Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=262;area=showposts;start=75e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd939.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=262e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd939.html.zxh^Ћ*OKtext/htmlISO-8859-1gzip@*Tue, 10 Mar 2020 22:44:49 GMT0 0Ph^* Show Posts - Madsiur

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Messages - Madsiur

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76
Game Modification Station / Re: Final Fantasy 6 on Steam
« on: February 13, 2016, 01:55:37 PM »
I find this exciting yes.

- Music and graphics will be more easy to modify or change.
- Since the game use a GBA ROM as a database for most data (excluding graphical & musical data), the data formats are already known for the most part. Some data are use partially, meaning the EXE takes care of what wasn't needed/suitable for the Steam release (e.g. the EXE has hooks on some event code offsets meaning it does something more or different at those specific places).
- Font is a regular TTF file.

The thing I have no clue of is if the whole battle system (C2 equivalent) is coded in the EXE. If so, prepare yourself to work with IDA Pro to make changes to it. It's also unknown if parts of the ROM ARM code is used somewhere.

Overall modding some aspect of the game more easily yes, but there's still a lot of unknown things.

77
This time, I developed an on-screen timer that counts down. The timer appears when flag 128 is set and disappears when flag 136 is set.

That is pretty neat! I'm unsure what those flags are but is there in FFII unused event commands? You could turn one into a timer command that with an argument as the time in minutes.

I guess a bigger challenge is also to have the timer in battle and resume it after the battle.

78
Actually, now that I think about it, isn't there a monster ability in VI that lowers player level for the duration of the battle? Maybe I'm just making that up. It's been awhile since I played the whole thing through.

Yes. Dischord is a lore that that halves the level of the target. It is used by 6 or 7 enemies and works on every enemies except if they are immune to death. There are some spell like flare star also that use the level as a multiplier. I'll need to figure out what I'll do with those and tweak if necessary. I don't see much downsides of using this system except maybe the lower chance to steal enemies at a high level (success rate = (50 + stealer level - monster level)/128). Still this will require a playthough and lots of adjustments to monster stats like you said...

79
It's a bunch of calculations that all happen at the time the monster stats are loaded from ROM into RAM. First, it determines the average level of your party, pretty straightforward (though as you may know, calculating an average using SNES's math capabilities is anything but straightforward). Then, it compares the average party level against the individual monster's level, and determines a difference ratio. Then it multiplies all stats except magic power and speed by the difference ratio. Then it multiplies speed by the difference ratio and takes the average of the original speed stat and the adjusted speed stat and makes that the final speed stat. Magic power is not adjusted at all (don't remember exactly why).

I was able to calculate the APL and modified APL in FF6. However I struggle with the last part of your method. I'm taking the same formulas as you right now but this is just for testing purpose.

Let's say my APL is 18, then modified APL is 12. My monster has a level of 8. If we do (12 * 100) / 8, it equals 160h. Now what does the multiplying function do exactly? If my monster has an attack of 32, does it do (20h * 160h) / 100h ? This would give a result of 44, which is a +12 increase for a 10 levels difference between the monster and the party.

80
I noticed in the demo that the ninja jumping event in the castle stops your character until the action queue is completed. Is that a limitation of the FF4 event code?

81
I have just read the thread on RHDN, this look like really promising.  :happy:

I'll sure give the demo a try once I complete my final exams (in about a week). Out of curiosity, how did you managed the monster leveling up? I'm trying to implement this in my FF3us hack along with 3 games difficulties. I have already figured out how I'll do the game difficulty system. But for monster leveling up, does their stats are multiplied (or an addition made on them) when the battle start depending on the average level of all your characters (or party)?

nice work again!

82
Congratz  :happy:

I'll check out this hack when I have time.

Also for the FF4kser source code, I'd like to take a look at it and it might be useful for me in a near future for my FF4 monster graphic editor, which I haven't gave up the idea but right now I'm focusing on a expanded monster editor for my FF6 hack.

83
Game Modification Station / Re: Spell Animation Control Codes
« on: June 21, 2015, 03:25:25 PM »
Interesting. I'll try to play with this to see if I can make interesting changes...

84
I really like those. Nice work!

85
Game Modification Station / Re: FF6Hacking Down?
« on: March 29, 2015, 12:16:01 AM »
Well we had a downtime for a few days earlier in February but it was due to a problem with the web hoster.

I did not noticed any downtime Friday.

86
Game Modification Station / Re: Need information on monsters
« on: March 12, 2015, 07:57:15 PM »
Well I think I found the espers numbers...  :whoa:

Just look for the calls to C1/2452 or C1/2480 in bank C2 (covering from C2/EB4F to C2/F28C) and prior to them espers numbers are stored in X, not always right before the call but sometimes a bit further back (then you'll see a push instruction and further a PLX right before the call). I haven't tested any of this, but I found 27 occurrences of harcoded values from #$0180 to #$019C, each number having one entry except #$019B, which is absent. There's also a table of five entries at C2/EA9D which appears to be esper numbers, because an entry of the table is loaded in A then transferred to X right before a call to C1/2452 (at C2/EAAE).

I'll test everything this weekend and update this post with the results.

Edit: Well it seems to work now :D

87
Game Modification Station / Re: Need information on monsters
« on: March 10, 2015, 06:07:51 PM »
I actually ran into an issue expanding monsters/espers visual specs. The C1/205A routine is for monsters on screen while the one at C1/24F5 is for espers calls and monster appearances when using sketch. Now the first routine use the monster number in the formation data but the second routine uses the monster (or esper) number stored in $10. if there is 0x80 more entries at the end of monsters and before the start of espers, the game will load a monster sprite when calling an esper. Now looking at C1 there's a bunch of stuff stored in $10 and the code previous to the routines I mentionned is called from the end of the C2 bank. If I could just find where the esper number (well monster number in fact) is loaded in $10, things would look good for adding monsters.

88
Game Modification Station / Re: Need information on monsters
« on: March 07, 2015, 10:48:49 PM »
some code (e.g. in Bank C2) will consider the monster to be absent if the low byte is 255 and the high byte is nonzero. 

What were you referring to exactly? I know the 16 bits enemy number is stored in $1FF9 but all I found was the coliseum check at C2/2F10...

89
Gaming Discussion / Re: Final Fantasy MQ gets an HD remake
« on: February 25, 2015, 06:44:08 PM »
What do you guys think about this?

http://kotaku.com/fan-made-final-fantasy-mystic-quest-remake-seems-like-a-1688055419

Edit: Check the comments too...

90
Final Fantasy IV Research & Development / Re: Graphics info
« on: February 08, 2015, 08:14:54 AM »
Whether the monster uses a lunar script or not is determined entirely by whether you are on the moon or not.
So if you put lunar monsters in the Overworld, they will use entirely different battle sequences.

... Did that answer your question?

How do I know if a monster is on the moon? Is there a formation data somewhere that would have monsters IDs and map ID?

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