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Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: Phoenix on February 11, 2008, 05:41:47 PM
Title: "Twin" Command
Post by: Phoenix on February 11, 2008, 05:41:47 PM
I was playing around with adding different battle commands to various characters, and I discovered that "Twin" is very buggy when not Palom and Porom are not both in the party. Here is what I discovered:
1. When Palom and Porom are both in the party, any character that uses "Twin" causes the twins to start casting. The twins MP is used. 2. When neither twin is in the party, any character that uses "Twin" causes only the character in slot #1 (the middle slot) to start casting. If that one character has enough MP, they will cast Flare or Comet. 3. When only one twin is in the party, if there is a character in slot #1, any character using "Twin" causes Palom/Porom and the slot #1 character to start casting. The twin's MP and the slot #1 character's MP is used. 4. When only one twin is in the party, if there is not a character in slot #1, Palom/Porom's "Twin" command is grayed out as if the other twin is dead. However, other character's "Twin" commands will not be grayed out, and if you use them the game will freeze. (In my case, Palom started casting, came forward with the message "Failed.", then came forward again with "Comet", but the spell animation never started because the game froze.)
So, apparently you can't give any command to any character. Has anyone else played around with the command? Am I wrong on any of this? Does anyone know of a way to fix this behavior?
Title: Re: "Twin" Command
Post by: Deathlike2 on February 11, 2008, 06:07:55 PM
My guess is that the Twin command is tied to the twins themselves. There perhaps is a bit to denote their dependency on each other for the command to operate properly.
Title: Re: "Twin" Command
Post by: Pinkpuff on February 11, 2008, 07:32:05 PM
What happens if you have two Paloms and two Poroms in the party?
Title: Re: "Twin" Command
Post by: Phoenix on February 12, 2008, 03:39:17 AM
Deathlike2: I came to the same conclusion. I believe it's the same as Cecil's auto-Cover and Edward's auto-Hide, the commands are tied to the character.
Pinkpuff: I tested two Paloms and two Poroms, and two Paloms and one Porom, and the priority of who casts goes to the character slot numbers. So, #1 and #2 have highest priority, and it goes down from there. Like in my other tests, it didn't matter who chose the command.
My main point in posting is that most of us assumed that commands were useable by anyone, but that doesn't seem to be the case. The other commands should be tested as well. I'll be doing more tests as I proceed in my hack. Let me know if anyone finds anything related.
Title: Re: "Twin" Command
Post by: HHIPDragonFox on February 12, 2008, 04:06:17 AM
In FF2us_: I haven't tried the twin command on other characters, but I have tried the Regen and a dummied skills on cecil and some others.
The Regen Command is (Lunarian) and will cause any character who used it to stop animation and will not move/command throughout the rest of the battle. Only the Lunarian seems to be able to move after casting.
The dummied command (after Peep/Scan) I've tried on most characters(I've forgotten which ones) caused the game to freeze/glytch. I seen Paladin Cecil do some type of wave attack on a japan version cart in a video game review show. I also don't know if this works (with out glytch) in the PSX version(s).
Recall(dummied out) (Sage?) command allows Tellah? to do something in battle like temporary have a random spell. does something wierd with Bard Edward.
Endur(dummied out) (MasterMonk?) causes any character to atacj themselves. All other Commands will work just fine, far as I could tell.
Title: Re: "Twin" Command
Post by: Phoenix on February 12, 2008, 06:07:33 AM
HHIPDragonFox: My tests produced different results from yours.
Regen will regenerate HP eight times, then the character will be able to move and choose other commands. I verified this on at least two characters besides FuSoYa. (Sidenote: Does anyone know if this command always restores 10 HP per character? That's what I'm finding, at least in FF2us.)
Peep isn't a dummied command, so I'm not sure which one you're talking about. Peep works fine with other characters.
Recall can be used on anyone (I've tried it on at least four different characters), and casts a random black magic spell. If the character doesn't have enough MP for the spell (like Edward) then the battle sprite walks forward and performs its "special" graphic. For Edward, this is when he hides, which looks like sweat (or tears?) coming out from him.
Endure never made any of my characters attack themselves. Are you sure you're referencing the right command?
Also, I tested Cover more thoroughly, and have decided that it also is character-specific. Any character using Cover causes Cecil to cover that character and take damage for them. If (Paladin) Cecil is not in the party, it doesn't seem to do anthing.
