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Messages - 13375K31C43R

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541
Game Modification Station / Re: New patch: Backstabu Glitch fix
« on: March 25, 2016, 01:38:55 PM »
The anomaly with the running doesn't happen until they actually succeed in running away. While you're holding down the L and R buttons, they'll keep trying to run away until they eventually succeed, but then they'll turn around and start running backwards.

What I notice specifically in the Kefka case is that after the first wave of Espers emerges, Kefka slowly gets up, looks around, then stands up and says "Frightful energy!" The error there was that he wouldn't look around, he'd just look to the right for about five seconds before standing up.

I'm sure there are some other anomalies that are caused by the old version of the patch. In any case, the new version is superior because it specifically targets the animation scripts that are wrong as opposed to handling generic cases that may be too generic.

542
Game Modification Station / Re: New patch: Backstabu Glitch fix
« on: March 25, 2016, 12:32:36 AM »
I'm bumping this because there's a new version that everyone needs to know about.

543
Game Modification Station / Chadarnook's silent entry
« on: March 24, 2016, 11:16:52 AM »
Has anyone else noticed that when the Chadarnook boss fight starts, the screen goes all mosaic-y as normal, but the sound that's supposed to accompany it doesn't? I think this is a bug.

544
Huh... I always wondered why there was one extra rock during the scene where they all clear away so the Espers can go to Thamasa.

545
Game Modification Station / Rod spells do not remove Vanish status
« on: March 22, 2016, 12:33:27 PM »
I received a message from TheNattak who informed me of a possible bug. Vanish status is supposed to be cleared whenever an entity is targeted by a spell, but for some reason this does not include spells that result from rod usage (at least in some cases). For example, the Fire Rod's in-game description specifically states that its effect is to cast Fire 2 when used as an item. At first I found it a bit odd that this doesn't cause Vanish status to be removed, but it does occur to me that maybe the spell is deliberately treated as an item effect to avoid removing Vanish. But I want to get the public's opinion before I take any further action on this.

546
Game Modification Station / Re: Graphics bug fixes - help!
« on: March 22, 2016, 12:14:49 PM »
OK, I'm in a bit of a dilemma now in terms of the Doom glitch. I found that, in the case of a party member casting Doom on oneself, the sprite casting the spell and the sprite being hauled off are perfectly synced, almost as if the "background" sprite for the Doom animation (which is the sprite being hauled off) and the sprite casting the spell share the same locations in RAM. If that's the case, then I don't know how I can show legs on one of the sprites and hide them on the other.

547
Game Modification Station / Re: Vanish/Doom bug on characters
« on: March 22, 2016, 11:45:41 AM »
OK, ignore this. :isuck:

548
Game Modification Station / Re: Vanish/Doom bug on characters
« on: March 22, 2016, 11:40:08 AM »
Oh, wait... Apparently I haven't even applied the Vanish/Doom patch to my ROM, lol.

549
Game Modification Station / Vanish/Doom bug on characters
« on: March 22, 2016, 11:06:17 AM »
Terii Senshi released a patch a while back to fix the infamous "Vanish/Doom" bug that allows bosses to be killed easily despite the fact that most bosses are immune to Instant Death; if Vanish is cast on them, they lose that immunity. He did a good job with it, except that there's another oversight his patch doesn't fix: the "Vanish/Doom" bug also works on party members. I have a character equipped with the Safety Bit, which is supposed to block Instant Death attacks such as Doom, and it does, until that character Vanishes.

550
Game Modification Station / Re: Graphics bug fixes - help!
« on: March 09, 2016, 11:44:07 AM »
Madsiur pointed me to an actual spell animation script that someone wrote up, and it's impressive. After looking at the scripts for Haste and Doom, it seems the problem lies in how the background is loaded. For Doom, the "background" is the faded character sprite that gets dragged by the reaper; for Haste, it's the sprite with the clocks superimposed on it. Both of them have slightly different behaviour from other spells based on their "graphics 2" values according to Mnrogar's spell graphics document; understandably, this is because the animation uses the target sprite.

