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Author Topic: Grimoire LD's Notes, Patches, and Hacks (Dark Knight/Paladin Swap In Battle!)  (Read 78699 times)

chillyfeez

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Re: Grimoire LD's Notes, Patches, and Hacks (Magic Weapons from FFV in FFIV!)
« Reply #255 on: January 20, 2014, 09:57:14 PM »
Good. Wherever that is is probably doing the same thing.

I meant to say, btw, I didn't realize you figured out how to execute all of those av routines in the same command. I think I thought it was just multiple spell routines. Anyway, that's awesome. Nice work!

Grimoire LD

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Re: Grimoire LD's Notes, Patches, and Hacks (Magic Weapons from FFV in FFIV!)
« Reply #256 on: January 20, 2014, 11:16:45 PM »
Spells can be tricky to switch effects around. If you have enough free space you can take the three commands that are used when a spell is called and move them 3 to the right and so on and so forth, but I haven't experimented much with that yet.

Though Chillyfeez your rin-battle Spell Routine works better than I could have imagined!

Kain will now have a unique command called "Dragon Speech" in which he will try to soothe and tame wounded dragons.


If the Dragon is not in critical, this message will appear. Signifying that it must be weakened further until it can be reasoned with.


If the Dragon is in Critical and this command is used, it will impart knowledge to Kain and will Retreat from battle.


In the Wind Drake's Case it is Reis' Wind or "WindR" which will restore 1/3 of all party member's HP.


With the basics down, I cannot foresee this project taking anymore than two or three days, maybe sooner depending on other obligations.

chillyfeez

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Re: Grimoire LD's Notes, Patches, and Hacks (Magic Weapons from FFV in FFIV!)
« Reply #257 on: January 21, 2014, 12:17:50 AM »
Question - have you merged Black and White to make a seperate "Skill" command? Or did you do something much cooler than that, like crack the conditional Black/Ninja mystery?

Grimoire LD

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Re: Grimoire LD's Notes, Patches, and Hacks (Magic Weapons from FFV in FFIV!)
« Reply #258 on: January 21, 2014, 12:48:27 AM »
I really wish I did the cool thing but unfortunately, I haven't figured any of that out, though I haven't really looked (I imagine its a Class check, that sort of thing ordinarily tends to be). So yes, Skill and Magic are just renamed Black and White. Skill mostly has an assortment of Magic and Physical Skills while Magic... mostly has an assortment of Magic (and in Tellah's case the Break skills) This does also truncate magicians down to one menu, this would only really effect characters like FuSoYa and Tellah in any meaningful manner I would think. (though spellbooks all together had a few pages cut out to make room for physical skills and the Dragon skills).

Once I get the Dragon Speak down that will be it for the Final Five, but I'd still need to decide what to do with the other fellows. I've already decided to cut the Twins special abilities and use them elsewhere.  (no offense against them but they are the characters that are in the game for the shortest length of areas. Mt Ordeals/Old Waterway, I love them both, I swear! They are almost tied with Edward as shortest appearances, but Edward also gets to participate in the Fabul Siege so he beats them out there if only by a hair.)


chillyfeez

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Re: Grimoire LD's Notes, Patches, and Hacks (Magic Weapons from FFV in FFIV!)
« Reply #259 on: January 21, 2014, 08:19:03 AM »
Too bad - but understandable - that the twins get the shaft. You know, it's funny you say that, because I can't remember the last time I played through ffiv without level grinding the twins at mt. Ordeals until palom has meteo. I always get a kick out of how "wowwed" they are at Tellah's perceived abilities when they're already beyond him (I'm a dork, I know).

I should look into the Ninja thing. Seems like it shouldn't be too tough to figure out. Also, given that they provided space for a few other options, I wouldn't be surprised if the conditions were expandable (wouldn't that be cool). Maybe the next time I need a side project... The hack's really coming along now. Soon...

Grimoire LD

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Re: Grimoire LD's Notes, Patches, and Hacks (Magic Weapons from FFV in FFIV!)
« Reply #260 on: January 21, 2014, 09:37:30 AM »
Ah wait, as in do you mean what calls the Ninja Menu to be a Black Magic Menu?

Yes, I have found that, earlier in this thread.

"Now Ninja is handled a little differently. Ninja is looked at...
$02/B9C1   C9 18   CMP #$18   A:0000   X:0000   Y:0006   P:eNvMxdIzc -
$02/B9C3   F0 64   BEQ $64    [$BA29]   A:0000   X:0000   Y:0006   P:eNvMxdIzc - Here.

And as we know from above that links Directly to Black Magic. Right before this is a CMP 16 which must look at the Dart Menu."

Now if you were referring to the actual stat menu to say "Ninja" instead of "Black" I have little idea.

chillyfeez

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Re: Grimoire LD's Notes, Patches, and Hacks (Magic Weapons from FFV in FFIV!)
« Reply #261 on: January 21, 2014, 11:26:00 AM »
No I meant the part that turns the (Black) magic list into "Ninja."
Now that you mention it, though, there would need to be a corresponding battle command, which would definitely complicate matfers...

Grimoire LD

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Re: Grimoire LD's Notes, Patches, and Hacks (Magic Weapons from FFV in FFIV!)
« Reply #262 on: January 21, 2014, 01:21:06 PM »
It always annoyed me that Kain's entire backstory in the Scenario Guide is about him caring for the last living Dragon in Baron, yet not once, in any release, does he ever talk about Dragons or that the Dragoon Corps were known as Dragon Riders. While I can't make Kain a Dragon Rider, I can at least give him Something to do with Dragons and I always felt that in FFIV actions speak louder than words, so I gave him a command that will allow Kain to soothe the hearts of wounded dragons and allow them to Retreat without harm. In thanks they impart their wisdom to Kain and will teach him either a new Dragon Skill or a White Magic spell.