So, in my tests, the only character specific commands I've found are Cover (and auto-Cover), auto-Hide, and Twin.
Title: Re: "Twin" Command
Post by: Deathlike2 on February 12, 2008, 11:18:12 AM
Regen will regenerate HP eight times, then the character will be able to move and choose other commands. I verified this on at least two characters besides FuSoYa. (Sidenote: Does anyone know if this command always restores 10 HP per character? That's what I'm finding, at least in FF2us.)
8 times huh? Hmmm. The only difference between the SNES version and GBA version is that the GBA version doesn't force you into uselessness while using Spirit and allows FuSoYa to use his turn doing something more useful after the initial Spirit cast.
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Recall can be used on anyone (I've tried it on at least four different characters), and casts a random black magic spell. If the character doesn't have enough MP for the spell (like Edward) then the battle sprite walks forward and performs its "special" graphic. For Edward, this is when he hides, which looks like sweat (or tears?) coming out from him.
Recall targets all enemies, regardless if the original spell is able to target all enemies.
Title: Re: "Twin" Command
Post by: Dragonsbrethren on February 12, 2008, 03:14:58 PM
Regen will regenerate HP eight times, then the character will be able to move and choose other commands. I verified this on at least two characters besides FuSoYa. (Sidenote: Does anyone know if this command always restores 10 HP per character? That's what I'm finding, at least in FF2us.)
I've never seen it restore more/less than 10. Maybe if there was another zero on the end it would actually be a useful command...
Peep isn't a dummied command, so I'm not sure which one you're talking about. Peep works fine with other characters.
The command after Peep is though. It has no effect (Besides crashing the game) but there is a patch on RHDN to turn it into a random summon command for Rydia. That patch only works on v1.0 of FF2us.
Recall can be used on anyone (I've tried it on at least four different characters), and casts a random black magic spell. If the character doesn't have enough MP for the spell (like Edward) then the battle sprite walks forward and performs its "special" graphic. For Edward, this is when he hides, which looks like sweat (or tears?) coming out from him.
It's not a random spell, I don't know where it gets what spells to cast but it seems to be limited to Fire1, Ice-1, Lit-1, Virus, Stone, Weak, Fatal, and I'm thinking Toad for some reason but I'm not sure. I haven't actually used the command in a long time since it's pretty worthless.
Title: Re: "Twin" Command
Post by: Paladin on February 12, 2008, 03:43:56 PM
I think I know what DragonFox means by the dummied command...
There is an unused command, which I believe comes after Cid's peep. I think in some of J2e's older hacks for FF-IV they gave it the name "SWave", (being different from the actual "Spirit Wave" command that FuSoYa is supposed to have). However it's a broken command. He's right that it crashes the game if you try and use it, the effect being the least deleterious (yet still breaks the game) if you put it on the paladin.
The battle command that randomly casts magic is "Remember" and it's for Tellah, he has it for two instances (First Met, and Met on Mt.Ordeals). It goes away when his character refreshes and "learns all the spells he'd forgotten" after Cecil's class change. It seems to work for most characters, sometimes it will cast something decent but usually (in my experience) it likes to cast the level 1 elementals, mostly Fire1. Making it pretty useless later in the game.
I have experienced the noted effects with Cover and Twin. Would have liked to have used cover with Dark Knight, but meh... However I have had "Hide" work, though I've only tried it on Anna, the actual Anna character that's never used that is. I've only tested it by adding her character to a save game party using FF4h. It's a command that I typically don't find myself wanting to add to anyone...
This begs the question, does anyone have any clue as to where in the ROM the battle command routines/effects/graphics and other hard-coding are specified?
I noticed that in JCE's documentation he lists offsets for where the magic menus are mapped to the magic commands by character class, which comes pretty much right after the battle command mappings to the characters. There is a block I don't know much about after that, I may try looking at that later... :hmm:
Title: Re: "Twin" Command
Post by: Deathlike2 on February 12, 2008, 03:53:50 PM
Recall can be used on anyone (I've tried it on at least four different characters), and casts a random black magic spell. If the character doesn't have enough MP for the spell (like Edward) then the battle sprite walks forward and performs its "special" graphic. For Edward, this is when he hides, which looks like sweat (or tears?) coming out from him.
It's not a random spell, I don't know where it gets what spells to cast but it seems to be limited to Fire1, Ice-1, Lit-1, Virus, Stone, Weak, Fatal, and I'm thinking Toad for some reason but I'm not sure. I haven't actually used the command in a long time since it's pretty worthless.