Here's the animation script for Doom:
Code: [Select]
D0/5C36: BD A0                    hide bg1 thread
D0/5C38: CC E0                    set bg1 animation palette color subtraction to 0 (black)
D0/5C3A: 89 10                    loop start (16 times)
D0/5C3C: 83 C0                    move up 1
D0/5C3E: 1F                       [---]
D0/5C3F: CF E2                    increase bg1 animation palette color subtraction by 2 (black)
D0/5C41: 8A                       loop end
D0/5C42: D0 30                    set tile priority to 3 for all character/monster sprites
D0/5C44: BD 80                    show bg1 thread
D0/5C46: C0                       return from subroutine

; [ Animation Script $003C: Doom, Roulette (bg1) ]

D0/5C47: 00 20                    speed 1, align to center of character/monster
D0/5C49: 80 72 01                 branch to $5C4D if attack hit
D0/5C4C: FF                       end of script

D0/5C4D: EE 20                    set target sprite tile priority to 2
D0/5C4F: F0                       jump based on target ($5C6D, $5C87, $5CA1, $5CBB, $5C5A)
D0/5C5A: C4 80                    move bg1 thread to this thread's position
D0/5C5C: BD A0                    hide bg1 thread
D0/5C5E: 89 58                    loop start (88 times)
D0/5C60: 83 C0                    move up 1
D0/5C62: 0F                       [$0F]
D0/5C63: 8A                       loop end
D0/5C64: BF 36 5C                 jump to subroutine $5C36
D0/5C67: C4 80                    move bg1 thread to this thread's position
D0/5C69: BD A0                    hide bg1 thread
D0/5C6B: 0F                       [$0F]
D0/5C6C: FF                       end of script

D0/5C6D: EA 81                    set bg1 tile data quadrant to 1
D0/5C6F: 0F                       [$0F]
D0/5C70: EA 82                    set bg1 tile data quadrant to 2
D0/5C72: 0F                       [$0F]
D0/5C73: EA 83                    set bg1 tile data quadrant to 3
D0/5C75: 0F                       [$0F]
D0/5C76: 89 58                    loop start (88 times)
D0/5C78: 83 C0                    move up 1
D0/5C7A: 00                       [$00]
D0/5C7B: 8A                       loop end
D0/5C7C: BF 36 5C                 jump to subroutine $5C36
D0/5C7F: 83 3F                    move down 32
D0/5C81: 83 3F                    move down 32
D0/5C83: 83 38                    move down 25
D0/5C85: 0F                       [$0F]
D0/5C86: FF                       end of script

D0/5C87: EA 81                    set bg1 tile data quadrant to 1
D0/5C89: 0F                       [$0F]
D0/5C8A: EA 82                    set bg1 tile data quadrant to 2
D0/5C8C: 0F                       [$0F]
D0/5C8D: EA 83                    set bg1 tile data quadrant to 3
D0/5C8F: 0F                       [$0F]
D0/5C90: 89 58                    loop start (88 times)
D0/5C92: 83 C0                    move up 1
D0/5C94: 01                       [$01]
D0/5C95: 8A                       loop end
D0/5C96: BF 36 5C                 jump to subroutine $5C36
D0/5C99: 83 3F                    move down 32
D0/5C9B: 83 3F                    move down 32
D0/5C9D: 83 38                    move down 25
D0/5C9F: 0F                       [$0F]
D0/5CA0: FF                       end of script

D0/5CA1: EA 81                    set bg1 tile data quadrant to 1
D0/5CA3: 0F                       [$0F]
D0/5CA4: EA 82                    set bg1 tile data quadrant to 2
D0/5CA6: 0F                       [$0F]
D0/5CA7: EA 83                    set bg1 tile data quadrant to 3
D0/5CA9: 0F                       [$0F]
D0/5CAA: 89 58                    loop start (88 times)
D0/5CAC: 83 C0                    move up 1
D0/5CAE: 02                       [$02]
D0/5CAF: 8A                       loop end
D0/5CB0: BF 36 5C                 jump to subroutine $5C36
D0/5CB3: 83 3F                    move down 32
D0/5CB5: 83 3F                    move down 32
D0/5CB7: 83 38                    move down 25
D0/5CB9: 0F                       [$0F]
D0/5CBA: FF                       end of script

D0/5CBB: EA 81                    set bg1 tile data quadrant to 1
D0/5CBD: 0F                       [$0F]
D0/5CBE: EA 82                    set bg1 tile data quadrant to 2
D0/5CC0: 0F                       [$0F]
D0/5CC1: EA 83                    set bg1 tile data quadrant to 3
D0/5CC3: 0F                       [$0F]
D0/5CC4: 89 58                    loop start (88 times)
D0/5CC6: 83 C0                    move up 1
D0/5CC8: 03                       [$03]
D0/5CC9: 8A                       loop end
D0/5CCA: BF 36 5C                 jump to subroutine $5C36
D0/5CCD: 83 3F                    move down 32
D0/5CCF: 83 3F                    move down 32
D0/5CD1: 83 38                    move down 25
D0/5CD3: 0F                       [$0F]
D0/5CD4: FF                       end of script