I am proud to say that my attempt to have Kain learn spells from All Wounded Dragons is a resounding success! Thanks to Chillyfeez's code and the mass amount of space that Recall gave me I managed to include a unique entry for nine dragons and the rest are handled with a Level Algorithm.



This patch will add three new dragons (replacing the "rare enemies" on the Three-Step Peninsula). One in the Overworld, two in the Underworld. Wind Dragon, Sol Dragon, and Great Dragon (WndDragn, SolDragn, GrtDragn)

The Wind Dragon can be challenged in the forests around Troia and yields the spell Reis' Wind, which will restore 1/3 of everyone's current HP.



The Sol Dragon is fought in the Underworld and teaches the spell Cyclone, which is an Air Elemental Magic Attack.



The Great Dragon is fought in somewhat rare encounters in both the Sylph Cave and Sealed Cave and can impart the situationally useful Dragon Breath.



The MecDragon (formerly known as D. Machin) is no longer in just the Giant of Babil (or else Kain could never fight it) but is the 1/64 chance in the area outside of Baron (and yet I've Still run into it three times) and will likely need a Siren to locate. It teaches the powerful Lancet skill which will turn Kain's ordinary attack into a Drain attack, restoring half of the damage that he inflicted.



Finally the Red Dragon can also be found not just in the Lunar Subterrane but on the Moon's Surface itself, and the Red Dragon gives the mighty Sky Rave skill, which is a powerful Holy and Air elemental attack on all foes.





The other Dragons teach White Magic and are merely meant to supplement Kain where as the Five Main Dragons all are given ample opportunity to challenge.

Green D. - Teaches Blink (Underworld/Tower of Babil 2)
Silver D.- Teaches Esuna (Lunar Subterrane)
Yellow D.- Teaches Haste (Underworld (3-Step Peninsula)) - Siren, likely
Wyvern   - Teaches White (Boss)
Blue D.  - Teaches Bersk (Lunar Subterrane)
Gold D.  - Teaches Slow  (Lunar Subterrane)
Clapper  - Teaches Charm (Cave of Summon Monsters)
Pale Dim - Teaches Exit   (Boss)

And here is the code (much of the looping and spell section credit goes to Chillyfeez!)

With this the Final Five are finalized. I can give Advance to Cid, but I'm not sure what I want done with Yang... His skills are only marginally useful and a whole skillset doesn't really fit the character. I might be able to make Gird to be more effective than it currently is (right now its awful) Focus is virtually untouchable (other than those Stupid /2 Defenses while Charging!) and Kick could take Elemental Weapons into account. Dark Wave will likely use a spell rather than its ordinary "go to kick" end to its formula. Cry and Boast are still up in the air and Regen will hopefully be made into a spell rather than a full command (Regen should have been a spell in the first place...)

