øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;sa=topics;start=45e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd71f.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=topics;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd71f.html.zx³âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÐÈ/ò–OKtext/htmlISO-8859-1gzip0|Öò–ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:12:10 GMT0ó°° ®0®P®€§²ð®²âg^ÿÿÿÿÿÿÿÿhò– Show Posts - Dragonsbrethren

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Topics - Dragonsbrethren

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46
Somehow I've managed to overlook this for years:



Compare his legs to the similar left-handed attacking sprite:



Or the normal standing animation, for that matter:



Every animation of his sprite is consistent with those, except for the normal walk animation and half of the right-handed attack animation because they share the same back leg sprite. The first thing that came to mind when I saw this was Cecil from the SFC boxart:



The unarmored legs on the walking sprite are very similar to that. The palette is obviously wrong but I think it's plausible those legs are a leftover from an earlier Cecil sprite design that mimicked this artwork, these two tiles somehow didn't get updated when everything else did.

Another interesting thing - they actually bothered to fix it in the GBA version:



Pretty half-assed fix, they just reused the legs from the left-handed attacking sprite rather than drawing a new one with the bottom outline of the hand and arm and the back of the cape. Still, got to give them credit for bothering at all.

48
Final Fantasy IV Research & Development / Abel's Lance
« on: June 24, 2008, 07:07:05 PM »
I was browsing YouTube today and found even more proof that it being able to use Tornado on anything was unintentional:



Never thought to try (ab)using it there before...

49
Gaming Discussion / Hey assassin...
« on: June 23, 2008, 10:32:43 AM »
Praise from Caesar:

http://www.super-nes.com/evermoreinterview.htm

Quote
I think it's a great idea for people to discover what they missed back in the SNES days. The SNES was the first console that really had the chops to hold up over time. Most NES games are kind of ... meh ... these days, but a lot of the SNES titles are still just as fun and look great. I've enjoyed seeing people discover Evermore via PC emulation, so it would be great if even more could encounter it on their Wii. I'd hope they could make use of some of the patches people have done, e.g. the Silver Sheath fix, maybe the multiplayer patch, etc.

50
Perhaps the reason why Rydia isn't given a chance to get the Bomb summon on Mt. Hobbs ties into her fear of fire? If she was afraid of fire if makes sense that she'd be even more afraid of bombs themselves. Of course this is a case of letting logic get in the way of good gameplay and it certainly wouldn't be this way in my hack if I still had a bomb summon.

Yeah, this is the kind of stuff that I randomly think of while doing something completely unrelated. :tongue:

51
Final Fantasy IV Research & Development / Nuke/Flare Animation Glitch
« on: June 18, 2008, 11:21:05 PM »
Found this when I was trying to make a new ninjutsu technique for my hack:



The glitch requires at least four enemies to trigger, I've used Nuke on the three BlackLiz formation in the underworld and that didn't trigger it. My only guess is the glitched animation somehow overflows and corrupts the player's location information. One thing I didn't show; you can get pulled back into battle indefinitely if you keep ending them with Nuke, I would have shown that but wanted to keep the movie short enough to put it on YouTube. If you're curious what the dummy item is, it's a silver apple.

I should try this on some maps other than the overworld and underworld.

Edit: This glitch is really fun on the moon. After battle you'll be in the same place you started, but spriteless, use a Cabin to get your sprite back. You can use the Lunar Whale to return to Earth (Open and close the menu to correct the all-black palette) and it'll be carrying the hovercraft. Land and Cecil will still be carrying the hovercraft, but if you get in the Enterprise you can put it down like normal. Enter any location and you'll spin instead of walk. Dialogue boxes are displayed behind the other background layers and auto-scroll.

52
Please tell me I'm not the only one who never found these before...


You can walk into this wall. :whoa:


And you can grab these two chests. I knew about the items being in there from my old Game Genie days, but I never knew there was an actual way to get to them without cheating.


The weapon shop has a wrath of Zeus instead of a thunder claw in the Japanese version. Easy Type has the claw like FF2us.


They're even accessible in the GBA version, unlike the hidden chest in the Smith's house.

