øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=285e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc93b-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc93b-2.html.zx̼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.õOKtext/htmlISO-8859-1gzip8:ÖõÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:27 GMT0ó°° ®0®P®€§²ð®˼g^ÿÿÿÿÿÿÿÿÕ+õ Show Posts - Pinkpuff

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Pinkpuff

286
Final Fantasy IV Research & Development / Re: Graphics info
« on: February 04, 2015, 05:36:26 PM »
Those are all some really neat changes. Yeah, FFIV's Dwarven lands doesn't seem to have any water and judging from the reaction by one of the Dwarves to clear blue water I imagine they drink Magma, the idea you've made has a lot more sense to it. Also again, a Fire Area and an Ice Area are two places that are noticeably missing from FFIV so I'm glad to see you're rectifying that.

Doing the best I can. There are some graphical oddities in the Ice Mines currently though. They're using the Feymarch/Sylvan tileset with a blue/white palette but for some reason it looks fine in FF4kster but in the actual game the walls glow red. Also the palette of the battle background is green like the Sylvan cave... is there a way to change that but still have the Feymarch and Sylvan caves keep their colors?

Since you mentioned two-handed weapons, will there be more available? Or are you using the slots available more judiciously?

The Avenger and Ragnarok are two handed, as well as all hammers and harps. You need two hands to operate bows and arrows, so even though they're not in the range they still count for all practical purposes.

Your idea for the Holy Fiend is great, while more story to go along with it (a subplot or something) would make it even more impactful, I understand too well the constraints of space all around.

Right now the plot is basically going to just be what's needed to get the game playable and making sense from beginning to end. There are going to be a lot of optional scenarios near the end so I'll see what kind of space I have to work with afterwards in terms of fleshing things out more.

287
Final Fantasy IV Research & Development / Re: Throw's Special Graphic
« on: February 04, 2015, 12:24:59 PM »
Aw yiss! Works perfectly!

Though I seem to have hijacked someone's thread. The original question was about Throw...

 :edit: Er, upon further experimentation, while the visual is now totally awesome, the behaviour has become that it always uses the same effect instead of randomizing between the four...

 :edit: 2: Upon closer reading of your code, I notice you had typed D0 08 and then translated it as BNE 09 so I guessed that the 08 was a typo and changed it to 09 and now it works

288
Final Fantasy IV Research & Development / Re: Graphics info
« on: February 04, 2015, 12:19:33 PM »
Very nicely done! So I imagine in this that the two other Dark Crystals might be in the Feymarch and Tomra (Tomra's just a guess) I love the idea of a full compliment of Elemental Fiends that you're using and palette swapped Rubicante actually does look remarkably different.

Thanks! Yeah, the sealed cave has been turned into the Ice Mines, where the Ice crystal keeps the ground water frozen and the Dwarves in Tomra mine it for water and refrigeration purposes; it's the only real source of actual water in the underworld. The Feymarch holds the Shadow Crystal, and the Dwarf Castle with Giott & co. have the Bolt crystal.

I just did a little research, I had no idea Calcabrina was also from Dante's Inferno. And it looks like the remainder will bear just as much resemblance to their mythical counterparts than the original four fiends (Ruffle-haired does not mean Zombie, Turtle is not Dog, Tornado is not Beard (but I can at least see some of the symbolism there), Red... actually fits Rubicante well, the term Rabid does not). Good use of the same circle though. I wasn't aware they all came from the same part of Dante's Inferno.

Yeah I didn't stress too much over which names to use, I just grabbed ones that tickled my fancy.

I really like that you're delving in deeper into the theological aspects of FFIV, if just so, with the Summons (and mages?) referring to Bahamut as a God to be worshipped and having one of the fiends as a Prophet is a rather nice touch.

Thanks. People often express confusion over the idea of a "Holy Fiend"... seems like a contradiction to a lot of people... so I tried to give it a more flavorful aspect of how you can have something evil still be "Holy"; a corrupt religious figure. Also he heals you just like Rubicant does. I tried to give each of them somewhat of a connection to their upper world counterparts other than their appearance.

I see you're making good use of the expanded shields (or possibly got rid of others) for left handed equipment for Mages. A good way to make sure they can actually have Defense Multipliers short of hacking the game to look at something else.