I believe there is a given set, but once in a blue moon, a higher level spell is cast. I do recall Lit-2 being cast on Octomammoth. There is a lame set and there's the "wicked awesome set"... unfortunately the whole thing relies on luck and having enough MP available.
Title: Re: "Twin" Command
Post by: Phoenix on February 12, 2008, 04:29:04 PM
I've used the patch to give Rydia the random call command, and looked at what was changed. It was only a few bytes of code, but it shows you where the pointers are for battle commands effects. They are from 1B56C to 1B5A7 (I believe); they are 2 bytes each, reverse the bytes and add 0x10200 (at least for the random call command, so I assume it's the same for all of them). The effects themselves are in ASM, which I haven't bothered at looking at yet. I did discover that the random call command only calls two subroutines, one of which is the random summon (taken from the Grimoire item effect data), the other I'm not quite sure about, but it only exists one other place in the ROM.
That's the limit of my knowledge. I'd like to create my own command, but I'm not quite there yet in terms of understanding the data. Anyone able to contribute anything else?
Edit: Paladin, the data right after the battle commands and magic list/battle command link is the Auto-Battle Data. Here's my list of offsets in that area (? are things I don't know):
9FF50-9FFC2 Character Battle Commands (5 bytes each) 9FFC3-9FFDC Character Battle Commands Targeting Info (1 byte each) 9FFDD-A000C Magic List # to Battle Command/Learning Link (3 bytes per character: top list, mid list, bottom list) A000D-A001C Auto-Battle Enemy Set Pointer (xx00 = Overworld Enemy Sets, xx01 = Underground/Moon Enemy Sets) A001D-A002C Auto-Battle Pointers (2 bytes, reverse and add 0x90200) A002D-A0066 Auto-Battle Data (00xx = spell, 01xx = item, Cx/Dx00 = command; separated by 0xFFs) A0067-A0088 Auto-Battle Enemy Set Pointer? (enemy set to transition to?) A0076-A0088 Auto-Battle Enemy Set Pointer? (text pointer?) A0089-A00A7 Battle Command Speed? (changing to value above 80 delays that action, higher value = longer delay) A00A8-A01F6 ? (335 bytes) battle-related A01F7-A01FF ? (9 bytes) A0200-A07FF World Map Tile Formation Data A0400 Underground Map Tile Formation Data A0600 Moon Map Tile Formation Data data after this is tile palette pointers, palette data, and tile properties data
Title: Re: "Twin" Command
Post by: HHIPDragonFox on February 13, 2008, 01:20:14 AM
HHIPDragonFox: My tests produced different results from yours.
1>Regen will regenerate HP eight times, then the character will be able to move and choose other commands. I verified this on at least two characters besides FuSoYa. (Sidenote: Does anyone know if this command always restores 10 HP per character? That's what I'm finding, at least in FF2us.)
2>Peep isn't a dummied command, so I'm not sure which one you're talking about. Peep works fine with other characters.
3>Endure never made any of my characters attack themselves. Are you sure you're referencing the right command?
1) I mainly tried on the Dark Knight, on the others it slowed down some. also it seems effective on some small percentage(I don;t know the formula) and with the Dark Knight it gives randomly 10 to 18.
FightItem WhiteBlackCall DWaveJump RcallSing Hide Heal Pray Aim BuildKick EndurTwin BoastTearsCover Peep SWaveDart SneakNinjaRegenChRowParryShow CvrOf 2)I meant the command after Peep and before Dart. I don't know what it's for and who has it. :cookie: I named it SWave due to I didn't what it was or would do or actually does.
3)I don't know what the pointer and functions are for this command, but it looks like a Bomb/Balloon Explode/Sacrifice effect but does not do anything other than effect yang (ussually killing him). :tongue:
Yes I do have the FF2us. Your other notes are correct, hope this clears it up some. :offtopic:
Editted: Picture link of Yangs Endur: http://www.geocities.com/holyplasmadragonfox/FF2US-rv_ed_Yand_Endur.JPG I'm sure the Effect was mistakingly changed from 00 00 00 00(dummied) to oc o4 o4 ?? something that is similar to the small pyro/flare effect. Also may have added the spell power to that effect 00 00 00 00 00 00 to 00 ?? 00 ?? ?? 00. with something that does poison effect. I just need the proper effect numbers, didn't know what those zeros were for at the time.
