øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=45e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd9a1-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd9a1-2.html.zxºåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.áOKtext/htmlISO-8859-1gzip@øÕáÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:05 GMT0ó°° ®0®P®€§²ð®¹åg^ÿÿÿÿÿÿÿÿÜ(á Show Posts - chillyfeez

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Messages - chillyfeez

46
Yeah, I'll add you. I don't play anymore, so I won't be changing my party leader in order to best fit the events. Who do you want me to have up, Orlandeau?
My username is "c.feez."

47
Yeah, I still get the Facebook notifications, so I know they're doing the four fiends from FFIV. I'm fighting the urge to play again.
I think I stopped at rank 112 or so.
I have Orlandeau and Dark Fina (both serendipitous pulls) as probably my top two. But I also have several other 5* bases, including Emperor (from FF1? Or 2? Or 3?) And Mercenary Ramza and Lightning. I have three or four Veritas of the Earth and a couple other 4* base Veritas (earth is the only one I use). I have two Agriases with leveled-up abilities so I can super-chain with Orlandeau...
Like I said, I was spending WAY too much time playing the dang thing.

48
Thanks, Squall!

I got into FFRK about two years ago, but I managed to successfully balance that with some hacking still. Then I got into FFBE, which really had me hooked at first because it presents itself more as a linear, plot driven game. But for the last couple of months, I found that I was much more interested in pulling new characters and wasting LOTS of time trying to (but usually failing) get the best ones. So I went on a two week vacation in October and had limited access to wifi at the time, and therefore didn't get to play. When I got back home, I realized that I really didn't miss being able to play FFBE, so that was that.

Anywho, I just finished removing the Monster level-up system from TfW. It was a pretty tedious process, but now that's all done. Of course, now I have to adjust all of the monsters in the game to an appropriate difficulty level. Many of them had their base stats turned WAY down because it was assumed that the player's level would be higher, so they would in turn be stronger. This'll probably be a considerable process, because I'll have to actually play through each section of the game several times in order to make the proper adjustments. Some of them - like Imps for example - I can probably just copy the stats from Vanilla, but there are a lot of monsters that I created from the ground up that will take more work.

Meanwhile, now that I'm back into the swing of things, my mind (as it does) keeps wandering into other innovations I'd like to try. I've long had this dream of completely hacking the Namingway routine to change it into a "PHS" (to borrow the term from FFVII) system. I imagine this would be extraordinarily complicated, but at the same time it could be a really fun exercise. No promises that I'll make any significant headway with that little diversion anytime soon, but the more I think about it the more infectious the idea becomes.
 :hmm:

 :cycle:

49
Well, I disagree with the notion that it hasn't ever been done right. For all its faults (and there were many), I thought FFVIII nailed it. The monsters scaled appropriately to the party's level, and higher level monsters yielded higher level magics, so grinding wasn't pointless at all.

But that being said, my system definitely did not nail it.

You raise an interesting idea though, Kea. I was thinking of using different encounter sets based on story progress, but based on party level is a fun idea, too. It's something to think about, for sure.

50
Well, even if I do get rid of it, Max, I'd still put an anti-cheating device into the ROM, so don't get your hopes up too high.
 :laugh:

51
Hi everybody.

Yeah, so... Been awhile.

I've taken possibly more than a year off from ROM hacking. I got somewhat obsessed with stupid Final Fantasy freemium mobile games for a bit, but I'm pretty sure that phase is over.

Anyway, I'm ready to get back into this.

I have a l.o.t. of work to do. I tried to play through my most recent WIP ROM a while ago and am less than happy with the difficulty level.
As you may know if you'd been following the project, the idea is that the game would play out differently depending on the player's decisions during certain "epic choice" events, but the idea was that it should still be playable regardless of the choice. Well, (spoiler alert, sorta) I discovered that the Kraken tentacle fight (on the ship after Mysidia) is damn near impossible without Palom and Porom in the party. And that's a big problem. Big enough that I'm considering COMPLETELY reworking the monster level-up system, or even getting rid of it entirely if I can't make it work the way I'd like it to. The ROM expansion I was able to employ thanks to the custom version of FF4kster PinkPuff made for me gives me the freedom to either rework the system (even as in-depth as giving every monster several sets of stats depending on the average party level... Possible though not preferable as this would take a really long time to implement), or still play with the difficulty in all areas throughout the game depending on progress (making different encounter sets in the same locations will be pretty simple with the wealth of space I've acquired by expanding the ROM). Regardless of how I procede, though, this process will be pretty intense.

Good news, I finally figured out how I'm going to work through a pretty big plot point that had been giving me fits for a while, which will enable me to continue fleshing out the story progression. Unfortunately, the game is going to force the player to traverse back and forth through the Highwind Pass and the Watery Pass three times in a row, which may inspire flashbacks of (IMHO) the worst part about playing TAY, but the experience should differ slightly each time because the party will never be the same... I can't go into much detail there. Hopefully it doesn't get too monotonous, but what comes after that should hopefully be rewarding enough that it feels worth it in the end. Sorry for being vague...