Dragon Speech

Code: [Select]
$03/EA1A AD 40 27 LDA $2740  [$7E:2740] A:0003 X:000E Y:0000 P:envMxdizc - Load Target's Creature Type into A.
$03/EA1D C9 01 CMP #$01 A:0000 X:000E Y:0000 P:envMxdiZc - Is it Dragon?
$03/EA1F F0 01 BEQ $01    [$EA22] A:0000 X:000E Y:0000 P:eNvMxdizc - If so, branch past here.
$03/EA21 60 RTS A:0000 X:000E Y:0000 P:eNvMxdizc - Return
-------------------------------------------------------------------------------------------
$03/EA22 AD 06 27 LDA $2706  [$7E:2706] A:0001 X:000E Y:0000 P:envMxdiZC - Load Target's Status Byte 4 into A.
$03/EA25 C9 01 CMP #$01 A:0000 X:000E Y:0000 P:envMxdiZC - Are they in Critical?
$03/EA27 F0 07 BEQ $07    [$EA30] A:0000 X:000E Y:0000 P:eNvMxdizc - If so, branch to Dragon Identifier.
$03/EA29 A9 07 LDA #$07 A:0000 X:000E Y:0000 P:eNvMxdizc - Load Message 07 into A (The Dragon is Prideful!)
$03/EA2B 8D CA 34 STA $34CA  [$7E:34CA] A:0007 X:000E Y:0000 P:envMxdizc - Message Data.
$03/EA2E 80 7E BRA $7E    [$EAAE] A:0007 X:000E Y:0000 P:envMxdizc - Branch to Message Jump
-------------------------------------------------------------------------------------------------
$03/EA30 AD AD 29 LDA $29AD  [$7E:29AD] A:0000 X:000E Y:0000 P:envMxdiZC - Load Monster Type 1 into A.
$03/EA33 C9 6F CMP #$6F A:006F X:000E Y:0000 P:envMxdizC - Is it Wind Dragon?
$03/EA35 D0 04 BNE $04    [$EA3B] A:006F X:000E Y:0000 P:envMxdiZC - If not, jump to next Dragon check.
$03/EA37 A9 1C LDA #$1C A:006F X:000E Y:0000 P:envMxdiZC - Load Reis' Wind into A.
$03/EA39 80 45 BRA $45    [$EA80] A:001C X:000E Y:0000 P:envMxdizC - Branch to Spell Finding Routine
--------------------------------------------------------------------------------------------------
$03/EA3B C9 50 CMP #$50 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Is it Sol Dragon?
$03/EA3D D0 04 BNE $04    [$EA43] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA3F A9 27 LDA #$27 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Cyclone into A.
$03/EA41 80 3D BRA $3D    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
--------------------------------------------------------------------------------------------------------
$03/EA43 C9 48 CMP #$48 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Is it Great Dragon?
$03/EA45 D0 04 BNE $04    [$EA4B] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA47 A9 40 LDA #$40 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Dragon Breath into A.
$03/EA49 80 35 BRA $35    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
--------------------------------------------------------------------------------------------------------
$03/EA4B C9 6E CMP #$6E A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Is it MecDragon?
$03/EA4D D0 04 BNE $04    [$EA53] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA4F A9 41 LDA #$41 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Lancet into A.
$03/EA51 80 2D BRA $2D    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
-------------------------------------------------------------------------------------------------------
$03/EA53 C9 9F CMP #$9F A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc  - Is it Red Dragon?
$03/EA55 D0 04 BNE $04    [$EA5B] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA57 A9 46 LDA #$46 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Sky Rave into A.
$03/EA59 80 25 BRA $25    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
---------------------------------------------------------------------------------------------------------------
$03/EA5B C9 85 CMP #$85 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Is it Green Dragon?
$03/EA5D D0 04 BNE $04    [$EA63] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA5F A9 04 LDA #$04 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Blink into A.
$03/EA61 80 1D BRA $1D    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
-----------------------------------------------------------------------------------------------------------------------------
$03/EA63 C9 8C CMP #$8C A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Is it Silver Dragon?
$03/EA65 D0 04 BNE $04    [$EA6B] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA67 A9 12 LDA #$12 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Esuna into A.
$03/EA69 80 15 BRA $15    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
-------------------------------------------------------------------------------------------------------------------------------
$03/EA6B C9 8D CMP #$8D A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Is it Yellow Dragon?
$03/EA6D D0 04 BNE $04    [$EA73] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA6F A9 08 LDA #$08 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Haste into A.
$03/EA71 80 0D BRA $0D    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
-------------------------------------------------------------------------------------------------------------------
$03/EA73 C9 9B CMP #$9B A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Is it Blue Dragon?
$03/EA75 D0 04 BNE $04    [$EA7B] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - If not, jump to next Dragon Check.
$03/EA77 A9 09 LDA #$09 A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Bersk into A.
$03/EA79 80 05 BRA $05    [$EA80] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Branch to Spell Finding Routine.
--------------------------------------------------------------------------------------------------------------------
$03/EA7B AD 02 27 LDA $2702  [$04:2702] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Load Dragon's Level into A.
$03/EA7E E9 4B SBC #$4B A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Subtract 75 from Level (becomes the spell you will learn)
-----------------------------------------------------------------------------------------------------------
$03/EA80 48 PHA A:001C X:000E Y:0000 P:envMxdizC - Push A onto Stack (to retrieve later)
$03/EA81 A2 00 00 LDX #$0000 A:001C X:000E Y:0000 P:envMxdizC - Load 0000 into X.
--------------------------------------------------------------(Looping Point)-----------------------------------------------------
$03/EA84 DD 50 16 CMP $1650,x[$7E:1650] A:001C X:0000 Y:0000 P:envMxdiZC - Compare the first byte in FuSoYa's White Spell Book with A +X
$03/EA87 F0 29 BEQ $29    [$EAB2] A:001C X:0000 Y:0000 P:envMxdiZC  - If they are equal (meaning the spell is already known) branch to end.
$03/EA89 E8 INX A:001C X:0000 Y:0000 P:envMxdizC - +1 to X.
$03/EA8A E0 18 00 CPX #$0018 A:001C X:0001 Y:0000 P:envMxdizC - Has it checked through the entire spell book? (24 slots)
$03/EA8D D0 F5 BNE $F5    [$EA84] A:001C X:0001 Y:0000 P:eNvMxdizc - If not loop back to checking.
------------------------------------------------------------------------------------------------------
$03/EA8F A2 00 00 LDX #$0000 A:001C X:0018 Y:0000 P:envMxdiZC - Load 0000 into X.
------------------------------------------------(Looping Point)------------------------------------------------------------------
$03/EA92 BD 50 16 LDA $1650,x[$7E:1650] A:001C X:0000 Y:0000 P:envMxdiZC - Load FuSoYa's White Spell Book Slot 1 into A.
$03/EA95 F0 03 BEQ $03    [$EA9A] A:0000 X:0000 Y:0000 P:envMxdiZC - Branch if 00 is found (free space)
----------------------------------------------------------------------------------------------------------------------------------
$03/EA97 E8 INX A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - +1 to .
$03/EA98 80 F8 BRA $F8    [$EA92] A:0501 X:05B0 Y:BDB2 P:eNvMxdIzc - Loop back if it is not found.
-------------------------------------------------------------------------------------------------------------
$03/EA9A 68 PLA A:0000 X:0000 Y:0000 P:envMxdiZC - Pull A from Stack.
$03/EA9B 9D 50 16 STA $1650,x[$7E:1650] A:001C X:0000 Y:0000 P:envMxdizC - Store A in Spell Book.
$03/EA9E 8D 9A 35 STA $359A  [$7E:359A] A:001C X:0000 Y:0000 P:envMxdizC - Store A Message
$03/EAA1 A9 92 LDA #$92 A:001C X:0000 Y:0000 P:envMxdizC - Load Retreat into A.
$03/EAA3 8D D2 26 STA $26D2  [$7E:26D2] A:0092 X:0000 Y:0000 P:eNvMxdizC - Store A in Next Action to Take.
$03/EAA6 20 3E CD JSR $CD3E  [$03:CD3E] A:0092 X:0000 Y:0000 P:eNvMxdizC - Jump to Magic Routine.
$03/EAA9 A9 08 LDA #$08 A:0080 X:0680 Y:001A P:eNvMxdizC - Load Message 08 (The Dragon shares its wisdom)
$03/EAAB 8D CA 34 STA $34CA  [$7E:34CA] A:0008 X:0680 Y:001A P:envMxdizC - Load it into Message Area,
------------------------------------------------------------------------------------------------------------
$03/EAAE 20 A6 85 JSR $85A6  [$03:85A6] A:0007 X:000E Y:0000 P:envMx - Jump to Message Input
$03/EAB1 60 RTS A:0003 X:000E Y:0000 P:envMxdizc - Return
------------------------------------------------------------------------------------------------------------------
$03/EAB2 68 PLA A:001C X:0000 Y:0000 P:envMxdiZC - Pull A from Stack.
$03/EAB3 A9 92 LDA #$92 A:001C X:0000 Y:0000 P:envMxdizC - Load Retreat into A.
$03/EAB5 8D D2 26 STA $26D2  [$7E:26D2] A:0092 X:0000 Y:0000 P:eNvMxdizC - Store A in Caster's Next Action.
$03/EAB8 4C 3E CD JMP $CD3E  [$03:CD3E] A:0092 X:0000 Y:0000 P:eNvMxdizC - Jump and stay with Magic Routine.
-----------------------------------------------------------------------------------------------------------------------

