øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=135e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcf20-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcf20-3.html.zx½åg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈàÑìOKtext/htmlISO-8859-1gzip@øÕÑìÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:08 GMT0ó°° ®0®P®€§²ð®¼åg^ÿÿÿÿÿÿÿÿÄÑì Show Posts - chillyfeez

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Messages - chillyfeez

136
Do we know yet how in-game map edits work?  I'm referring to the Mist earthquake, Agart, etc.  Things that modify the overworld.

Yeah, I researched that a while ago and detailed how to manipulate it here:
http://slickproductions.org/forum/index.php?topic=1930.msg20787#msg20787

Can't be done with FF4kster ATM, but it can be done.

 :edit:
Oh, right, I figured out a faster and easier way after that:
http://slickproductions.org/forum/index.php?topic=1930.msg20797#msg20797

137
Are those two of the 3BPP monster images you mentioned from FFV?

138
Multiple. That's one of the advantages of Sing (in my hack, at least). The spell is picked at (semi-) random, but it costs no MP and affects all enemies.

139
Final Fantasy IV Research & Development / Re: AI Frustrations
« on: July 29, 2016, 10:04:08 PM »
Yeah, in order to conserve space, if you make one change in one AI routine, FF4kster will automatically change the location and pointers for everything that might be affected by the loss or gain of space in that one routine. Believe it or not, FF4kster is being helpful in that respect. But the AI system is overly complicated, so for what you're trying to do, it's unfortunately making things more difficult to un-complicate...

140
Final Fantasy IV Research & Development / Re: AI Frustrations
« on: July 27, 2016, 07:41:51 PM »
Ah! Got it!

The moon only has 90 valid scripts, so anything above 90 will cause a crash.

Have I directed you yet to this thread? Grimoire found some entirely unused scripts, so instead of stealing from another monster, you can actually use one of those if you want to.

141
Final Fantasy IV Research & Development / Re: AI Frustrations
« on: July 26, 2016, 10:17:05 PM »
Cecil striking a victory pose and the game crashing is symptomatic of the AI not being programmed right.

Regarding the second part... Was the monster that you took over to make this boss a moon monster? If not, then FF4kster may be assuming it's a non-moon monster and thus displaying the wrong AI.

I might be better able to help if I saw some screenshots of what you're doing in FF4kster.

AI is by far the most bass-ackwards system in FFIV, so frustration is totally normal. You'll probably have to learn a lot through trial and error before it all starts really making sense.

142
Final Fantasy IV Research & Development / Re: Item descriptions
« on: July 25, 2016, 08:43:09 PM »
Right. Yeah. Good call.

If applying this patch to any ROM that isn't Namingway Edition...
Before applying the patch, open your ROM in FF4kster and change all of the item descriptions to "1, 2, 3...60" (there are 60 altogether).
Then, assign them all to the items in order, beginning with the bomb fragment (item B0) (weapons and armor can't have descriptions).
After saving those changes, then apply the patch. Then never use the item description editor in FF4kster ever ever again.
  :wink:

143
Final Fantasy IV Research & Development / Re: Item descriptions
« on: July 25, 2016, 06:45:57 PM »
As a matter of fact, I had an epiphany about it that made things far less complicated.
So here it is!

To use:
1) apply the patch to unheadered ROM (this is intended to work with Namingway Edition, but should be OK with vanilla FFIV, too. For other projects, check with me first so I can advise about where you should have free space before using this patch)
2) don't ever use the item description editor in FF4kster ever ever again (I can't promise you that doing so won't mess the whole thing up - it will be fine still if you make other changes to the ROM with FF4kster)
3) your item description bank will now be located at 6E818 in ROM (DE818 in LoROM). The first two bytes there should be FF 00. Leave those two bytes alone. Everything else after that (I put in some numbers just as an example) can be overwritten.
4) Each item description can have up to Three lines, with 19 characters (including spaces) per line. Squish tiles and symbols are all OK to use. DTE will not work. Use 01 for a line break. Put 00 at the end of each description.

And there you have it!

144
Final Fantasy IV Research & Development / Re: Item descriptions
« on: July 25, 2016, 09:07:32 AM »
There's actually plenty of map space - for locations, anyway - as long as you build intelligently. One great thing FF4kster does is automatically consolidate data banks like maps after you make edits. It even tells you how many free bytes of map space you have left.

The only aspects I've found that would benefit from expansion would be text and monster graphics really (as in, adding new images to the existing list). I mean, expansion might come in handy for other things, too (like, say, having more than 255 events), but doing so would require ROM expansion in addition to significant assembly manipulation.

145
Final Fantasy IV Research & Development / Re: Item descriptions
« on: July 25, 2016, 08:35:54 AM »
Question: What is preventing us from expanding the ROM, as we have FFVI?
FF4kster. It won't load a ROM that isn't 1000000(h) or 1000200(h) bytes. My understanding is that that's how Pinkpuff programmed it to tell the difference between a headered and an unheadered ROM. It makes so many other editing tasks to convenient, though, that in most cases I'm willing to gfo to extreme measures to maintain FF4kster compatability.

146
Final Fantasy IV Research & Development / Re: Item descriptions
« on: July 24, 2016, 04:08:47 PM »
So I got it working, and it works like a charm... except... It breaks FF4kster compatability.
I did some research and was able to pinpoint exactly what change I made that causes the trouble.
The bad news is, it's unavoidable. The good news is, I can put together a workaround. It'll be a small pain in the ass, but it will enable you to have long item descriptions and still edit other aspects of the game in FF4kster.

I'll probably have everything all set by tomorrow. Tuesday at the latest.

147
Cool stuff, jojo80. Thanks for sharing!

148
That would be considerably tougher, and possibly impossible.

If I can somehow make the trash can behave as though it was the whistle, then it'd be not too difficult, but we'll see.

How about: I promise I'll look into it at some point.

149
So here it is.
Moving a normal item to the trash can will store it in the fat chocobo storage.
You still can't store key items or -sort-. Trying to do so will result in the "invalid" buzzer sound.
If chocobo storage is full, you'll also get the "invalid" buzzer sound. I couldn't make it so the "I'm full" message pops up, because apparently that message exists on a different layer, and rewriting a new routine for that would have been a massive headache. in my experience, it takes a concerted effort to fill up fat chocobo storage anyway, so hopefully that's OK.
Apply to unheadered ROM.

150
No worries, dude. FF4kster allows you to edit so much, that you could be using it for... Three years (?)... And still not have touched all of its features.
Case in point - I still have never used the autobattle and solo battle editors.