Anyway, long story short - I think I'm back and I'm excited to get to work!

52
Merry and happy to you, too!

53
The game is definitely not complete. The most recent alpha release technically ends at the end of the watery pass, but if you've been to kaipo then you've played that release.
I haven't quit working on it, but admittedly it's been a bit of a while since I've done work on it. Production typically slows in late fall/early winter because I work retail, but I sort of am experiencing a shortage of inspiration. Or motivation. Or something, I'm not sure. I will get back to it, hopefully soon, and I'll let you know here when I do.
The next "chapter" sees the party travel to damcyan, then the antlion cave, then all the way back to baron on foot, so there's a lot to write, and it's about half done at this point.

54
The altered ASM shouldn't be much of an imposition, it's simply tweaks to background stuff you likely wouldn't have touched and the Slave routine, which you had to know was getting changed.
As for the used free space, those five-byte spaces are taken from isolated little spots of what is normally six bytes of FFs so you won't miss those. Then the larger chunk of space is a relatively small block that exists after the world map tile properties.
I tried to be minimally invasive, but if you need I can move some stuff to a more convenient location.

55
Sure, in LoROM that's...

Used free space:
29AB7-29ABB
29AC3-29AC7
148D80-148DBD

Altered assembly:
2B606-2B608
2B9BA-2B9BC
3A6AD-3A6AE
3CA6C-3CA6E
3E2E4-3E323
3E331-3E332
3E33C-3E33D

56
Also Chillyfeez when you do post the patch for Salve in a menu (I would Love to know how you accomplished that, by the way) let me know what room it takes up so none of our hacks for this step on one another.

The "how" is explained here, in a conversation I was having with... evil Grimoire LD, I guess  :wink:

Anyway, the affected data in this patch is as follows (all offsets are ROM w/o header)...
Used Empty Space:
11AB7-11ABB ($5 bytes)
11AC3-11AC7 ($5 bytes)
A0D80-A0DBD ($3E bytes)

Altered Assembly:
13606-13608 ($3 bytes)
139BA-139BC ($3 bytes)
1A6AD-1A6AE ($2 bytes)
1CA6C-1CA6E ($3 bytes)
1E2E4-1E323 ($40 bytes)
1E331-1E332 ($2 bytes)
1E33C-1E33D ($2 bytes)

And there you have it.
Just FYI - my intention in making this patch was that the strength of the Salved item would be 4x normal strength, then divided by the number of party members. it seems like, in practice, it actually ends up being slightly less than that. I tried it with a four-member party, and a character using Item seemed to get better results on a single target than the Salve-er gets on each individual target. Not significantly, mind you (~10 HP difference for cure1, <100 HP difference for cure2 and 100-200 HP difference for cure3), but I just thought it was worth mentioning. Of course, it might be that I just kept getting really unlucky in my tests.
 :hmm:

So, here's the patch.

 :edit: Sweet - I'm Golbez now

57
What would you prefer - a patch that replaces the existing Salve, or a commented disassembly of all the custom code (which would afford you the freedom to put it wherever you want in ROM)?

58
I developed a fully-functional Salve command for TfW that opens a menu and lets you select any usable item, the targeting splits among all enemies for attack items and all allies for support/healing.
Now that I'm at the point in development where the Bard character is actually usable, it became apparent that the split targeting is somewhat less viable because the game splits damage/healing as well, so I put in a fix for that, too (damage/healing * 4 ? number of party members).
Anyway, if you want to use that, you're welcome to it. Just let me know and I'll fish out all the assembly required to make it happen (as I recall, I had to work quite a bit of magic to give an item selection window to a new command, and the targeting stuff was no walk in the park, either).

59
I probably should try my best to stay out of this project entirely, given its scope, the amount of other hacking balls I have in the air currently, and the fact that right now is my busy time at work and therefore will likely keep me away from the computer more than normal.
That being said, I'll keep an eye on the thread and will offer advice, ideas and cheerleading when they're needed and I can.

60
Well look at that, there you go.

Those Offsets are ROM with header, btw, so if your ROM has no header, subtract 200.

An interesting thing that I discovered in all this, in case anyone's interested (and who knows, maybe it was already documented wherever the info Pinkpuff supplied was documented) - If the coverer happens to occupy a party slot earlier than the disabler, then the disabling doesn't happen at all. For instance, if you don't change those values at all, but create a party with P Cecil in the middle and DK Cecil anywhere else, the P Cecil can still cover, but if DK Cecil is in the middle and P Cecil is anywhere else, then covering won't work. This is because when the game is running the code that uses those "coverer" and "disabler" values (which is at the beginning of the battle, btw, so I was on to something there), it stops looking once it finds the coverer or the disabler - so whoever comes first gets their routine run.
BTW, if you wanted nobody to disable Cover, you could set the value at 18F62 (or 18D62 w/o header) to 17, because that is higher than any character's ID (so when the game is checking for the disabler, there would never be one).

Thanks for chiming in, Pinkpuff!