Title: Re: "Twin" Command
Post by: Phoenix on February 13, 2008, 04:00:21 AM
1. :hmm: I've never gotten anything different from 10, or noticed a slow down, but I haven't done extensive testing.
2. Sorry, I reread your first entry and you did write "after Peep/Scan". Apparently I was reading too fast. :blush:
3. Are you sure you're using a valid ROM? Endure is supposed to have a Protect-like effect on whoever uses it. Your command listing is in the right order, so I have no idea why the command would be killing the character using it unless you put the wrong byte for the command, or your ROM has been modified. Has anyone else experience this?
Title: Re: "Twin" Command
Post by: Deathlike2 on February 13, 2008, 04:46:46 AM
If you think Spirit (FuSoYa's command) can heal more, try tinkering with the Vitality value of that character.
Title: Re: "Twin" Command
Post by: Paladin on February 13, 2008, 06:36:57 PM
Thanks for the offsets Phoenix!
When you mentioned about Rydia's command patch...you know I've never tried that patch, though I've had it downloaded for a number of years... That's a good starting point. It's worth investigating further, which I intend to do.
And...I've pretty much decided that it's time to go learn 65c816 ASM, I've put that off for far to long...I've been reading what I can on Romhacking.net today. I vaugely remember the psudo-assembly language I had to learn in college...so with a little luck...
Edit...
I went and played with the Minitrue patch and looked at that area in hex and you're absolutely right about the pointers. It appears if you change them, say, set the first set for "Fight" to the set for "Dark Wave", the character still "fights" but all enemies take damage and the acting character looses HP. So the pointer is only for the net effect (subroutine?) of the command action and nothing else. The character action, sound effect, and graphics must be set someplace else. Looks like all Minitrue did was find an effect they liked and mapped it to the unused command 0x15 and some addressable null space. And, I'll have to admit that's actually a pretty darn useful command to have.
I'm going to try and map the subroutines the pointers point to in HEX and post the dump if that would be helpful to anyone?...
...Taking a cursory look in hex...and I'm not sure if I can tell what terminates the data...it looks like byte 0x60...but I'm not sure...
Like I said...I need to learn ASM....
Title: Re: "Twin" Command
Post by: Phoenix on February 13, 2008, 11:26:49 PM
0x60 is an RTS instruction in assembly (Return from Subroutine) so you have that right. However, if there are branch instructions within a subroutine, you could have more than one RTS, so it doesn't conclusively tell you where one subroutine ends and another ends. I looked at the data in Hex, and there are similar portions for some (maybe all) of the commands. Especially a load instruction: A9 xx 8D [LDA #$8Dxx, if my ASM understanding is correct], where xx is the number of the command. This was common across most of the cursory data I looked at. I haven't delved any deeper, but I'm sure that points to something...I kind of got caught up in something else, and that's where I stopped. I'll start again when I finish what I'm working on, but if you forge on ahead and find anything, please post.
Title: Re: "Twin" Command
Post by: Paladin on February 14, 2008, 11:29:48 AM
Cool...yeah I started looking into disassembly last night and downloaded a tool called "DisPel" off of Romhacking dot net and dumped some addresses out. I also found a rather technical, but extremely descriptive document on there on the 65c816 that included descriptions for the all the instruction byte mapping mnemonics.
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Edit-Imzogelmo: That's exactly how I got started with the ASM. Using that and looking at some commented code for reference, it eventually does start to make sense. Give it time to soak in, don't rush it.
I'm going try and force-feed myself this stuff until I get the hang of it...or a headache :laugh:
I am really interested in the commands because like some others have said, many of them are rather useless or fairly unbalanced. That's pretty evident in the way FF4A was modified to include items that were supposed to boost up some of these commands, like Rosa's white ring for the Pray Command, or Palom/Porom's twin stars to add W.Meteo to the twin command.
It'd be nice to compile this data to completely modify the commands or add routines like Minitrue did with the random summon.
I can't guarantee that I'll get crazy with this ASM stuff quickly...but if I make any progress I'll be sure to share.
If there are any good utilites/documents anyone recommends for someone new to ASM, especially in the context of FF-IV SNES/SFC I'd be obliged!
Title: Re: "Twin" Command
Post by: Phoenix on February 14, 2008, 04:20:41 PM
The Tower of Bab-il documents contain one on the spell effect subroutine code, which I find helpful. If you don't already have that you should take a look; you can download it off of Romhacking.net.
