Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=375e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc382.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc382.html.zxg^0P.OKtext/htmlISO-8859-1gzip8:Tue, 10 Mar 2020 19:25:15 GMT0 0Pg^$ Show Posts - chillyfeez

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Messages - chillyfeez

376
Weird... Could it be its use of one of the special Rydia spells, I wonder?
After all, you get normal monster deaths with the Golbez/Shadow fight. I imagine they have the boss death bit turned off, but maybe before they devised that system they built non boss death into the Rydia spell... I mean, that seems silly, but you know... We are talking about ffiv's developers here.

377
I just started a new game last night and Baron Castle was fine for me.

378
Final Fantasy IV Research & Development / Re: Text and space
« on: July 23, 2015, 03:19:02 PM »
Hm. That's interesting. is FF4kster keeping a uniform amount of space for each message, or is it variable? If the latter, is it possible (though it doesn't seem likely) that you have spaces manually inserted after the readable text for these battle messages? I mean, seems unlikely that you'd do that with all the text editing you've done to this point, but...

379
Final Fantasy IV Research & Development / Re: Text and space
« on: July 23, 2015, 11:50:00 AM »
I'm sure it's possible, though I'm sure you'd have to mess with pointers a little bit at least...

380
Sweet, I'm a video game character!
I'm gonna celebrate by carrying around a hammer all day to BONK people who upset me!

Anyway, here's what Grimoire wrote originally:
(LoROM - subtract 20000 to arrive at offset in ROM without header)
Code: [Select]
$03/E153 A6 A6 LDX $A6    [$00:00A6] A:0003 X:0028 Y:0000 P:envMxdizc - Load Character ID into X.
$03/E155 DA PHX A:0003 X:0000 Y:0000 P:envMxdiZc - Push X (to retrieve later)
$03/E156 A9 A0 LDA #$A0 A:0003 X:0000 Y:0000 P:envMxdiZc - Load Explode into A.
$03/E158 8D D2 26 STA $26D2  [$7E:26D2] A:00A0 X:0000 Y:0000 P:eNvMxdizc - Store A in Next Action to take.
$03/E15B A9 32 LDA #$32 A:00A0 X:0000 Y:0000 P:eNvMxdizc - Load Bomb (Summon) Graphic into A.
$03/E15D 8D C5 33 STA $33C5  [$7E:33C5] A:0032 X:0000 Y:0000 P:envMxdizc - Store A in Audiovi

Here's what's in the ROM (patch) you provided (note only the first five bytes are different, but it sets off a chain reaction of wrong ops):
Code: [Select]
$03/E153 A5 CE       LDA $CE    [$00:00CE]   A:0003 X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0022 VC:000 FC:47 I:00
$03/E155 30 0D       BMI $0D    [$E164]      A:0003 X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0038 VC:000 FC:47 I:00
$03/E157 A0 8D D2    LDY #$D28D              A:0003 X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0054 VC:000 FC:47 I:00
$03/E15A 26 A9       ROL $A9    [$00:00A9]   A:0003 X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0070 VC:000 FC:47 I:00
$03/E15C 32 8D       AND ($8D)  [$7E:0000]   A:0003 X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0086 VC:000 FC:47 I:00
$03/E15E C5 33       CMP $33    [$00:0033]   A:0003 X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0102 VC:000 FC:47 I:00

Here's what the final product looks like after my patch is applied (this version replaces the portion of Grimoire's code that loads the "Explode" graphic with a "fail if used on ally" check):
Code: [Select]
$03/E153 A6 A6       LDX $A6    [$00:00A6]   A:007F X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0022 VC:000 FC:22 I:00
$03/E155 BD 54 20    LDA $2054,x[$7E:21A7]   A:007F X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0038 VC:000 FC:22 I:00
$03/E158 D0 21       BNE $21    [$E17B]      A:007F X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0054 VC:000 FC:22 I:00
$03/E15A DA          PHX                     A:007F X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0070 VC:000 FC:22 I:00
$03/E15B A9 B0       LDA #$B0                A:007F X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0086 VC:000 FC:22 I:00
$03/E15D 8D D2 26    STA $26D2  [$7E:26D2]   A:007F X:0153 Y:0133 D:0000 DB:7E S:02C0 P:envMxdIzc HC:0102 VC:000 FC:22 I:00

So, if Dash starts malfunctioning, you can check those thirteen bytes to see if they've been corrupted. It will work properly if you match them to the third example above.

381
Maybe. I don't really know for sure.
What I would do:
1) apply the patch to your ROM and test the command to make sure it works
2) open and save in FFF4kster (without editing)
3) test the command again
If it still works, you're golden. If it does not work (in my experience with the patch you provided, Cid just freezes for the rest of the battle, but the rest of the battle continues as normal), then you know you'll have to apply the patch every time you save with FF4kster.

