øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=495e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc04d.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc04d.html.zxòg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬0EOKtext/htmlISO-8859-1gzip0|Ö0EÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:17:50 GMT0ó°° ®0®P®€§²ð®òg^ÿÿÿÿÿÿÿÿ’/0E Show Posts - Grimoire LD

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Messages - Grimoire LD

496
Umm... let's find out...

No, no it did not. That is a rather strange phenomenon. Clearly something wrong is being written into the amount of either hand. I'll check that out, but since this is somewhat menu based, I doubt it will be a simple fix.

Yeah, what a complicated piece of work... it looks to be some screw up in the decrement, but nothing I do will actually show me what is going on. According to the system it is being neither Read or Written to, when I'm seeing it actively seen as both (because it is read when the value is recorded because every time you repeat the glitch in the same battle the game decrements the FF to FE and FD and so on.

The easiest solution would be to just not allow an already selected cursor up to the hand menu, but only can be manipulated from within the hand menu itself. That would require a very specific check. Granted this is a bit difficult to make happen accidentally so I'm not too concerned about it.

497
Very late update but I've discovered a glitch with my fix that I should have noticed a long time ago!

I didn't properly nullify the "turn-start check" for the Arrows and this was causing an error where the character in the first slot would lose their weapon because a value that was set for the arrow-user (to lose the last arrow on the next turn) was never cleared.

To fix this all you need to do is null

$03/C983   9D DC 38   STA $38DC,x[$7E:38DC]   A:0019   X:0000   Y:0001   P:envMxdizc

And that will fix the error.

498
Ah right, maybe I'm jut blind or haven't noticed it, but there is one thing still oddly missing from the dialogue editor and that's the "..." character as far as I can tell, I can't find a way to access it, I expected that ... would be turned into the single space character but it's never worked that way.
Type underscore ("_"). It might be in the readme, but I learned, I think, from Pinkpuff saying it here at one point.

Geez, I feel like a dolt, I thought i tried every button combination too, haha. Well thank you very much Chillyfeez I'll keep that firmly in mind (this time).

499
Ah right, maybe I'm jut blind or haven't noticed it, but there is one thing still oddly missing from the dialogue editor and that's the "..." character as far as I can tell, I can't find a way to access it, I expected that ... would be turned into the single space character but it's never worked that way.

500
So I've decided what I want to do with the Power Stone-Blacksmith set up.

For a reminder the Blacksmiths are replacing the Dancers fully because while amusing, they are not worth much. This does give me one more dance than there is dancers so I'll likely throw a Blacksmith into a town without a dancer, probably the Feymarch, might want him to make something special for Rydia (Since I have the Katana's covered)

 I knew I wanted to do something relatively beneficial but I couldn't be sure what, my mind hopped between making them forge better weapons and armor and then my mind caught up and I realized that FFIV isn't really set up that way by default and it may cheapen the experience if you turn an Ancient Sword into a Volt Sword and then you win a Volt Sword anyhow. I was also thinking of battle items, but that's what Hunt is mainly for and I didn't want to bite into its purpose. So I thought about it a bit more and realized that my hack only gives out Accessories in very sparse quantities but I then thought it through a little more and realized that it may be Too constrictive.

So the Blacksmith's still hold their original purpose of duplicating Katana's for Edge's Katana Soul command, but they now can also make accessories using a rare item called a "(Ring)Catalyst" (replaced the "???" event item. It may still have an event tied to it) and several power stones depending on the presumed usefulness of the accessory. Let me show you how this will work in pictures...











So as you can see, each town will be able to create its own accessory and no accessory is something a party member already comes with. Power Stones will be a bit more common (maybe Uncommon is the right term) currently they are the common drop from a select few enemies as I wasn't sure what I wanted to do but with their renewed importance they will be the uncommon drop of most enemies now.

The plan is for each dungeon to contain 1 Catalyst, to give the player some choice on what they want to use it on (or to just use the Catalyst on the overworld for an effect I haven't decided on yet.)

