øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=5;area=showposts;start=255e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexde9a.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=5e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexde9a.html.zxQñg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/¦þOKtext/htmlISO-8859-1gzip8:Ö¦þÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:14:33 GMT0ó°° ®0®P®€§²ð®Qñg^ÿÿÿÿÿÿÿÿ† ¦þ Show Posts - JCE3000GT

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Messages - JCE3000GT

256
When I get home from work I can fix your dilemma on the new game thing.  :D

258
Oh yea, you people are SO screwed!   :laugh:

This mod is almost complete.  Literally days away from a release.

259
I'm closing in on a public release.  I'm awaiting word back from my beta testers.  Once that is complete and I make whatever final changes are needed I will release the patch(es) to the public.  If there is anyone left who wants to beta test and have a complete report from start to finish by Sunday 11:59PM please send me a private message or go here: apply for beta test.

260
Does anyone know what compression format Seiken Densetsu 3 uses for its graphics? 

261
I'm trying to use lunar compress to uncompress star fox's title screen but I'm having a HELL of a time getting this F'ing program to do it. 

I ran a sniff and located the compressed data but I cannot get the program to dump the graphics -- at least not in a format I can open with TLP or whatnot. 

262
Not yet. 

263
Suggestion: Allow both headered and unheadered ROMs?

I would like to, but first I'm going to get it working for the headered 1.1, then see about adding compatibility for other versions.

So far I've been using it on V1.0...  That isn't an issue is it?  lol

264
Suggestion: Allow both headered and unheadered ROMs? 

265
Yep, having that would add a lot more customizability. I would imagine that each digit (+15, +5, etc) would they be found as their True bytes of 5, 0F, etc? Or since there are only 0/3/5/10/15 would it be a different signifier to begin the search?

You'd need to account for the negative amounts.  Likely for the game to use 0x40 or 0x80 bits for positive/negative stats. 

266
I now have to say, I absolutely Hate the way this game deals with stat bonuses. +Large amounts  and - fairly large amounts, no room for customization past that.

I thought I saw an editor a while back which listed all of the bonuses. Is the stat bonuses a separate entry somewhere? Or are they hardcoded?

I believe the byte just points to a data table which you can edit.  I found something to do with it about 10 years ago but lost the offsets.  We should just find that data again and let the rom hacker edit what stats they want to have without penalty or with what penalty they want.  (ie. +15 STR -10 AGI -5 VIT +5 WIS +10 Will)  Is that what you mean?

267
So far I've tested this app extensively with items and magic and it works very well.  Nice work. 

268
I recently played through your solo Cecil Hardtype and I quite enjoyed it. I'm pretty sure you've already been alerted to the several ways in there that breaks the game easily though so I won't reiterate them.

127 MP is 28 more than we have right now to play around with (as far as I'm aware) and may work to balance the cost of those top  tier spells.

15,000 Damage, eh? Setting a new limit sounds like a good idea, as you mentioned.

Oh you found the limits of stats, eh? That does sound like it could be cool if implemented in the way you said. Especially because it opens up more equipment possibilities for characters that you would normally be stacking all into one stat.
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Actually, I haven't really been alerted to any issues except the back row and Blood sword/spear.  What else?

I just need someone to help me out with displaying the 5th digit in battle for damage and the 3rd digit for MP cost in the magic menu outside of battle.

269
I like where this is going!

So do I.  :D

What excites me is the 999 MP limit removal, that for some reason irritated me because the game could allow you to get higher but prevented you from keeping it.  Now I just need to figure out how to rewrite the game's assembly to allow spells to have a separate byte for MP cost and ignore walls-right now they share it.  Which in-turn means you can only have a maximum of 127 MP cost for a spell since ignore walls has a bit of 0x80.  Still, 127 MP is plenty if you consider the natural MP evolution for any character doesn't go past 981~983 (Rydia).  You'd have to actually rewrite the level up data for these characters to allow for more MP growth, which would actually rock me thinks...

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That way Bahamut and Meteo won't be guaranteed 9999 max damage attacks but go beyond that. Finally something for those larger spell multipliers to be used for.

Indeed, there are a bunch of attacks/spells/skills that can easily go beyond the 9,999 damage limit.  Throwing an Excalibur for example does between 12,000 and 14,000.  Jump on non-Aerial weak targets does between 11,000 and 16,000 damage (with maxed attack/str stats).  White/Holy (which is more powerful than Nuke) can do 11,000 to 14,000 (or so).  When you berserk Cecil, Cain, or Edge and they have over 200 attack (with 19x multiplier) + 99 Strength they can perceivably do 12,000 to (and over) 15,000 damage. 

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Though can the FFFF amount of HP be increased? When dealing 17000 to 20000 damage it's probably not good to keep enemies at their base maximum 65,535.

I'm sure FF4 can support a 24-bit monster HP but it would require probably as much or more assembly changes than FF6 did.  FF4's monster data is variable length and not fixed length like FF6 (and FF5).  What's I've tested is having a max of 16,000 (or 15,999) damage seems to be a bit more realistic for FF4 simply because it actually takes a bunch of high stats to even get over 9,999.  For example, when you watch my video Cecil's White/Holy doesn't even hit for 9,999 and he has max magic stats.  o_O

*edit*
Oh, and I've found the stat limit for your normal stats but of course the game for some reason won't let you get past 99 STR/AGI/VIT/WIS/WILL.  This though would be good for ROM hackers wanted to actually limit stats for balancing purposes.  Imagine having a limit set of 50 on all stats, that would make for a good hard challenge version.  Which I'm planning on revamping my FF2usHT with this new data with changing the 9,999 damage limit cap to something lower. 

270
Here's a video showing the max 999 MP limit cap removed. 

http://www.youtube.com/watch?v=YCkZuQUV0ME