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Topics - Deathlike2

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61
Despite having immunity to Death spells, it's not immune to physical attacks that apply Death status.

Undead and Machines are not affected by this.

62
From observation and testing on my hack, I've found that status priorities are not applied for physical attacks.

I found that I was able to inflict a monster with Darkness (with my modified Darkness blade), and then later apply Charm status (Charm Harp) to the same monster.

It seems that status afflictions do have a separate working system for this purpose.

63
When any spell is forced to be multitargeted and it targets the characters, the damage dealt is always 1/5 the possible damage (in other words, the split damage modifier is always 5).

This explains why the Medicine command behaves the way it does and how enemy magic is dealt to your characters.

If the Medicine command had optional targeting (one target/targeting everyone option) instead of forced targeting, Medicine would heal better.

In the Elementals battle, if Rubicante casts his Fire2/Fire3/Glare attack onto 2 to 4 living targets, it would be the same as having all 5 characters be alive for the attack.
The split damage is always fixed at 5, despite the number of possible targets on the field (except for the solo character). An improvement on this would be to count the characters on the field (minus those that are in Jump or Hide status) and readjust damage accordingly.

 :edit:
However, unlike Medicine, when there is only one target, the split damage is reverted back to single targeted damage, just like the rest of the FF SNES series.

64
Final Fantasy IV Research & Development / Monster-Character Commands
« on: February 05, 2009, 10:23:17 AM »
I'll eventually compile a full list, but a number of commands do seem to work, and yet not work..

Hopefully, I'll update it with complete info, but here's what I've found out.

Fight - Uses the Deathbringer/Black Sword animation
Dark Wave - obviously works, no HP penalty applied
Jump - works fine, but don't use it for a counter, or for a back attack as the animation is fixed for the normal battle stance
Remember - it seems to work, middle character acts out attack but no visual spell confirmation is used until you see HP/status changes
Sing - game freezes
Medicine - this works with the middle character and the healing heals your characters (which means it targets the enemies by default...), but is factored against magic defense
Build Up - the monster ends up doing nothing and stuck at it...
Kick - works obviously
Twin - monster is stuck... if twins are involved, they go into twin casting mode until a twin is unable to cast the spell (well, the twins are never able to cast the spell in the first place)
Strengthen/Boast - it does work, but the middle character is in the special attack stance instead of the enemy character
Hide - Hide action is acted with the middle character, but then everyone simply dies (I'm serious)
Pray - this works with the middle character and the healing heals your characters (enemies targeted by default) and is factored against magic defense...
Aim - doesn't work.... it had promise too  :sad:
Cry - it probably works... but it doesn't ever quite make sense to use this... middle character is used for animation
Endure - it works, but it targets one random character by default...
Cover - it works.. middle character acts but it starts forcing Cecil to cover others that are targeted by this... I think Off would actually do the opposite...
Peep - it works... middle character acts and operates exactly like the spell w/o the graphics
Throw/Dart - it won't allow you to target your characters... but amazing you can redirect it to let the enemy kill itself, with no animation (the damage algo is applied to a non-existance weapon power of 0)
Sneak/Steal - you can't steal from characters, but you can let the enemy target itself to get freakish-self-stealing....
Spirit Wave - doesn't work, monster script is stuck


Note: Only the middle character seems to act out the action, and if there is no character there, no visual confirmation is executed...

65
Final Fantasy IV Research & Development / Invincibility
« on: February 05, 2009, 10:13:22 AM »
It's worth discussing why this exists and it's worth trying to correct some issues upon finding this info.

Obviously, there is a spell to add/remove invincibility to the entire monster group... this provides invincibility to all physical, magical, and other attacks

Additionally, it is possible to start a monster group with invincibility to magic, by initially setting their magic defense to 255.

However, initially setting 255 defense to regular monsters doesn't work.. it has to be applied via the defense setting command (think Barbariccia and Cagnazzo).

66
Final Fantasy IV Research & Development / Monster Data Code
« on: January 27, 2009, 09:23:57 AM »
This code seems ok for the most part, yet the current docs JCE has is incomplete... (the editors are driving me nuts, so I'm trying to decypher the data myself for my own sake).

The Imp data has the following...

Code: [Select]
03 06 00 01 60 A0 02 78 00 00
So, it's clear that the following is true...