And there you go. If I were more clever I could have put even more dealings into that Level Algorithm, but I thought of it fairly late in the process when I was strapped for bytes.

Things you can expect in this patch -

New Foes in various areas. Refer to above for locations.

A completely new and unique way for Kain to learn Spells.

Several enemies and bosses received minor changes to compensate the new skills and what was replaced in order for them.

All characters lost Venom and Weak/Gale and Edge lost Image.

FuSoYa and Tellah share the same spell sets.

Kain will gain MP up until Level 40.

With all of this in mind, I hope you enjoy the patch!



« Last Edit: January 21, 2014, 02:02:39 PM by Grimoire LD »

chillyfeez

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Ah, after sharpening your claws on some other-FF rewrites, now your truly creative side starts to show. This is all really cool!
One question... what's the three step peninsula?

Grimoire LD

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Thanks Chillyfeez! Ideas like this come few and far between for me unfortunately. I can't think of anything else that is this far off the beaten path to attempt to implement.

The Three-Step Peninsula is...



This small little area is home to normally three monsters that you cannot find anywhere else in the game. Glomwing, Gorgon, and Tarantla.

I took those three monsters (On second thought I don't know Why, there's more than enough Dummy's to use) and turned them into the three new Dragons. The Yellow Dragon can only be located here as well (Outside of a Treasure Chest which holds one) at a 1/64 chance.

I don't know Why Square decided to waste three good monster slots on a Literally Three Step Area, but eh, that's Square logic for you, I believe that the Underworld was likely meant to be larger at one point and the "Three Step" encounters is probably a remnant of the monsters you were going to fight in this expanded area.

chillyfeez

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Huh... I was completely unaware of the Three Step Peninsula.
But, yeah, Square does that a lot, though... there's the Island Closest to Heaven/Hell in viii, the Goblin island in vii, several rare monsters on small islands in ix (though ix sort of encourages you to explore small islands), and I don't remember specifics, but I think there are some rare monsters only appearing in some specific parts of the ocean that can only be encountered while riding the ship in v.

Isn't the yellow dragon a rare encounter on one floor in bab-il? I think after you fall through the trap door in the crystal room?
 :edit: No. I was thinking of the Green Dragon. Sorry.
« Last Edit: January 21, 2014, 07:50:50 PM by chillyfeez »

Grimoire LD

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I thought so too, but when I looked in the data and rechecked with the reference site, I didn't see any reference. I do believe though that the Yellow Dragon is an enemy in a chest in the Tower of Babil, which is probably why my memory told me that he was encounterable normally in the Tower of Babil.

The Green Dragon however is all over the Tower of Babil Revisited (as a rare encounter), which has the same graphic as the Yellow Dragon. Which probably also threw me off.

So I decided to take a closer look at the Damage and Healing Spell Routines, because I never actually copied them since Yousei did it long ago, I didn't think too much of them, but now I'm starting to think that I can make an "Item Lore" function from them...

(Heavily borrowed from Yousei's notes, but this is for 1.1 and cuts down on that confusion and is easier for me to make use of)
Damaging Spells

