know where Mysidia would fall in that spectrum.
Anyway, that's just my opinion - take it or leave it.

159
Ooh, I like Chronos/Cronos for the Stop harp!
Fate is pretty good, too (for Death).
I like the term "infected," too, though I also like the sound of "sickly strings." I'll have to mull that one over.
You're probably right about the order, though Death, remember, won't work on Bosses or the undead...

160
Final Fantasy IV Research & Development / Re: Item descriptions
« on: July 20, 2016, 01:01:55 AM »
Ah, gotcha. Yeah, that's not very much space at all, is it...

161
Final Fantasy IV Research & Development / Re: Item descriptions
« on: July 19, 2016, 09:13:17 PM »
Various menus? Do item descriptions appear in more places than the basic item selection screen?

162
Final Fantasy IV Research & Development / Re: Item descriptions
« on: July 19, 2016, 08:58:45 AM »
What we could do is...

1) You go through Namingway Edition in FF4kster and assign descriptions to the items without writing the full descriptions - i.e., just write "1," "2," "3," etc.

2) I'll multiply the maximum number of characters allowed in the item description window by the amount of item descriptions you need altogether (probably still a maximum of 60), and find an empty area in ROM with that much space, then manipulate the assembly to relocate the bank there.

3) Then you could go in and write out the descriptions in the order already assigned in step 1. What I would do to un-complicate the process (as long as I can find a large enough space, which I should be able to do, I think) is give that maximum amount of space to each description, so when you're actually writing them out, you would just fill the end of each description with spaces. e.g. If the item descriptions were allowed to be 35 characters long, you could write for the cure1 potion, "Restores(sp)a(sp)small(sp)amount(sp)of(sp)HP.(sp)(sp)(sp)(sp)(sp)"

163
Hey, guys, I could use some outside opinions on a small matter...

Now that I'm at a point where the player can finally hire a Bard, I'm making some adjustments to the Sing command.
The possible outcomes are now:
- (1/8 chance) Fail
- (1/4 chance) Slow
- (1/4 chance) Charm
- (3/8 chance) A spell that depends on which weapon is equipped

Now, for the dependent result, it will be something relatively weak, like mute or blind, if any non-harp weapon is equipped. Each harp (and there will be five altogether) will allow the bard to cast a specific spell. My working list is:
Sleep
Stop
Death
Virus
Flare (like the Twins' spell)

Sleep will be the Dreamer harp, the one the Bard comes equipped with. Flare will be the Ultimate harp (no name as yet).

So my question is, with respect to the remaining three songs/spells, in what order should they become available? What's the order of usefulness of these spells?
Or should I swap one or more of these out with something different?
Also, does anybody have any good ideas for names for these harps?

164
Final Fantasy IV Research & Development / Re: Item descriptions
« on: July 19, 2016, 01:13:11 AM »
It would probably be pretty easy for me to relocate the item description bank to a larger empty space in ROM, but then you'd have to do all of the text edits in a hex editor - it would make it so FF4kster wouldn't be able to find them. It would also make assigning the descriptions to items difficult, as FF4kster wouldn't be able to find them for that purpose, either.
Still if you want, I could give it a go...

165
Wow that looks really good.
The old man behind the roof - does he only look weird because he's in motion? I mean, if you stand still behind the roof, does it mask you diagonally like it should?