Byte 0 - Boss? and Level
Bit 0: Boss
Bit 1-7: Level (seems to go up to 127?, 99 is the known highest level)

Byte 1 and 2 (16-bit value) - HP

Note: Byte 1 and 2 make up a monster's entire HP... so in Hex, you might see (01 00), you should read it as (00 01) which means 1 HP. (00 10) -> (10 00) which means 32768 HP...

Byte 3 - Attack table index
Byte 4 - Defense table index
Byte 5 - Magic Defense table index

Note: The indexes are actually of the same table.

Byte 6 - Speed table index

Byte 7 - Item Drop info
Bit 0-1?: Drop frequency cipher (00 = 5%... the others I'm not sure of yet, but the other possibilities are 25%, 100%, and 0%)
Bit 2-7? - Drop table (determines what you get for a drop/steal)

Byte 8 - Attack Sequence index

Byte 9 - ?? It looks like some sort of "extra info" cipher. 00 = no extra info
Possible changes include: Elemental Attack, Status Attack (2 bytes) , Elemental Resistance, Status Resistance (2 bytes), Monster Race, Elemental Weakness, Magic Power (used like Wisdom and/or Will), Reflex/Counter table index (which shares with the Attack Sequence index data)

So.. if someone doesn't already have this documented (because, this is driving me nuts), please say so.

For the Basilisk..

Quote
05 5A 00 06 62 A6 06 4D 06 48 00 18 00 04

48 has to mean something... as the following code implies..

Resistance to Pig and Small (18)
Creature type = Reptile (04)

The extra 00 might mean something else...

 :edit:

The leading 00 = Elemental Resistance.
The second 00 = The second byte of the resistance table..

In the cypher, 0x48 implies..

Byte 0 - Elemental Resistance
Byte 1+2 - Status Resistance
Byte 3 - Monster Race

Ok, so now we goto the Eagle (skipping the other stuff and just posting the cypher and etc.)

Code: [Select]
60 00 38 00 20
In the cypher.. it seems a bit straight forward..

Resistance vs Toad, Mini, Small (38)
Weak vs Wind (20)

Editing the 00 data... I have determined the following..

Byte 0 - Elemental Resistance
Byte 1+2 - Status Resistance
Byte 3 - Elemental Weakness

In determining that, 0x48 and 0x60 share 0x40 (bitwise), therefore 0x40 implies Elemental and Status Resistance... and 0x20 implies elemental weakness and 0x08 implies racial property.. if I'm reading this correctly.

Larva

Code: [Select]
44 00 38 00 30
With what we know...

Resistances (38)
Counter Script (30)

Therefore 0x04 implies Counter script for Byte 3....

Treant...

Code: [Select]
74 00 38 00 01 02 15
First 00 - no resistance
(38 00) - Pig Small Toad resist
01 - weak vs Fire
15 - Counter script index

02 happens to be the monster's magic power

Therefore, 0x10 = Monster's spell power

Onto something more interesting..

Skull

Code: [Select]
E8 00 00 80 08 BF FC 91 80
first (00 80) = status attack
(08) = elemental resistance
(BF FC) = status resistances
(91) = weakness
second (80) = racial property

So, this implies the leading bit 0x80 is the elemental attack and status property... if I'm reading this correctly.

In summation:

0x80 = elemental attack (1 byte), then status attack (2 bytes)
0x40 = elemental resistance (1 byte), then status resistance (2 bytes)
0x20 = elemental weakness (1 byte)
0x10 = monster's magic power (1 byte)
0x08 = racial property (1 byte)
0x04 = counter script index (1 byte)
0x02 = unused???
0x01 = unused???

That should account for the extra 10 bytes in JCE's document.

If there are other cypher bites that I have missed, please let me know.

67
Final Fantasy IV Research & Development / Armor Modding Info
« on: January 25, 2009, 09:19:54 AM »
I'm pretty sure this isn't new info, but I started to mess around with some of the armor data, which I've found a lot more meaningful now..

Note that the most significant/leading bit in this info is bit 0.