 :edit: I'm somewhat shocked that this all went through without a hitch, so these blacksmiths are prepared for when Edge arrives and they give their accessories just fine. I'm running out of text space all around, but I'll see what I can do.

In other news some dungeon maps have been lightly modified to hide the Catalysts in each dungeon, so don't expect to just run into it in where a chest would normally be. All in all though I don't think they're too difficult to find, it's mostly remembering where it seemed there would be treasure in the original game or if certain places were walkable on the map.

501
Probably another patch conflict. I'll likely be able to fix it, but not today. But I'm off 1/1 and 1/2.

Sounds good, just a note when I repatch the Shadow Mod onto the ROM the game works fine, removes party members and everything, Except in battle, battle starts and then the screen goes black within the first few seconds. Maybe something that might help you pinpoint the problem. In the meantime I can work on Combat Boost.

502
Well, I've hit a bit of a problem... when I go to remove any character from the party, the game crashes. I haven't been able to pinpoint why this is...

Would you mind if I sent you the ROM Chillyfeez? Since it seems to deal something with the Shadow Party Mod, maybe you might be able to make better sense of what went wrong, I would look it up, but there's no clear documentation on what you added, I am wondering if there's another code conflict somewhere?

I need to be headed to work soon so I will send you the ROM, but if you'd rather not deal with this, it's completely understandable.

503
I think it might be 9*8*7*6 = 3024 formations? But yeah still too many :)

It's a great idea. It would be sweet if earlier there were some options. But you're right, it seems like the story doesn't lend itself to it since everybody is pulled from the party rather harshly and they aren't available, either presumed dead or working for the bad guy.

The only exception might be Cid at the Giant of Babil because it honestly seems as if he was intended to join the party, (his data is even saved to a shadow slot when he leaves) it would be the One Time in the game where Cid could realistically be there and deal that x4 damage to machines that his Hammers are capable of, but for whatever reason they decided not to go for it. Probably logistics again.

The Twins are stone for the vast majority of the game.

 Edward would be an easy possibility at the Magnes Cave (4 Party Members +1 Edward, it could have worked, his harps aren't Metallic noticeably) and have him leave the party again after he finishes his assignment.

Yang could have joined as well as early as waking him up, but again, five party members already.

Granted a new sidequest to find the fabled "Super-Soft" to cure the Twins ahead of time Might be interesting... but is outside the scope of this particular project.

504
I _heart_ this idea.

I pondered about this at one point and was immediately discouraged by the amount of event scripts that would be messed up by someone in or not in your party. But if you are doing it only later in the game, when the whale is available, maybe that isn't so bad.

That is how FFIV:A (and the PSP Complete Collection) handled the matter and I think it works and makes sense, we're not aware of the fate of some of the characters until the Giant of Babil sequence anyhow.

What cannot be done in a sensical manner is set up a display for each party formation, (9x4=36 Party Formations) so I probably will not mess with the ending scenes at all other than removing the Tower of Prayer segment.

I don't know how practical/friendly this would be - but I have an idea: What about putting someone on the ship (say Namingway) who serves the purpose to remove everyone from your party then you can go around adding people:

So...Talk to Namingway - Change Party Members (Yes/No?)
   If Yes - Remove Everyone But Cecil
   Then talk to each person to add them back.
Otherwise your party is just left alone
This I think could work for any point in the game provided code to determine who should be walking around the ship - not sure how to do that at the moment :hmm:
I would think though, you could save at least some events with this approach if used only at the end of the game. Thoughts?

Basically so, that's how the other versions have handled it and I think it works well, if not a little bit too limited, but that is the way the original plot went. What you suggested was the original plan when I ditched the Fat Chocobo for Namingway.

Namingway will ask "Would you like to clear the roster?" (Yes) reactivate all NPC's/clear party (No) no change to party.