Code: [Select]
$03/D388 20 FD E0 JSR $E0FD  [$00:E0FD] A:0001 X:0100 Y:1A35 P:envMxdIzC - Jump to Elemental Determination
$03/D38B AD FE 38 LDA $38FE  [$00:38FE] A:0001 X:0100 Y:1A35 P:envMxdIzC - Load Result.
$03/D38E 10 08 BPL $08    [$D398] A:0001 X:0100 Y:1A35 P:envMxdIzC - If it is positive branch to rest of routine.
$03/D390 29 7F AND #$7F A:0001 X:0100 Y:1A35 P:envMxdIzC - Get rid of the negative amounts.
$03/D392 8D FE 38 STA $38FE  [$00:38FE] A:0001 X:0100 Y:1A35 P:envMxdIzC - Store A in 7E38FE.
$03/D395 4C 26 D4 JMP $D426  [$00:D426] A:0001 X:0100 Y:1A35 P:envMxdIzC - Jump to Healing Routine
------------------------------------------------------------------------------------------
$03/D398 20 30 E1 JSR $E130  [$00:E130] A:0001 X:0100 Y:1A35 P:envMxdIzC - Jump to Weakness Subroutine
-----------------------------------------------------------------------------------------------
$03/D39B AD 04 27 LDA $2704  [$00:2704] A:0001 X:0100 Y:1A35 P:envMxdIzC - Load Target's Status Byte 2.
$03/D39E 29 40 AND #$40 A:0001 X:0100 Y:1A35 P:envMxdIzC - Is it Floating?
$03/D3A0 F0 1C BEQ $1C    [$D3BE] A:0001 X:0100 Y:1A35 P:envMxdIzC - If not, branch to Damage Determination.
--------------------------------------------------------------------------------
$03/D3A2 AD 2A 35 LDA $352A  [$00:352A] A:0001 X:0100 Y:1A35 P:envMxdIzC - Was an Item used?
$03/D3A5 D0 10 BNE $10    [$D3B7] A:0001 X:0100 Y:1A35 P:envMxdIzC - If so branch to Quake Drum check.
---------------------------------------------------------------------------
$03/D3A7 AD D2 26 LDA $26D2  [$00:26D2] A:0001 X:0100 Y:1A35 P:envMxdIzC - Load Caster's Action Taken.
$03/D3AA C9 28 CMP #$28 A:0001 X:0100 Y:1A35 P:envMxdIzC - Is it Quake?
$03/D3AC F0 13 BEQ $13    [$D3C1] A:0001 X:0100 Y:1A35 P:envMxdIzC - If so branch to End.
-----------------------------------------------------------------------------------------------------------------------------------------
$03/D3AE C9 55 CMP #$55 A:0001 X:0100 Y:1A35 P:envMxdIzC - Is it Titan?
$03/D3B0 F0 0F BEQ $0F    [$D3C1] A:0001 X:0100 Y:1A35 P:envMxdIzC - If so branch to end.
--------------------------------------------------------------------------------------------------------------------------------------
$03/D3B2 C9 A1 CMP #$A1 A:0001 X:0100 Y:1A35 P:envMxdIzC - Is it (Enemy) Quake?
$03/D3B4 D0 08 BNE $08    [$D3BE] A:0001 X:0100 Y:1A35 P:envMxdIzC - If not branch to Damage Determination.
$03/D3B6 60 RTS A:0001 X:0100 Y:1A35 P:envMxdIzC - Return
--------------------------------------------------------------------------------------------------------------------------
$03/D3B7 AD D2 26 LDA $26D2  [$00:26D2] A:0001 X:0100 Y:1A35 P:envMxdIzC - Load Caster's Action taken.
$03/D3BA C9 C7 CMP #$C7 A:0001 X:0100 Y:1A35 P:envMxdIzC - Is it Quake Drum?
$03/D3BC F0 03 BEQ $03    [$D3C1] A:0001 X:0100 Y:1A35 P:envMxdIzC - If so branch to End.
$03/D3BE 20 AF C9 JSR $C9AF  [$00:C9AF] A:0001 X:0100 Y:1A35 P:envMxdIzC - Damage Determination.
$03/D3C1 60 RTS A:0001 X:0100 Y:1A35 P:envMxdIzC - Return

I'm wondering if I can use that Item check in sacrificing the Gaia Drum (small loss) and  Titan's float check to look at Item-Character Parameter-x2 to Damage Tally. I think it may be worth the sacrifice.

Item Lore?
Code: [Select]
$03/D39B AD 2A 35 LDA $352A  [$00:352A] A:0002 X:004B Y:0000 P:envMxdizc - Was an Item used?
$03/D39E D0 13 BNE $13    [$D3B3] A:0002 X:004B Y:0000 P:envMxdizc - If so, branch to Item Section.
--------------------------------------------------------------------------------------------------------------------------------------
$03/D3A0 AD 04 27 LDA $2704  [$00:2704] A:0002 X:004B Y:0000 P:envMxdizc - Load Target's Status Byte 02.
$03/D3A3 29 40 AND #$40 A:0002 X:004B Y:0000 P:envMxdizc - Is it Float?
$03/D3A5 F0 17 BEQ $17   [$D3BE] A:0002 X:004B Y:0000 P:envMxdizc - If not branch to Damage Determination
----------------------------------------------------------------------------------------------------------------------------------.
$03/D3A7 AD D2 26 LDA $26D2  [$00:26D2] A:0002 X:004B Y:0000 P:envMxdizc - Load Caster's Action into A.
$03/D3AA C9 28 CMP #$28 A:0002 X:004B Y:0000 P:envMxdizc - Is it Quake?
$03/D3AC F0 13 BEQ $13    [$D3C1] A:0002 X:004B Y:0000 P:envMxdizc - If so branch to End.
$03/D3AE C9 A1 CMP #$A1 A:0002 X:004B Y:0000 P:envMxdizc - Is it (Enemy) Quake? -
$03/D3B0 D0 0C BNE $0C   [$D3EB] A:0002 X:004B Y:0000 P:envMxdizc - If not, branch to Damage
$03/D3B2 60 RTS A:0002 X:004B Y:0000 P:envMxdizc - Return
$03/D3B3 AD B0 26 LDA $26B0  [$00:26B0] A:0002 X:004B Y:0000 P:envMxdizc - Load Caster's Helmet into A.
$03/D3B6 C9 78 CMP #$78 A:0002 X:004B Y:0000 P:envMxdizc - Is it Leather Cap? (Scholar's Cap for me)
$03/D3B8 D0 05 BNE $04    [$D3BE] A:0002 X:004B Y:0000 P:envMxdizc - Branch if it is not to Damage Determination.
$03/D3BA 0E FE 38 ASL $38FE  [$00:38FE] A:0002 X:004B Y:0000 P:envMxdizc - x2 the Value in Damage Defining Fields
$03/D3BD EA NOP A:0002 X:004B Y:0000 P:envMxdizc - Space waster for the original code.
$03/D3BE 20 AF C9 JSR $C9AF  [$00:C9AF] A:0002 X:004B Y:0000 P:envMxdizc - Jump to Damage Routine.
$03/D3C1 60 RTS A:0002 X:004B Y:0000 P:envMxdizc - Return

And it works flawlessly!