Byte 0:
Bit 0 - Metallic
Bit 1-7 - Magic Evasion value

Byte 1:
Bit 0-7 - Defense value

Byte 2:
Bit 0-7 - Evasion value

Byte 3:
Bit 0-7 - Magic Defense value

Byte 4:
Bit 0 -  Shield Bonus? (Defense Multiplier += level/16)
Bit 1-7 - Elemental/Status table

Byte 5: Race Resistances

Byte 6:
Bit 0 - Ring
Bit 1 - Armor
Bit 2 - Shield
Bit 3-7 - Character Equippability table

Byte 7:
Bit 0 - Str
Bit 1 - Agi
Bit 2 - Vit
Bit 3 - Wis
Bit 4 - Will
Bits 5-7 - special table that dictates bonuses

Note: When any of the bytes 0-4 = 1, the bonuses are positive. When any of the bytes 0-4 = 0, the bonus is 0 or negative.

68
If someone's not done this already... a list of unused monster formations (well, particularly ones that involve regular monsters, not the special boss case variety), that would be appreciated.

69
Final Fantasy IV Research & Development / Initial Spell List
« on: January 24, 2009, 07:21:40 AM »
Ok, I have some idea how this works, but I need a better idea on the exact format...

Additionally, is the initial spell list initialized at the very beginning of the game?

70
I'm not sure if I will be able to update this as often as I'd like, but I found this to be amusing..

Attacks using Fatal are few and few in between...

Attack Sequence Data that uses this..

0x0A - pick any random target or character (?!) and use Fatal (sounds like an early version of Roulette)
0x0E - pick any random enemy and use Fatal (used for the Floateye+Red Eye monsters)
0x1E - just cast Fatal (on any character, used for the Tinymage's Charm script)
0x6C - used in a spell sequence that follows Fire2, Psych, and Drain (not used in anything at all I believe)

0x0E and 0x1E is used, but the rest doesn't seem to be used at all... actively anyways..

Grouped Attack Sequence Data matching up with (excludes all known used scripts)
0x0A -> 0x3E, that would be interesting to use... a random death attack.. (although, it's seems to be the "do nothing" for the Lunar Subterrane battles)
0x0E -> 0x79, I don't think that's used for anything... and it's written wrong as far as I can tell (on second checking, this is used for the Blue Dragon, another Lunar Subterrane monster)


Also, it seems that Leviathan's attack sequence has something that never gets executed.. hmm

71
Game Modification Station / New FF4 Hack Announcement
« on: January 21, 2009, 12:42:09 PM »
The title of the hack is to be determined, but frankly that's not important to me... some preliminary hack titles that I came up with are the following:
It's Palom's Fault
One Twin Too Many
Clone Wars (yea yea, it's a spoof of Star Wars)

There are some goals in this hack... I'm serious.

1) Exploit the battle engine features - Despite having a more modern GBA port (which has its own sets of disasterous bugs), the game has a lot of potential to exploit different aspects such as elemental attacks and whatnot. By exploiting more of what is known now, you could say this game could be more advanced than its SNES counterparts (well, maybe).

2) Redo unused stuff - I believe JCE's FF3US hack had the right idea. Revamping a number of equipment and spells that are underused will get the treatment it deserves.

3) Fun - I shouldn't have to explain this.

Some things to expect.. despite the changes:

1) No new treasure/map/dungeons - I'm not putting any effort into that. In fact, I'm not wasting any time on it. All the good stuff will be found through grinding and stealing.

2) Better random encounters - No, I'm not going to reduce/change the monster encounter rates. There will be a number of different monsters, but those happen to be "clones". These guys will always drop something much more useful than what you can buy in the stores. However, these battles will be harder than normal encounters and you do have the option to be a great big chicken and run away. Most of the monsters will remain the same, but their battle scripts will be revamped to something a bit more complex than "just fight". Monsters in general will have a more useful drop list. Besides, bosses will be obviously harder.

3) Wall/Reflect is learned at level 99. Since I'm fully aware that Reflect breaks counter scripts in this game, that is the first to go. Subsequently, there will be spell list changes. There will be no access to the items that cast Reflect/Wall (I may consider changing those items altogether).

4) Text/graphics changes are not a priority. I would love help in that area, but regardless of where the effort will go into making this a more fun game, the focus of this game is the gameplay.. not the text. I will give credit as appropriate, and anyone interested is welcome to make those changes in a separate patch.. but I have absolutely zero interest in modifying that myself. Discussions on what random/intended scripts are welcome... it would amuse me if anything.. but of relative importance are the in-battle messages that will certainly need testing (it has to be written with the battle scripts, so it does matter to an extent).