And here's the script for Haste:
Code: [Select]
; [ Animation Script $00AD: Haste, Haste2 (bg3) ]

D0/5F6C: 00 20                    speed 1, align to center of character/monster
D0/5F6E: D1 01                    invalidate character/monster sprite priority
D0/5F70: C9 00                    play default sound effect
D0/5F72: C4 40                    move bg3 thread to this thread's position
D0/5F74: F7 A0                    wait until scanline 160
D0/5F76: 80 3E 13                 enable (sprites, bg2, bg1) in main screen
D0/5F79: AA FF                    set bg3 animation palette color subtraction to 31 (black)
D0/5F7B: 00                       [$00]
D0/5F7C: EA 41                    set bg3 tile data quadrant to 1
D0/5F7E: 00                       [$00]
D0/5F7F: BD 50                    hide bg3 thread
D0/5F81: F7 A0                    wait until scanline 160
D0/5F83: 80 3E 17                 enable (sprites, bg3, bg2, bg1) in main screen
D0/5F86: 89 1F                    loop start (31 times)
D0/5F88: 83 60                    move forward 1
D0/5F8A: B4 F1                    decrease bg3 animation palette color subtraction by 1 (black)
D0/5F8C: 00                       [$00]
D0/5F8D: 8A                       loop end
D0/5F8E: 89 40                    loop start (64 times)
D0/5F90: 83 60                    move forward 1
D0/5F92: 00                       [$00]
D0/5F93: 8A                       loop end
D0/5F94: 89 1F                    loop start (31 times)
D0/5F96: 83 60                    move forward 1
D0/5F98: B4 E1                    increase bg3 animation palette color subtraction by 1 (black)
D0/5F9A: 00                       [$00]
D0/5F9B: 8A                       loop end
D0/5F9C: BD 40                    show bg3 thread
D0/5F9E: EA 41                    set bg3 tile data quadrant to 1
D0/5FA0: 09                       [$09]
D0/5FA1: FF                       end of script

I don't see anything wrong with the scripts themselves. I think the problem is in the setup.

551
Here's a document I've been working on for a while. I've been trying to figure out all of the event code for spell animations and I've done a lot of work for this. However, at the moment there are still plenty of event descriptions that are incomplete or missing, and I don't have a lot of energy left to invest in this. Therefore, I'm making it available for the public to edit here. When this is done, hopefully I'll get around to starting a list of all the animation event scripts as they appear in the code (i.e. what Fire does, what Cure does etc.)

552
Actually, now I know it wouldn't because the number of permutations would still be a power of 2 no matter how many PRNs I add together.

553
I really don't think it's possible. The problem is that 6 doesn't divide evenly into any power of 2, so any binary PRN will be skewed. The game achieves it with one die by using a frame counter which is always valued 0-59, so there's 60 possible combinations and 60 / 6 = 10. I did see another method that's specifically tailor-made to set the PRN less than a certain value, so arguably I could have asked it to give me a number between 0 and 5, but even that wouldn't be perfect. It would just change the unlikely numbers from 5 and 6 to 3 and 6. The only potential alternative I can think of is adding together three PRNs and dividing their sum by 6, but I'm not sure that even that would work and right now I'm not interested in doing the math to find out.

At the very least, I was able to calculate that my algorithm reduced the variance on one of the still-skewed dice by a factor of 256.

554
The irony there is that in real life, they'd be known as "loaded dice". However, if anything, they're loaded against you because the odds of rolling 5 or 6 are lower than each of the other numbers. It could also simply refer to the fact that they're more powerful than the regular Dice because there's three of them (and the matching bonus probably also factors into that).

555
Game Modification Station / Re: Better bank C2 disassembly
« on: March 06, 2016, 03:01:25 AM »
Yes, I realized quickly that most of the code is just an extension of some of the stuff in bank C1. My point was, some of us require a correct disassembly for reference. The battle-related stuff in your disassembly was extremely helpful for most of the patches I've made thus far. I've got another document in the works that will require some of the stuff in this disassembly.

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