Observe Cecil's damage, 100-120 with a Lit-1 Item


Now look at Palom's damage and notice that it is roughly twice of that.

In essence I succeeded in making Item Lore! Now that I have something in particular for Scholar, lets go with classic Chemist and see if I can't give them their version of Item Lore, also called "Alchemy".

Now let's take a look at the Healing Formula...

Curing Routine (Borrowed from Yousei's notes with 1.1 definitions)

Code: [Select]
$03/D41C AD 40 27 LDA $2740  [$7E:2740] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Load Target's Creature Type into A.
$03/D41F 29 80 AND #$80 A:00F0 X:01C3 Y:4510 P:envMxdIzc - Is it Zombie?
$03/D421 F0 03 BEQ $03    [$D426] A:00F0 X:01C3 Y:4510 P:envMxdIzc - If not branch to 03D421
-------------------------------------------------------------------------------------------------------------------------------
$03/D423 4C BE D3 JMP $D3BE  [$02:D3BE] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Jump to Damage Determination
------------------------------------------------------------------------------------------------------------------------------------------
$03/D426 AD 2A 35 LDA $352A  [$7E:352A] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Was an Item used?
$03/D429 D0 1E BNE $1E    [$D449] A:00F0 X:01C3 Y:4510 P:envMxdIzc - If so skip the Cure 4 check.
-------------------------------------------------------------------------------------------------------------------------------------------
$03/D42B AD D2 26 LDA $26D2  [$7E:26D2] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Load Caster's Action into A.
$03/D42E C9 11 CMP #$11 A:00F0 X:01C3 Y:4510 P:envMxdIzc - Is it Cure 4?
$03/D430 D0 17 BNE $17    [$D449] A:00F0 X:01C3 Y:4510 P:envMxdIzc - If not branch to Healing Routine.
-----------------------------------------------------------------------------------------------------------------------------------------------------
$03/D432 AD 06 39 LDA $3906  [$7E:3906] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Load Number of Targets.
$03/D435 C9 01 CMP #$01 A:00F0 X:01C3 Y:4510 P:envMxdIzc - Is it 01?
$03/D437 D0 10 BNE $10    [$D449] A:00F0 X:01C3 Y:4510 P:envMxdIzc  - If not branch to Healing Routine.
------------------------------------------------------------------------------------------------------------------------------------------
$03/D439 C2 20 REP #$20 A:00F0 X:01C3 Y:4510 P:envMxdIzc - Make A support two bytes.
$03/D43B 38 SEC A:00F0 X:01C3 Y:4510 P:envmxdIzc - Set Carry Flag.
$03/D43C AD 09 27 LDA $2709  [$7E:2709] A:00F0 X:01C3 Y:4510 P:envmxdIzc - Load Target's Max HP into A.
$03/D43F ED 07 27 SBC $2707  [$7E:2707] A:00F0 X:01C3 Y:4510 P:envmxdIzc - Subtract it from Target's Current HP.
$03/D442 85 A4 STA $A4    [$00:00A4] A:00F0 X:01C3 Y:4510 P:envmxdIzc - Store  A in A4. (Yousei explained it well...) ";damage done to target = target's max HP target's ;current HP"
$03/D444 7B  TDC A:00F0 X:01C3 Y:4510 P:envmxdIzc - Clear A.
$03/D445 E2 20 SEP #$20 A:00F0 X:01C3 Y:4510 P:envmxdIzc - Set A back to one byte.
$03/D447 80 03 BRA $03    [$D44C] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Branch to special portion.
$03/D449 20 AF C9 JSR $C9AF  [$02:C9AF] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Jump to Healing Routine/Damage Determination.
$03/D44C A5 A5 LDA $A5    [$00:00A5] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Load A5 into A.
$03/D44E 09 80 ORA #$80 A:00F0 X:01C3 Y:4510 P:envMxdIzc - Add an 80 (Heal Flag) if not already done so.
$03/D450 85 A5 STA $A5    [$00:00A5] A:00F0 X:01C3 Y:4510 P:envMxdIzc - Store A in A5.
$03/D452 60 RTS A:00F0 X:01C3 Y:4510 P:envMxdIzc - Return.

Hmm, the obvious code to look at and get rid of is the Cure 4 check. I don't think it's necessary by any means. But will it give me enough space? There is already an item check for... some reason. Unless someone were to give the Silver Staff a Healing Spell (which it doesn't have), it was superfluous in the first place, which I can use to link to the Cure 4 code and have other things skip by it. Basically this one is all but wrapped in a bow for me.

Well... that didn't take long at all. Good bye Cure 4 Check and hello Ring-Dependent Alchemy!

Now this is full of redundant and old code, that I didn't want to touch as there was no need for my purposes. I have it working exactly as I had hoped.