Story Background: Somewhere in some old library in Mysidia, Palom goofs off as usual and finds some magically sealed book that he's not supposed to open. Well, he manages to open the book anyways, and now Zeromus has the ability to make clones of every character that joins you in the game. Now, Cecil's additional challenge is to keep the peace and kick their asses in addition to whatever he has to do.

Important note: This is not a "hardtype" hack IMO. After writing a document about the game, I personally don't think it would be hard if people used their brains. Above all else, I do not give a damn to idiots who think the original game is hard. For those that understand the game mechanics well enough, this hack will not need massive grinding.. it requires a brain and its ability to "connect the dots". Of course grinding will make things easier, but on the other hand.. I have some creative ideas to make boss battles more interesting and make grinding less important.

Other random things I haven't considered or thought about, please let me know. I will allow beta testing by anyone for feedback (primarily bugs), but a release will only occur as I reach Zeromus... if I get that far into this. I suspect this will take a year, give or take sanity time. However, that's not an ETA or a completion % that is definitive. Asking me when the damned thing is done is not tolerated.

72
Final Fantasy IV Research & Development / Attack Sequence Duplication
« on: January 20, 2009, 10:39:36 PM »
I guess this is worth mentioning but I'm doing this step for myself since I plan on doing major tinkering with the battle script sets.. the issue is finding the space and looking over the battle scripts, there is a ton of duplication being done and I'm really thinking about reclaiming some of it via documentation, so I can do more.

So.. I'll be updating this post as I'm trying to dissect some of these issues...

Non-Lunar Subterrane/Bahamut Cave scripts:
0x00 = 0x38,  0x7E, 0x7F, 0xE0
0x08 = 0xD2
0x17 = 0x2D
0x6D = 0xA4, 0xF2


Lunar Subterrane/Bahamut Cave scripts:
0x3E = 0x41
0x03 = 0x09, 0x12, 0x1D, 0x53
0x0A = 0x15, 0x2E
0x10 = 0x34
0x29 = 0x4F

73
General Discussion / NFL OT Rule Idea
« on: January 18, 2009, 01:16:43 AM »
I'd rather not repeat the obvious reason why it sucks (or trying to weigh in on the "your defense has to make a play argument", but I've thought about this and I believe my idea actually makes the process more fair..

Here's a few options..
1) Run the full 15 minutes of OT. Whoever has the highest score wins. In the regular season, a tie score would be a tie. If there is a tie after the OT time in the postseason... I have an awesome idea... both sides have to run the 2 point conversion play and take turns. Whoever messes this up loses (when both teams have taken their turn). This is based off the hockey "shootout" idea.

The only real negative is how one could mess with the clock and injury related issues.

2) Both teams are able to run 1 (but preferably 2) possesions. In the regular season, a tie score would be a tie. If there is a tie after the possesion(s), then we go to running the 2 point conversion. The fundamental idea is kinda based loosely on college football OT rules, except college football OT rules are actually stupid (except for the 2 point conversion try starting at the 3rd OT). Rather than allow the clock to dictate stuff (except the play clock, which might need to be adjusted), the teams are allowed to play in fairer terms. There will still be a focus for special teams (you can still do the crazy onside kick if you want) and health should be less of an issue.. and the clock can't be manipulated for another team's favor. This process will still allow 4th quarter FG wins or extended clock killing drivers in the 2nd half... so this should help both parties out...

74
Final Fantasy IV Research & Development / Float Status
« on: January 16, 2009, 05:58:06 AM »
You probably know this already, but it's worth citing.

Float status in the SNES versions of this game can work with a number of other statuses visually..
Image (both versions), Poison, Piggy, Toad, Mini, Jump (kinda),  Charging, Parrying, Stop, Reflect/Wall, Hide (probably)
There could be more...

Every other status overrides Float status.. although this excludes Critical status. I'm not entirely sure why.
You can tell if a character is in critical by the inability to perform their command actions while they are "standing up" in mid-air.

It's actually amusing that you can apply Float status onto a dead/stoned character outside of battle.

These issues are corrected in FF4A..

75


It's hard to tell because Image uses alternating frames, but you can see the characters look like they are a step back..

When the Mist Dragon summon is used with the Mist Ring, characters in Death or Stone status get Image (1) applied visually, even though it's not actually applied to them.

This was not fixed in any GBA version.

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