382
By my figuring it should play nice with ff4kster inasmuch as Grimoire's command plays nice with ff4kster, which as mentioned above it may not. Actually, come to think of it, applying the patch after making ff4kster changes will fix anything that ff4kster does to break Grimoire's command, since I fixed the broken part before I made the patch.

383
In case it went unnoticed, see the addenda to the post above, including updated patch.

Also, there was something weird going on with Grimoire's custom Tackle/Charge command in that particular version of Crisis that I had to fix.  The first 5-10 bytes of assembly were all wrong, which leads me to believe that FF4kster may not play nicely with that command, so just watch out for that going forward.

384
Final Fantasy IV Research & Development / Re: Weak/Tornado Spell
« on: July 19, 2015, 08:21:57 PM »
Still, there is a "hits boss" bit assigned to every spell, and for Weak, it is set (meaning the spell will not hit a boss) by default.
Assuming you are using some version of FFIIUS, then the location of spell properties in ROM should be at 797A0 (ROM without header).
The bab-il documents detail the meaning of the data (http://rb.thundaga.com/tob/spelldata.txt), except they list some bytes as "unknown." The byte you're interested in is byte 02. You'll notice that it's CB by default for Weak. That it is a value above 80 indicates that the "hits boss" bit is set, meaning the spell will not hit a boss. To keep the same hit rate, but make Weak able to hit a boss, turn that uppermost bit off, or to put it simply, change the value of that byte to 4B.
(DISCLAIMER: I'm not 100% positive I've got the right byte, as it's been a long whole since I didn't use FF4kster to make this change, so if changing that byte doesn't work, it's because I got it wrong, and you should try playing with other bytes in this table that the document lists as "unknown.")

385
Final Fantasy IV Research & Development / Re: Mapping Questions
« on: July 18, 2015, 11:38:37 PM »
Yeah, I'd stick to getting rid of folks who hang out in shops or what-have-you if you want to avoid the hassle of fixing events afterwards. Not much usually happens in shops, and there's often an extra NPC who says some relatively insignificant thing.

386
Final Fantasy IV Research & Development / Re: Mapping Questions
« on: July 18, 2015, 11:11:00 PM »
Ah, messes up the Baron Dancer as in, makes the dance not work right? If so, then it's probably because of the NPC enumeration in the dancer's event script... Looking at the list of NPCs in Baron Town, if the soldier is earlier on the list than the dancer, then the event script would need to have those numbers adjusted down appropriately... Recent versions of FF4kster make this easier to see with the "view as" option in the event editor. After you delete the soldier, look at the dancer's script to see if the NPC(s) it references have changed as a result. It's kind of a PITA, but not an insurmountable obstacle.
This is, of course, assuming I'm understanding correctly what you mean by "messes up the Baron Dancer."
And of course, this whole thing doesn't help you at all with underground NPCs... But the same gyst applies. If the NPC exists in a location where events take place that make NPCs move, then removing that NPC could potentially have annoying ripples like that.
 :edit:
Grimoire, I think the next time I try to answer a question, I should just wait half an hour to see if you answer it first...
 :laugh:

387
I just realized something... The patch was made in part using FF4kster (to change the "disable if"), but used Vanilla as the base, so yeah, it's therefore pretty easy to see how this would mess up an already modified ROM...

And I don't think I ever posted the information about the pointer that actually calls the routine, so if you tried to punch it in by hand, Cid would still be running the animation for Peep.

So, lemme see what I can do here. Shouldn't be too difficult, though may take a couple hours (which translates into "tomorrow" if my wife gets home from work soon - I try not to get too involved in stuff that keeps my back to the world when she's home).

 :edit:
Actually, that ended up being super-easy. It was just a matter of knowing exactly what needed to be written in (which I inadvertently withheld earlier).
As far as I can tell, this works perfectly!

 :edit: 2
Oh - apply that to the ROM that spawned the patch you posted (not vanilla).

388
That's... A lot more going wrong than I would have predicted. I'll take a look into it (using your ROM instead of vanilla) this afternoon or tomorrow. I'm sure the fix will be simple enough, but there's too much for me to guess what might be happening there.

389
Okay, that's cool. Just checking in.

390
Hey, Pinkpuff, Am I correct in assuming because you haven't said anything else that the tackle command is working as planned?

... I have to wonder why FFIV kept it so basic. That idea has so much potential! Granted it wasn't until FFVI where Square really started experimenting with battle animations and all of that.
My guess would be that the pretty much just ran out of room. Vanilla FFIV only has about four lines of empty space in the 02 block, and that seems to be where every single bit of visual assembly is for battle (as well as some other situations). Command visuals are actually pretty simple - it's just making adjustments to x-position, y-position and pose sprite - but it can take quite a bit of coding space to do anything interesting, as I learned firsthand with this tackle command. If I had to guess, I'd say that's exactly why they nixed whatever plans they had for Cid's "crash" command.