øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2041.msg23084e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexdfc2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2041.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexdfc2.html.zx‚g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/;GOKtext/htmlISO-8859-1gzip@øÕ;GÿÿÿÿÿÿÿÿTue, 10 Mar 2020 04:49:28 GMT0ó°° ®0®P®€§²ð®€g^ÿÿÿÿÿÿÿÿx4;G Final battle freezes everyone / Grimoire LD plays Unprecedented Crisis

Author Topic: Final battle freezes everyone / Grimoire LD plays Unprecedented Crisis  (Read 16727 times)

Pinkpuff

  • Flan Princess
  • *
  • Posts: 924
  • Find a Megalixir in Unprecedented Crisis!
    • View Profile
Ok so, I tried to create a battle that had Zeromus start in his "large" form... it worked but... my characters never get turns! Any idea what's going on here and/or how to fix it?
« Last Edit: May 18, 2015, 07:59:10 AM by Pinkpuff »
Let's dance!

chillyfeez

  • FF4 Hacker
  • *
  • Posts: 1,285
  • Gender: Male
  • Go ahead, ask me about Angel Feathers!
    • View Profile
Re: Final battle freezes everyone
« Reply #1 on: May 06, 2015, 01:13:18 PM »
Question... Does Zeromus take more turns, or does he just take one turn, then everything (except music and consistent animation) freezes?

JCE3000GT

  • Master of FF4
  • *
  • Posts: 1,429
  • Gender: Male
  • Vladof
    • View Profile
    • BlitzKrieg Innovations
Re: Final battle freezes everyone
« Reply #2 on: May 06, 2015, 05:29:26 PM »
Did you change the battle AI or battle events?

chillyfeez

  • FF4 Hacker
  • *
  • Posts: 1,285
  • Gender: Male
  • Go ahead, ask me about Angel Feathers!
    • View Profile
Re: Final battle freezes everyone
« Reply #3 on: May 06, 2015, 05:36:03 PM »
Did you change the battle AI or battle events?
I think we're driving at the same thing...

JCE3000GT

  • Master of FF4
  • *
  • Posts: 1,429
  • Gender: Male
  • Vladof
    • View Profile
    • BlitzKrieg Innovations
Re: Final battle freezes everyone
« Reply #4 on: May 06, 2015, 06:57:18 PM »
Did you change the battle AI or battle events?
I think we're driving at the same thing...

Great minds think alike?  :D

Pinkpuff

  • Flan Princess
  • *
  • Posts: 924
  • Find a Megalixir in Unprecedented Crisis!
    • View Profile
Re: Final battle freezes everyone
« Reply #5 on: May 06, 2015, 07:20:44 PM »
Ok "freezes" may have been a poor choice of wording... the game doesn't freeze.

The battle starts with Zeromus in his large form, as he should seeing he's the only monster in the battle  (normally the battle has two monsters: small Zeromus and large Zeromus), and he gets turns and executes his AI as normal. However, my characters do not. Instead of getting turns they just sit there waiting for turns that will never come while Zeromus rails on them mercilessly.
Let's dance!

chillyfeez

  • FF4 Hacker
  • *
  • Posts: 1,285
  • Gender: Male
  • Go ahead, ask me about Angel Feathers!
    • View Profile
Re: Final battle freezes everyone
« Reply #6 on: May 06, 2015, 07:34:33 PM »
Huh, weird. I've never seen that before, and it doesn't smell of improperly written AI or corrupt battle assembly (two things I've experienced many times).
I wonder... Is it possible the party is blocked from acting against (final) Zeromus until the ghostly friends appear and do their thing?
Does that happen in your hack...?

Pinkpuff

  • Flan Princess
  • *
  • Posts: 924
  • Find a Megalixir in Unprecedented Crisis!
    • View Profile
Re: Final battle freezes everyone
« Reply #7 on: May 06, 2015, 07:49:05 PM »
My intention was to not have them appear. Due to the dymanic nature of your final party, there's no way to know for sure who will be in or out, so rather than have ghostly appearances of people who are actually there in your party, I figured I'd just have it cut straight to the big guy. Trouble is, some mystery thing is happening during that battle to halt your characters' ATBs, and I guess something must cause it to release the lock on your ATBs during the small Zeromus' AI, the problem is how to find what it is...
Let's dance!

chillyfeez

  • FF4 Hacker
  • *
  • Posts: 1,285
  • Gender: Male
  • Go ahead, ask me about Angel Feathers!
    • View Profile
Re: Final battle freezes everyone
« Reply #8 on: May 06, 2015, 08:05:31 PM »
Do me a favor...
Open the game in Geiger's and during that battle, have the Geiger's hex editor show the range beginning at 7E2A04 in RAM. This is the portion of RAM that, among other things, keeps track of the battle participants' ATB you should see a single byte (or two, maybe, if the party's first turn is being delayed a long time) counting steadily down toward zero every 0x14 bytes, one for each character. The first one will be at 2A09 or so... Everything else should be zeros.
If you don't see exactly that, can you post a screenshot of what you do see there (you can cut everything else out, I just need to see the hex)?

