øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=345e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexccfd.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexccfd.html.zxÃåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈàÃôOKtext/htmlISO-8859-1gzip0|ÖÃôÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:14 GMT0ó°° ®0®P®€§²ð®Âåg^ÿÿÿÿÿÿÿÿs$Ãô Show Posts - chillyfeez

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Messages - chillyfeez

346
Minor Update:
  • Removed a mysterious trigger in Mysidia near the entrance hat caused a warp to somewhere in the Underworld.
  • Changed Ceo's starting stats to Level 15 (With all applicable stat upgrades)
  • Changed Ceo's Starting Weapon to Steel Sword instead of Shadow Sword
  • Made Dark (Wave) skill only available when a Dark Sword is equipped.

Version 0.4.2b

347
But do we know the offset of that formation check?
It's likely something like a
CMP #$XX
BNE $YY
where XX is Zeromus's formation number.
If you know where that is, you could add it to the features editor.
Something like
Battle BG 10:  exactly/everything except/everything above/everything below formation number XX

348
I wonder if it's related to formation number... What happens if you change the Zeromus in the final battle to an imp? Anything? What happens if you make that particular battle formation occur anywhere else in the game (like, as a random encounter)?
The answers to these questions may help illuminate the info you seek...

349
Here it is.

This should work with any in progress game that was saved before the Tentacle battle.
If you played that part already and don't have a save from before, sorry for the inconvenience...

Apply to a clean, unheadered 1.1 ROM.

As always, feedback is encouraged and appreciated!

FFII:aTfW v0.4.1b

350
If everything goes according to my plan, I'll be putting up an update to the demo tomorrow.
I've got the kingdom of Baron all set up - that is, the full town and every part of the castle that will be accessible for the time being. The castle involved some pretty significant event work, including another epic choice which sort of blossomed out of nowhere thanks to Grimoire's flag-based event script hack. I've said it before and will say it again, that thing is going to be a key player in making this game a much richer experience!
Where we're at now, you'll have the ability to explore Baron Town and Castle, hire a Dragoon, and recruit Ceodore. You'll also be able to explore the Misty Cave, but not actually exit through to the other side - and no boss battle there, but the monster formations have been changed from vanilla to accommodate the different time in the game that you travel there.
The Highwind Pass, a new mountain dungeon that serves as a bridge between Baron and Kaipo won't be explorable, but you will be able to see the entrance.

351
Final Fantasy IV Research & Development / Re: Hacking the Music
« on: August 20, 2015, 01:10:40 PM »
Cool.
Writing new music into the game is extraordinarily tedious work, but it's pretty rewarding when you get one done.

352
Final Fantasy IV Research & Development / Re: Hacking the Music
« on: August 19, 2015, 07:27:10 PM »
This person does!

353
Huh, that's interesting.

Anywhere in the opening events, or only as the first event item?

354
I'm on the proverbial fence about the utility of such a patch.

The exploits listed here rarely, if ever, happen by accident. The only one I knew about before becoming a FFIV hacker was weapon duping, about which I think I heard from a friend at school who read it in a cheatcode book sometime before the widespread availability of the worldwide web.

The point being, "honest" players, for lack of a better term, are unlikely to ever experience these bugs/glitches/whatever at all, and speedrunners are unlikely to have any interest in a patch that fixes them. So while I might be able to create a fix for some of these, the bigger question might be, "who is the audience?"

355
Final Fantasy IV Research & Development / Re: 4bpp Graphics Backport
« on: August 14, 2015, 07:39:19 AM »
My biggest concern was all of the extra graphics data interfering with the extra assembly I've added. I imagine the monster graphics oddities you noticed are simply due to the graphics data being moved/altered, and finding and inserting the right pointers should fix those issues.
Assuming I can get the kinks worked out, do I have your permission to make this an actual part of my project? Of course you'd get due credit when it's released.

356
Final Fantasy IV Research & Development / Re: 4bpp Graphics Backport
« on: August 13, 2015, 07:39:08 PM »
Holymoly, this works with my project?!
That might be the best news ever!