Title: Re: "Twin" Command
Post by: Phoenix on February 29, 2008, 07:13:57 AM
New bit of info on Twin: the targeting for the spells is determined by the command targeting, not the spells' targeting. I was trying to make of the spells an attack spell and one a cure spell, but you can't have that since you either have to target the enemy or your party with the command.
Title: Re: "Twin" Command
Post by: Dragonsbrethren on February 29, 2008, 07:17:24 AM
Ha, I tried that exact same thing in my hack.
Title: Re: "Twin" Command
Post by: Deathlike2 on April 09, 2008, 12:46:33 PM
Some questions about the command...
1) What is the probability of the spells that are to be cast (if you can find out what that distribution is in FF4A, that would be a nice bonus :wink:)?
2) The game selects one of the twins Wisdom stat to power the spell being cast, what is the probability for this setup?
3) Are there other random facts that should be known about this command?
Title: Re: "Twin" Command
Post by: Deathlike2 on September 20, 2008, 03:01:21 AM
Mega :bump:
I got around to testing this with a Game Genie code (to add the command to Rydia's slot).. I'll quote relevent points.
2. When neither twin is in the party, any character that uses "Twin" causes only the character in slot #1 (the middle slot) to start casting. If that one character has enough MP, they will cast Flare or Comet.
Yep.
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3. When only one twin is in the party, if there is a character in slot #1, any character using "Twin" causes Palom/Porom and the slot #1 character to start casting. The twin's MP and the slot #1 character's MP is used.
I'll need a save with Palom+Porom in the party to confirm this, but that shouldn't be surprising.
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4. When only one twin is in the party, if there is not a character in slot #1, Palom/Porom's "Twin" command is grayed out as if the other twin is dead. However, other character's "Twin" commands will not be grayed out, and if you use them the game will freeze. (In my case, Palom started casting, came forward with the message "Failed.", then came forward again with "Comet", but the spell animation never started because the game froze.)
Probably hardcoded for some odd ball default if it can't find the twins.
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So, apparently you can't give any command to any character. Has anyone else played around with the command? Am I wrong on any of this? Does anyone know of a way to fix this behavior?
Well, I believe it's wrong, but perhaps it has to do with my playthrough. Here's what I've found..
1) The Slot #1 character does go into Twin casting mode.. the character executing the command does not.
2) There's a very good chance (maybe it's me using a Game Genie code that's affecting it) that a "double spell" occurs, where two Twin spells are cast in succession. The character that casts ths spell consumes the MP of both.. the one that executes the command only consumes MP for the latter spell. This tells me that "both twins" are casting the spell, but the lone character is executing both "twins" in separate instances.. which is amusing (especially if the character is Paralyzed in response to them damned King-Ryus).
3) The mythical Kain spell casting stance is revealed! However, he's unable to execute probably because he has no MP to work with. Still, this is awesomeness.
Game Genie codes to temporarily affect the command list can be found here: http://www.videogamesource.com/super-nintendo/final_fantasy_2_ecodes.html
Those codes are for FF2 US v1.0
Some of the info I've gathered have be found via this manner (well, only for some reasonable analysis anyways).
Title: Re: "Twin" Command
Post by: Deathlike2 on September 20, 2008, 03:13:23 AM
Some pics to go with it: (http://img87.imageshack.us/img87/7295/finalfantasyiiuv1000023st8.th.png) (http://img87.imageshack.us/my.php?image=finalfantasyiiuv1000023st8.png)(http://img87.imageshack.us/images/thpix.gif) (http://g.imageshack.us/thpix.php)
You will need to scale the pictures to see Kain's hands look different.
Title: Re: "Twin" Command
Post by: Phoenix on September 20, 2008, 09:30:59 AM
Since you :bump: ed this, I thought I'd mention that I found the code that determins the twin slots. If one of the twin's character IDs were not in the party, then the twin slots defaulted to 00, which is the first slot, or middle character. This is why that behavior was a little screwy. I wrote a patch to fix this behavior, and it will gray out the twin command if both twins are not in the party. I'm not sure if it'll work for the FuSoYa/Golbez vs Zemus battle in the original version of the game, because they need to be put in the twin slots, but it works with my (forthcoming) hack.
Title: Re: "Twin" Command
Post by: Deathlike2 on September 20, 2008, 09:57:07 AM
This screwy behavior is awesome though..