Code: [Select]
$03/D426 AD 2A 35 LDA $352A  [$7E:352A] A:00F0 X:01C2 Y:4510 P:eNvMxdIzc - Is it an Item?
$03/D429 F0 1E BEQ $1E    [$D449] A:00F0 X:01C2 Y:4510 P:eNvMxdIzc - If not branch to Healing Routine.
$03/D42B AD B2 26 LDA $26B2  [$7E:26B2] A:00F0 X:01C2 Y:4510 P:eNvMxdIzc - Load Gauntlet into A.
$03/D42E C9 AF CMP #$AF A:00F0 X:01C2 Y:4510 P:eNvMxdIzc - Is it the Chemist Gloves? (Cursed Ring)
$03/D430 D0 17 BNE $17    [$D449] A:00F0 X:01C2 Y:4510 P:eNvMxdIzc - If not, branch to Damage routine.
$03/D432 0E FE 38 ASL $38FE  [$7E:38FE] A:00F0 X:01C2 Y:4510 P:eNvMxdIzc - x2 Damage/Healing Field.
$03/D435 C9 06 CMP #$06 A:00F0 X:01C2 Y:4510 P:eNvMxdIzc - Remnant.
$03/D437 D0 10 BNE $10    [$D449] A:009D X:0004 Y:0000 P:eNvMxdizC - Leads to final calculation.


When Rosa uses an Item she only heals the normal amount.



But when someone with the right Accessory uses it, the healing done is doubled!
And in one fell swoop, with a little bit of research I accomplish both of my goals. Item Lore/Alchemy is complete!

This should increase the use of Battle Items while also making a chosen character better for using healing items.

So my Scholar Class (should I ever make one) could have... Piercing Sight, Black and White Magic, and (Default class specialty, not a command) Item Lore. Not a bad skillset all things considered.
« Last Edit: January 21, 2014, 08:29:31 PM by Grimoire LD »

Grimoire LD

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Well this "hack" is right up there with changing Search to Taunt.

Damage, Status (Unused) to Regen

$03/DD92   20 FA E3   JSR $E3FA  [$03:E3FA]   A:0003   X:0050   Y:FFFF   P:envMxdizc

In addition I changed the healing of Regen to be less static, instead it recovers HP equal to the Caster's Will. It still makes little sense to me why they chose to make this into a command rather than a Spell because... it works perfectly fine As a spell.

$03/E3FD   AE 98 26   LDX $2698  [$7E:2698]   A:0003   X:0050   Y:0000   P:envMxdizc


LordGarmonde

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In addition I changed the healing of Regen to be less static, instead it recovers HP equal to the Caster's Will. It still makes little sense to me why they chose to make this into a command rather than a Spell because... it works perfectly fine As a spell.

I can't figure out why they would think to lock-up FuSoYa while using it. Fortunately the fix for that is just one toggle away in FF4kster  :wink:

Well this "hack" is right up there with changing Search to Taunt.

- Love it! :childish:
"Now I know; and knowing makes it even more confusing..."

Grimoire LD

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Well this next post is small, and more for my own purposes. I wanted to make Cid use a "Mechanize" skill that would turn his foes into Robots and while everything looked fine on the surface I couldn't get it to actually "stick" to enemies (despite being put into their temporary stats, it isn't carried out of it) so I thought to look at something that would fit with Cid's character, but effect him. Then I thought to take the idea presented in FFIV DS of "Upgrade" where it uses an elemental item to apply that element to the weapon, and use it in a different manner.

This instead is called "Coat Hammer". If the first item in your inventory is Maiden's Kiss, Echo Herb, Dwarf Bread, Eyedrops, or Antidote, the status it would cure is applied to Cid's Weapon. So say you have an Antidote as the item in the first slot, this would put Poison on Cid's Weapon. It also uses the item, but in this a glitch appeared that I cannot figure out... though the item decrements correctly, it still looks to have its original value until used or moved.

This routine also makes an exception for when you have 1 Item left and that's to end the routine.

Now I am not feeling all that well today so this code is a little sloppier than I ordinarily produce, however it works fine. You can tell it worked when a cloud of smoke is shown around Cid (to symbolize him "working" on something.) And it fails when no cloud of smoke appears.

This gives an added use to Status Healing Items and can make Cid into a fairly versatile character.

I thought this a neat way to show him as an Engineer and as a fairly knowledgeable fellow in a different way from Item Lord.

The lost command was Cry this time.