357
Final Fantasy IV Research & Development / Re: Limitations of Mode7
« on: August 12, 2015, 09:41:51 PM »
Never hurts to have more to reference to! 

One quick question - when using the disassemble funtion of Geigers,  should I leave the 8 Bit Accumulator and  8 Bit X/Y Registers checked?

It depends entirely on the context. SNES has the ability to run either way with the accumulator or the registers at any given time, and the only way to know which is appropriate at any given time is to see it live. I can tell you that ffiv typically runs with an 8-bit accumulator by default , and 16-bit x/y. Come to think of it, I don't know if I've ever seen the vanilla assembly use 8-bit x/y.
So, I would say check 8-bit accumulator and uncheck 8-bit x/y, but if the result looks kinda gibberishy, then you may want to try unchecking 8-bit accumulator.

358
I can think of two possibilities of what you might be talking about:

1) DTE - this is the technique by which FFIV (and many other ROMs) use a single byte of data to represent two letters, or a letter and a space. This saves space in the ROM, but still uses the same amount of space on screen. FF4kster (I think) automatically implements the existing DTE table - that is, when you type "th" it automatically knows to use the byte 8C in your ROM - but it does not have a feature to edit the DTE table - for instance, if you wanted 8C to represent "ck" instead of "th" you're on your own there, and I'm not sure FF4kster would know how to adjust to such an edit. You might end up always getting "ck" every time you type "th." Also, there are many places FFIV uses text that do not support DTE: Names, Spell names, Monster names, Item names, Character class names are all among the places you cannot. This is mostly because using DTE would allow for the possibility of making the game try to fit too many letters into a limited screen space.

2) "squishy tiles" - this is a method by which the hacker redraws certain common letter combinations so that they take up less screen space. This is done by using the extra space vacated by the removal of the two Japanese kana alphabets for the new, redrawn letters. An example of this would be using two tiles for "umm" so that the word "Summoner" fits into seven tiles of space instead of eight. Much of the work for this technique (that is, drawing the letters) has to be done by hand using a graphics editing program like Tile Layer or YY-CHR, but once that's done, the config files in FF4kster can be edited to (relatively) easily facilitate implementation of the new letters in ROM.
I should probably mention that I've never actually used squishy tiles myself, so I don't really have any tips on how to do so, but I do know that Rodimus Primal used them pretty extensively for his Namingway Edition hack/localization. He pops up from time to time on this site, but is a much more regular contributor to the boards on RHDN.

359
Final Fantasy IV Research & Development / Re: Limitations of Mode7
« on: August 11, 2015, 07:56:31 PM »
As far as understanding the opcodes goes, I find the alphabetical list of them here to be an invaluable resource, too, and I always keep it open in the background when I write assembly.

360
Final Fantasy IV Research & Development / Re: Limitations of Mode7
« on: August 10, 2015, 02:48:37 PM »
The things you want to do are well within the limitations of Mode 7. The problem is how to do it.
When I was researching vehicles (see this thread) I found some stuff about how the game handles the mode 7 zoom during takeoff and landing of an airship (or the Whale), but never had any success manipulating the zoom. That is, I could change the zoom, but there's lots of other things that would need to be corrected. For instance, you know how the other surrounding vehicles become momentarily invisible during takeoff or landing? That's because those sprites are only set to appear during certain levels of zoom (you've seen in your work, I'm sure, that the mini and micro vehicle sprites are actually different sprites).
Granted, when I was doing the vehicle research, I didn't know nearly as much about SNES assembly as I do now, so if I was looking at that stuff today, I might have more luck trying to decode it all, but I do have a lot of stuff I'm trying to get done at the moment. At some point I'll open that book up again. It's not something that I gave up on simply because I decided it was over my head (like 8-letter spell names). It's just that at the time I had figured out enough to do everthing that I wanted to do with vehicles. I can't promise that it'll be any time soon, though.
If you want to tool around with the information from that thread and see if you can figure anything else out, I'd be happy to follow along and lend my insight where possible.