Definitely! Also gives some of the more mage-like characters pause when considering whether to use a two-handed weapon. You'll be sacrificing your ring slot, which means not only less defense, but many of the rings have interesting properties or stat bonuses. So while you can give Porom a hammer and have her dish out some decent physical damage, you may or may not want to do that. Likewise, Edward can put on a dagger instead of his harp, allowing him to use a ring and maybe survive a little better (seeing as he's still quite squishy).

289
Final Fantasy IV Research & Development / Re: Graphics info
« on: February 04, 2015, 07:57:09 AM »

290
Final Fantasy IV Research & Development / Re: Throw's Special Graphic
« on: February 04, 2015, 06:42:37 AM »
I'm also interested in the answer to this. I'd like FF4kster to be able to edit command "stances" generally if possible.

The "Bonk!" command referenced in the other thread used to be Edward's sing; it has four different effects it randomizes between. But for flavor reasons, it seems extremely odd that she appears to "cast" and then white magic orbs come out. Ideally she should swing her weapon, or even just doing the "attacking" animation/stance would be acceptable.

You would have to sacrifice Frog Song's spot (hope you didn't have anything special planned there...?) but you can easily put in the AV code for a Weapon Strike which consists of the code...

$03/DCF0   A9 C0   LDA #$C0   A:0003   X:0046   Y:FFFF   P:envMxdizc - Load Weapon Swing into A.
$03/DCF2   8D C4 33   STA $33C4  [$7E:33C4]   A:00C0   X:0046   Y:FFFF   P:eNvMxdizc - Store A in Audio/visual commands.

It takes just five bytes and is rather universal in many respects.

You may also get away with erasing the useless Sing Message at the end of the routine, but I'm not sure where precedence lies with the spells or the ending... I suppose it would be worth a shot in any event.

$03/E947   A9 08   LDA #$08   A:0010   X:0680   Y:001A   P:envMxdizC - Load 08 (Sing) into A.
$03/E949   8D C8 34   STA $34C8  [$7E:34C8]   A:0008   X:0680   Y:001A   P:envMxdizC - Store A in Mini-Battle Message Data

It didn't work for me... she still did the magic orb thing.

291
Final Fantasy IV Research & Development / Re: Throw's Special Graphic
« on: February 04, 2015, 05:28:42 AM »
I'm also interested in the answer to this. I'd like FF4kster to be able to edit command "stances" generally if possible.

The "Bonk!" command referenced in the other thread used to be Edward's sing; it has four different effects it randomizes between. But for flavor reasons, it seems extremely odd that she appears to "cast" and then white magic orbs come out. Ideally she should swing her weapon, or even just doing the "attacking" animation/stance would be acceptable.

292
Final Fantasy IV Research & Development / Re: Graphics info
« on: February 04, 2015, 05:21:41 AM »
Heehee I guess this video gives away more than I thought!

That looked great! And rather challenging too, I noticed some interesting things here...

My team's a little underlevelled... I actually had to record a couple takes to get one where I won!  :celosa:

A new command called "Bonk!" (Great in-character reference by the way) for Porom,

Thanks, I thought so too! As you may notice, it's greyed out; that's because she needs a hammer equipped in order to use it (she's a white mage, so she can use hammers). It's a nice command but not very polished visually. I may be asking for help on that one down the road.

Tornado being a damage spell instead of 0-9 HP.

It's basically the couterpart to Quake; it hits all enemies, pierces reflect (which is why I was using it in that battle) but is Air instead of Earth.

A set of Black Magic for Cecil and oddly a set of Black Magic for Edge, seemingly losing his unique Ninjutsu.

Ninjutsu was hijacked in favor of a selectable song set for Edward. I figured elemental black magic was close enough.

Rosa has Charge instead of Aim. Dark Knight Cecil starts with the Chaos Blade (Oh wonderful FFT/XII Reference!) in this battle and can equip swords. Coral Sword from Easytype making an appearance.

Since, as chillyfeez noted, you have DK for a lot longer in this one, he needed regular swords (and armor for that matter; he can equip f.ex. mythril/flame/ice/etc gear) to keep him interesting. You can only Dark Wave with a Dark Sword though. Also the Dark Swords and armor usually give him a Wis boost, helping with his magic. I also gave him a bit better HP progression... with his original stats he was having a hard time keeping up with Rosa for HP which seemed like it shouldn't be the case.

The new spells are Awake (I imagine it does what it says), Demi (A very interesting idea for a spell, may I add. The routine was there all along after all.) Berserk as a Black Magic, Warp as a White Magic.