Code: [Select]
$03/EAE0 4C CF FF JMP $FFCF  [$02:FFCF] A:00F0 X:01CF Y:0010 P:eNvMxdIzc  - New Jump Point (used by later in Routine)
------------------------------------------------------------------------------------------------------------------------------------------------
$03/EAE6 A6 A6 LDX $A6    [$00:00A6] A:004A X:000D Y:012D P:envMxdIzc - Load Slot of User.
$03/EAE8 AD 1C 32 LDA $321C  [$7E:321C] A:004A X:000D Y:012D P:envMxdIzc - Load First Item Quantity into A.
$03/EAEB C9 02 CMP #$02 A:004A X:000D Y:012D P:envMxdIzc - Is there two or more?
$03/EAED B0 01 BCS $01    [$EAF0] A:004A X:000D Y:012D P:envMxdIzc - If so skip past the Return
----------------------------------------------------------------------------------------------------------------------------------
$03/EAEF 60 RTS A:004A X:000D Y:012D P:envMxdIzc - Return
--------------------------------------------------------------------------------------------------------------------------------------
$03/EAF0 AD 1B 32 LDA $321B  [$7E:321B] A:004A X:000D Y:012D P:envMxdIzc - Load First Item into A.
$03/EAF3 C9 D6 CMP #$D6 A:004A X:000D Y:012D P:envMxdIzc - Is it Maiden's Kiss?
$03/EAF5 D0 04 BNE $04    [$EAFB] A:004A X:000D Y:012D P:envMxdIzc - If not, branch to next check.
$03/EAF7 A9 20 LDA #$20 A:004A X:000D Y:012D P:envMxdIzc  - Load 20 into A (Frog)
$03/EAF9 80 1E BRA $1E    [$EB19] A:004A X:000D Y:012D P:envMxdIzc - Branch to Status Storing.
--------------------------------------------------------------------------------------------------------------------------------------
$03/EAFB C9 D7 CMP #$D7 A:004A X:000D Y:012D P:envMxdIzc - Is it Dwarf's Bread?
$03/EAFD D0 04 BNE $04    [$EB03] A:004A X:000D Y:012D P:envMxdIzc - If not, branch to next check.
$03/EAFF A9 10 LDA #$10 A:004A X:000D Y:012D P:envMxdIzc - Load 10 into A (Mini)
$03/EB01 80 16 BRA $16    [$EB19] A:004A X:000D Y:012D P:envMxdIzc - Branch to Status Storing.
-------------------------------------------------------------------------------------------------------------------------------------
$03/EB03 C9 D9 CMP #$D9 A:004A X:000D Y:012D P:envMxdIzc - Is it EchoHerb?
$03/EB05 D0 04 BNE $04    [$EB0B] A:004A X:000D Y:012D P:envMxdIzc - If not, branch to next check.
$03/EB07 A9 04 LDA #$04 A:004A X:000D Y:012D P:envMxdIzc - Load 04 into A (Silence)
$03/EB09 80 0E BRA $0E    [$EB19] A:004A X:000D Y:012D P:envMxdIzc - Branch to Status Storing.
-------------------------------------------------------------------------------------------------------------------------------------------------
$03/EB0B C9 DA CMP #$DA A:004A X:000D Y:012D P:envMxdIzc - Is it Eyedrops?
$03/EB0D D0 04 BNE $04    [$EB13] A:004A X:000D Y:012D P:envMxdIzc - If not, branch to next check.
$03/EB0F A9 02 LDA #$02 A:004A X:000D Y:012D P:envMxdIzc - Load 02 into A (Bliind)
$03/EB11 80 06 BRA $06    [$EB19] A:004A X:000D Y:012D P:envMxdIzc - Branch to Status Storing.
-----------------------------------------------------------------------------------------------------------------------------------------------------
$03/EB13 C9 DB CMP #$DB A:004A X:000D Y:012D P:envMxdIzc - Is it Antidote?
$03/EB15 D0 C9 BNE $C9    [$EAE0] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - If none of the current items match, Branch back to new Jump. (Covered Below)
----------------------------------------------------------------------------
$03/EAE0 4C CF FF JMP $FFCF  [$02:FFCF] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - (New Coat Weapon Area)
$03/EB17 A9 01 LDA #$01 A:004A X:000D Y:012D P:envMxdIzc - Load 01 into A (Poison)
-------------------------------------------------------------------------------------------------------------------------------------------------------
$03/EB19 9D 1E 20 STA $201E,x[$7E:202B] A:004A X:000D Y:012D P:envMxdIzc - Store A in Attack Status 1.
$03/EB1C CE 1C 32 DEC $321C  [$7E:321C] A:004A X:000D Y:012D P:envMxdIzc - Subtract 1 from Item Quantity.
-----------------------------------
(New Section - using a copy of the data in Item Master's code to load the item, subtract it by 1, and save it back.)
$03/EB1F A9 45 LDA #$45 A:004A X:000D Y:012D P:envMxdIzc - Load Smoke's Graphic into A.
$03/EB21 8D C5 33 STA $33C5  [$7E:33C5] A:004A X:000D Y:012D P:envMxdIzc - Store A in Audiovisual Cue.
$03/EB24 60 RTS A:004A X:000D Y:012D P:envMxdIzc - Return.

Extra Functionality for Coat Weapon
Code: [Select]
$03/FFCF C9 B8 CMP #$B8 A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Is the Item VampFang?
$03/FFD1 D0 07 BNE $07    [$FFDA] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - If not branch to Carrot/Greens Check.
----------------------------------------------------------------------------------------------------------------------------------
$03/FFD3 A9 40 LDA #$40 A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Load 40 (Drain) into A.
$03/FFD5 9D 19 20 STA $2019,x[$7E:21E8] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Store A in Weapon Elemental.
$03/FFD8 80 08 BRA $08    [$FFE2] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Branch to Jump back to normal routine.
-----------------------------------------------------------------------------------------------------------------------------------
$03/FFDA C9 EB CMP #$EB A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Is the Item Carrot/Greens?
$03/FFDC D0 08 BNE $08    [$FFE6] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - If not, branch to End.
$03/FFDE A9 FF LDA #$FF A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Load FF into A (255 Accuracy)
$03/FFE0 9D 1C 20 STA $201C,x[$7E:21EB] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Store A in Physical Accuracy.
$03/FFE3 4C 1C EB JMP $EB1C  [$02:EB1C] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Jump back to normal Routine.
$03/FFE6 60 RTS A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Return Out of Routine.


 :edit: 2/5/2014 Added a fix for the Coat Hammer skill to properly decrement an item.

 :edit: 7/27/2014 Added a new functionality which looks at the Drain Item and the Gysahl Greens Item (changed for my purposes)

Because Whistles (10 GP in every store) have replaced all need of the Big Chocobo spots, Gysahl Green/Carrots in my hack are being turned into Homing Devices (Wrench)Homing. This will give Cid 255 Accuracy for the rest of the battle as long as he doesn't switch his weapons. This combined with the innate power of the other Coat Hammer statuses can be a powerful combination. As this should guarantee that each hit will 100% apply the status.
« Last Edit: July 27, 2014, 09:18:46 PM by Grimoire LD »