53
Final Fantasy IV Research & Development / Save here?
« on: June 15, 2008, 05:33:17 AM »
Okay, this one is so simple I'm not even bothering with a screenshot. Once again someone got their string terminator and linebreak confused and used the wrong one on the save screen. Go to headered offset 0xDE4F and change $00 to $01 so your "Save" string isn't so lonely.

54
Final Fantasy IV Research & Development / I buy most things!
« on: June 15, 2008, 04:46:50 AM »
This string is interesting, they forgot to give it positioning bytes, this problem also affects the Japanese version. If you give the string positioning bytes you'll get the following when you enter the sell menu:



If you want to enable the string go to headered offset 0xDDBC and enter $54 $00, this will overwrite the first two characters of the string but luckily the unused EXPEND comes right after this so just retype the string, being sure to end it with $00.

The EXPEND text might be a similar situation but I have no idea where it's supposed to appear on the screen.

55
Final Fantasy IV Research & Development / To equip
« on: June 15, 2008, 01:06:29 AM »
For anyone who's never seen this before:



There are two lines missing there, when they did the translation they accidentally used string terminators ($00) instead of linebreaks ($01) so the other lines are never shown. What it was supposed to be:



To fix it go to headered offsets 0x0DC01 and 0xDC0D and change the $00 bytes to $01.

So why was this never caught during development? Chances are it's because two-handed weapons are grayed out when you have a shield equipped, the testers probably never even thought to try equipping one of these weapons without removing the shield first. I'm guessing two-handed weapons aren't supposed to be grayed out when you have a shield equipped, you'd try to equip the weapon and get this message.

If anyone's curious about the odd indentation, that's because it's identical to the Japanese version:



Had someone actually stumbled onto this string before release the linebreaks probably would've been fixed and the text centered properly.

Interestingly there is a similar string found with the rest of the equipment menu text in the GBA version, it is never used though. It may be a leftover from the WSC version, if anyone has a save in that with a two-handed weapon handy take a look and see.

56
Dbi News / Dbi Archive Returns
« on: June 13, 2008, 01:54:20 AM »
The archive of my old forum is available once again. Simply visit the forum and click the "Archive" button in the main toolbar to journey back to November of 2007, just before Elazul's host decided it didn't like us anymore.

57
Final Fantasy IV Research & Development / Reflected Spell Palettes
« on: June 11, 2008, 05:02:47 PM »
Has anyone looked into these? I think they're either coded into the animations themselves or Reflect checks for certain animations. The reason I say that is I hacked Warp's animation and when reflected it uses the correct palette, when I switched back to the original it uses the incorrect purple/blue palette.

58
Game Modification Station / Fun with Golbez
« on: June 08, 2008, 01:04:37 AM »
You guys don't know how long I've wanted to do this for:



For some reason I never bothered to try this when Phoenix found the battle magic list data until just now. I need to write an actual battle script for Zemus now.

59
Dbi News / Easy Type Alpha 1
« on: June 07, 2008, 01:49:43 PM »
After giving it some thought, I've decided to release a previously private alpha version of my Final Fantasy IV Easy Type translation at Romhacking.net This is an unsupported release, I have not worked on the project in two months and I don't know when I'll get back to it. This release is far more complete than my old translation, and has the added benefit of actually having accurate translations. There are quite a few problems with it but nothing that should stop you from being able to play through the entire game.

Download Here

60
Final Fantasy IV Research & Development / Bow & Arrow Animations
« on: June 05, 2008, 02:12:31 PM »
If you've read my weapon animation hacking document you probably noticed that bows and arrows have their own palette assignments, but only the arrow's palette is usually seen in the SNES version. It turns out this is only half true, if you equip the arrows in a character's right hand the arrow palette is used, but if you equip the bow in the right hand the bow's palette is used instead. Only noticed this because a save I downloaded had Rosa's bow and arrow reversed.

This does not apply to the GBA version where the bow's palette is always used, regardless of which arrows are equipped.

Edit: Did some further testing. As I figured it's not just the palette that changes but the entire animation. A functional bow and arrow combination animation requires one weapon's fourth byte set to 04 and the other weapon's set to 05, it doesn't matter which one as long as both are used, otherwise you'll just get a normal attack animation. If the weapon in a character's right hand has its fourth byte set to 04 or 05 and the other weapon doesn't have the correct byte the character will use the punching animation instead, the combination still functions perfectly and the damage done is correct.

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