Awake removes "temporary" statuses (sleep, charm, stun, etc), like a mini version of Esuna.
Demi deals 1/4 target's max HP. It seems the only mechanic for current HP is relative to the caster, so I figured this made more sense; so it's more like the FFT demi than the usual demi.
The way I reorganized the effect spells, White gets the "time" spells and Black gets what in FFT would be considered the "Yinyang" spells. So White gets Stop, Slow, Haste, Demi, Comet, stuff like that, whereas black gets Charm, Berserk, Blind, Mute, Drain, Osmose, etc. Rosa, if you notice, only gets the time white spells (in this she's an Archer / Time Mage) and DK Cecil only gets the yinyang black spells (so he'll never get f.ex. Fire 2, but he'll get Drain and even Bio if you level him up enough).

All in all I am impressed by what I'm seeing! I had thought from the sounds of it it would be a tech demo sort of deal, but it seems you are going all out. I can't wait for news for this!

Basically, the plot is unchanged for the first while in the beginning. Enough to fool someone into thinking it's more or less unchanged if they didn't already know any better. But then the outcome of a certain event gets flipped on its head, and this affects everything from that point on. Some dungeons and motifs are the same or similar but a lot of it is just totally new content from that point on. Don't worry, I've got lots of surprises up my sleeve.

293
Final Fantasy IV Research & Development / Re: Graphics info
« on: February 03, 2015, 06:38:19 PM »
A complete and polished Alichino:

www.youtube.com/watch?v=Q4-JwOHEb6w

294
You read my mind ^_^

Also I forgot to mention, this update also contained avalanche's corrections to the visual effects config file.

296
Updated again! This time:
  • You can now type a "non-breaking space" with the # key. This allows you to put spaces in the middle of item names for example without causing the game to think it has reached the end of the item name.
  • "Special sizes" can now be edited. If you set a monster's size to something in the range of special sizes, it will bring up a menu allowing you to edit the details of that size.
  • When editing monster palettes, you now get a visual preview of the colors in the palette so that you don't have to keep loading up the game and testing it to see what it looks like.

297
Final Fantasy IV Research & Development / Re: Graphics info
« on: February 01, 2015, 07:11:09 AM »
Indeed, however, you are correct that part of the purpose of this hack is to demonstrate the abilities of FF4kster, so I'm trying to stick to it as much as possible. That said, I have "cheated" a little already by applying some hack-facilitating and bugfix patches such as the protect/shell mod, long-range bugfix, and spell learning patch... but I'm trying to keep that to a minimum. I think I should be able to butcher Octomammoth forms without too much trouble.

298
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 31, 2015, 07:04:06 PM »
Aha, now I see what you mean about being destructive, haha! Thanks, I understand now!

299
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 31, 2015, 06:44:03 PM »
That did the trick! Thanks Chillyfeez, you're a miracle worker!  :childish:

He still changes to Cagnazzo's palette for some reason but at least the glitches are gone.

300
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 31, 2015, 09:58:26 AM »
That's cool, I can empathize 100% on that point. But please understand that that means it will take me longer to get to trying to figure this out. I do have some work on my own project I intend to do this weekend.
However, this gives me pause...

No problem! By all means your own stuff takes priority. It'll be a long time before this game is ready anyway so take your time.

This sounds precisely symptomatic of a bugged battle script.
If you put two uncooperative actions together in a monster's AI without properly separating them (like, with "Wait"), then when the monster gets to that part of its script, the character in the middle will freeze in their "dodge" stance and the game will hang when you choose your next action.

Aha, upon closer inspection I had a "do nothing" separating the sprite change from his next action instead of "wait". That fixed the game hanging issue but nothing else.

Also, are you remembering to make that second sprite transition back to Alichino's initial spriting instead of Kainazzo's? That might explain why he's reverting back to the wrong palette...

I don't know quite what you mean here, but his AI doesn't tell him to turn back. He's supposed to bring up the wall and leave it up (for now, til I get the hang of this). Trouble is, when he does this (change from normal to wall of water from), he changes from his funky palette to Cagnazzo's palette.

Anyway, I promise I will look deeper into this this weekend. I won't leave you hanging, but I need at least a few hours to devote to my own stuff before I start playing around with a blank ROM to try to match what you've done, k?

Of course; I'm in no rush. And thanks for your help!