505
Could we see like a video showcasing how it's coming along or something? :3

I've never made a video on this computer, I wonder if it's even capable of video in all honesty. It's pretty late at the moment, but I do want to try to get at least the character's text down before calling it a night.

506
Um... Does reloading the map in the roster clearing event cause weirdness when trying to exit the whale?

...I didn't think of that either. It likely will in reality. I'll have to try it out.

 :edit: Yes, yes it does put me back at the warp... alright. Leaving the ship to refresh the roster seems the best way to go about it then (because of map reloading and "go to last map" tiles, bah.)

507
Ah, one small problem with the Fat Chocobo... it seems maps are forced to use only 12 NPC's the Lunar Whale uses 2 by default (well 6 before deleting the Fat Chocobo) and with 9 characters that leaves only one, for one normal NPC for the party clear. So I guess that normal NPC will be... let's go with Namingway, he follows you everywhere else, why not to the Moon?


508
Ah... I forgot about steal prevention. I think that is among the stats that is adjusted, too, though not by the ratio. The level is adjusted, then 10 is added.
I was not aware of its factor in preemptive/back attack... I wonder what kind of effect that will have when it starts making monsters lv 66...

I should have rephrased that Level is used in calculating the starting status of the battle. The 2F byte is used for the the other matters that I mentioned.

These experiments seem like they could be fun, I rather liked what FFVIII and FFT's random battles did so including that into FFIV is a wonderful thought.

509
Another problem I thought of was "What happens if you switch to that party member while the Party Member is standing right there?" Well, while it's not so clean, I was thinking of forcing Paladin Cecil's sprite to be the one displayed when you go to talk to them, so yes there will be that weirdness when you see a copy of a party member, but since it switches to Paladin Cecil's sprite when you go to speak with them it shouldn't look too strange.
Hmm... That is a weird logistical issue.
You could make the character disappear (and deactivate) when they join the party, then maybe the fat chocobo in the whale (since he won't be storing items) could offer the option to clear out the roster, which would remove all characters, and activate all of their NPCs. Though the invisible ones would stay invisible until you exit and reenter the screen... Unless you put Fatty in his own separate room... Or... Anybody got any other ideas?

I didn't think about it like that... that would work, I do already have events set up for the "Add Character" and "Remove Character" if I had thought about it setting them to deactivate and clearing the Roster (and reload the map in the process of the evennt) would make that much easier, I... only needed 9 events then, hah.

Great idea by the way Chillyfeez! This will look the cleanest.

In other news I now have the room setup and it looks pretty nice.


510
Well, as far as I know, monster levels don't really do anything in FFIV, but they're pretty instrumental in my level up hack. They act as the basis for all stat increases.
The game will compare the monster's level against the party's average level, then creates a ratio based on that comparison by which all other stats are adjusted.
So for instance, the following happens to an (unmodified) imp against a level 10 party:
starting stats (some of them, just for example)
Lv: 3
HP: 6
Atk: 13
Atk*: 1

The game will bring the imp's level up to 2/3 the party's level - 6 , since the party is lv 10.
Since 6 is 2x the original level, all of the imp's stats will be doubled...

Lv: 6
HP: 12
Atk: 26
Atk*: 2

Though the imp will still be a wimp, the difference is noticeable. The easiest fix is to just adjust the imp's level up to 6 to begin with. That way, it'll have normal stats at the beginning of the game, and won't be quite such a behemoth when you're at lv 99.

... Did I explain that clearly?

Oh! I see what you mean now, yes that is an interesting way to go about it I will try to balance enemy levels so they aren't too insane then. Enemy Level is used... for a really pointless function. "Steal Defense/Status Resistance" Byte (Byte 2F)is Level +10 for all enemies. This is what Cry decreases. Yet due to the length of Status Ailments in the first place they become so worthless so quickly because of this screwed up setup. They are also used in deciding whether the party gets a Pre-emptive Strike, is Ambushed or Back-Attacked.