1) Twin's a novelty command.
2) If the spells were replacable... then awesomeness could strike.
What you really need is a hack to tweak the Twin command speeds to FF2's speeds. That would be more useful moving forward...
Title: Re: "Twin" Command
Post by: Deathlike2 on November 20, 2008, 11:28:16 AM
Ok, I've done quite a bit of analysis on the Twin command, worthy of the :bump:
So, the required Intelligence to maximize damage regardless of the target's magic defense is 52... which may be a bit difficult to get Porom at that stat.
In the SNES version of the game, the Wisdom stat is not randomly selected between the twins... rather it is determined by slot position. Go figure on that. The character in the earliest slot position (middle slot) has their Wisdom used, regardless of who executes the Twin command.
:edit:
In the GBA version of the game, the Intelligence stat is not randomly selected between the twins... it is determined moreso by the Agility of the character. Unfortunately, this implies that the Porom is the prime candidate for this command to favor. It doesn't matter who executes the Twin command.
:edit:
Fixed the correct Intelligence required.
Title: Re: "Twin" Command
Post by: Deathlike2 on November 20, 2008, 05:49:23 PM
Ok, I've revised this because I forgot to test resistance.. the formula looks more like this...
More analysis suggests that targets with 0 magic defense need a minimum of 36 Intelligence to kill at 9999 damage.
The spell redoing obviously favors Porom in the calculations since 36-52 Intelligence is tough to get, but she does get a +2 Str, +2 Int, +2 Spr level games in addition to +1 to all stats (which makes her slightly better than Rosa and Palom in some twisted way).
Title: Re: "Twin" Command
Post by: Deathlike2 on September 23, 2009, 09:55:36 AM
Since this thread (http://www.gamefaqs.com/boards/genmessage.php?board=929937&topic=51477370) was started, I've started to look into Twin more.
If Palom's AGI = Porom's AGI, the game uses the character you select the command with. The AGI range of difference (both twins AGI don't necessary have to be the same, they simply have to be close to each other) I have yet to determine, but it's perhaps a 4-8 AGI point difference.
If Palom's AGI > Porom's AGI, the game selects Palom's Intellect to be used.
If Palom's AGI < Porom's AGI, the game selects Porom's Intellect to be used.
Title: Re: "Twin" Command
Post by: Deathlike2 on September 23, 2009, 10:29:55 AM
The AGI difference required for a particular twin to always be selected must be greater than 10. That means that the Assassin Dagger in general is the different maker (when you consider all the other AGI boosting equipment) when it comes to which twin's Intellect is used.
Please note Porom's AGI advantage stems from having a slightly higher AGI naturally, and having a 4/8 chance of gaining it... whereas Palom only has a 3/8 chance.
Title: Re: "Twin" Command
Post by: Grimoire LD on January 31, 2013, 08:06:43 PM
I did some testing around and I recalled as a Kid that Twin and anything would cause FuSoYa to cast W. Meteo.
But then I wondered what would happen if FuSoYa were in a party with the twins. Who would get the priority? I obviously assumed it would be the Twins since they have the skill and FuSoYa doesn't but to my shock, FuSoYa seemed to have precedence over Twin when either of the Twins go to cast.
Even stranger! I have Palom (Top), FuSoYa (Middle), and Porom (Bottom) when I tell Porom to use Twin, both FuSoYa and Palom will start to cast but Palom, despite initiating the command, will not.
Looking at this thread I noticed there was some special priority for the character in the middle, so I switched Palom and FuSoYa, but still when Palom went to cast Twin, it was still he and the old man casting W. Meteo.
Hmm... things just got Very weird. I had Porom use Twin when Palom and FuSoYa's places had been switched. She was still ignored and though FuSoYa was in the middle of casting he could still act! When this is done, W. Meteo won't be cast but a normal Twin spell will be and MP will be taken from both FuSoYa and Palom.
So it would seem that whenever FuSoYa is in the party, Porom is overridden for Palom, unless Porom is in the first slot, then she will Twincast normally.
Porom and FuSoYa, when alone, can use Twin to cast W. Meteo, but not with Palom (as Palom will always take priority?) unless Porom is in the first slot.
Interesting little bit of functionality there.
:edit: Looks like there's not a "Triple Cast" or anything like that. FuSoYa with the Mimic Avenger Sword, with Palom and Porom attempting to Twincast causes the system to crash after a failed Twincast.