Grimoire LD

  • FF4 Hacker
  • *
  • Posts: 1,684
    • View Profile
Re: Final battle freezes everyone
« Reply #9 on: May 06, 2015, 09:17:09 PM »
Hmm, I think you're all onto something when it comes to the friend visions being the reason why turns aren't coming up. It is probably a special conditional within the final battle itself that looks to see if all of this has been executed before ending. If you wanted you could switch the index (I think!) and all you would lose... or rather gain is Protect/Shell actually working. Since you don't have the "shake till doomsday" portion of the fight that check is rather egregious now.


Pinkpuff

  • Flan Princess
  • *
  • Posts: 924
  • Find a Megalixir in Unprecedented Crisis!
    • View Profile
Re: Final battle freezes everyone
« Reply #10 on: May 07, 2015, 05:16:51 AM »
Maybe I can give you guys an unfinished Alpha version of the ROM? I've been thinking about giving you guys an early release to help iron out any technical issues before the public release if you're interested; this seems like as good an excuse as any to go ahead with it.

If it would help, here it is. The zip contains the patch for an unheadered 1.1 rom, the FF4kster config file, and a save file with slot 2 next to the final battle that's causing the issues:

http://timecave.net/ff4kster/crisis/Unprecedented%20Crisis%200.1%20Alpha.zip

By all means have at 'er, and even try the game out if you like and let me know any feedback you may have. It's still quite unpolished but the core gameplay is there. There are a couple of minor sidequests missing or not quite complete, but all the character-related ones are there and working, and the main story is more or less all there save for the ending. There are definitely some places where the NPC dialogue isn't finished (or in some cases, started) so there will be some people saying strange things or just saying "T". Besides those though, it should be more or less good to go.
Let's dance!

Grimoire LD

  • FF4 Hacker
  • *
  • Posts: 1,684
    • View Profile
Re: Final battle freezes everyone
« Reply #11 on: May 07, 2015, 08:20:55 AM »
Maybe I can give you guys an unfinished Alpha version of the ROM? I've been thinking about giving you guys an early release to help iron out any technical issues before the public release if you're interested; this seems like as good an excuse as any to go ahead with it.

If it would help, here it is. The zip contains the patch for an unheadered 1.1 rom, the FF4kster config file, and a save file with slot 2 next to the final battle that's causing the issues:

http://timecave.net/ff4kster/crisis/Unprecedented%20Crisis%200.1%20Alpha.zip

By all means have at 'er, and even try the game out if you like and let me know any feedback you may have. It's still quite unpolished but the core gameplay is there. There are a couple of minor sidequests missing or not quite complete, but all the character-related ones are there and working, and the main story is more or less all there save for the ending. There are definitely some places where the NPC dialogue isn't finished (or in some cases, started) so there will be some people saying strange things or just saying "T". Besides those though, it should be more or less good to go.

Christmas has come early! I'll definitely see if I can't get the issues fixed and once that is done (since that is the most pressing issue) I will play the game in earnest and give you my feedback on it in the same style I have with Chillyfeez's Threat from Within.

 :edit: Alright! Just as I had thought it is a unique check that occurs every few moments in the Zeromus battle. To get rid of this you would change...

$03/A37B   AD 00 18   LDA $1800  [$7E:1800]   A:0003   X:0000   Y:0012   P:envMxdizc
$03/A37E   C9 B7   CMP #$B7   A:00B7   X:0000   Y:0012   P:eNvMxdizc

That second value to any other number that is not Zeromus, my suggestion is to change it to FF since that battle formation is normally unused.

In ROM this is...

001A37B.

And there you go! I fought the entire battle and noticed anything go amiss by changing this.

Now that the main problem is solved my next posts will include my thoughts on the mod itself!

« Last Edit: May 07, 2015, 09:17:35 AM by Grimoire LD »

Grimoire LD

  • FF4 Hacker
  • *
  • Posts: 1,684
    • View Profile
Re: Final battle freezes everyone
« Reply #12 on: May 07, 2015, 10:35:41 AM »
Hmm, beginning seems normal enough, I see that Cecil starts with a fair amount of different armor though only maintaining the Shadow Sword. The Shadow Sword gives Cecil 3 Wisdom, very nice and because of that it is clearly worth hanging onto.

Rosa became an Archer to be of help, eh? Only instance of text changing I've seen so far, but it is a good attention to detail.

Ah, the opening treasure chests were changed from 480 GP and an Ether to 300 GP and a Tent, interesting changes.

Looks like Kain also comes with new equipment. Much the same as Cecil except for a Wooden Spear.

It seems as if you've kept the Remedy over Everything style of game, it keeps it closest to the US SNES Version I suppose.

You cut down on the Training Room... outside soldier's text. Likely to make room elsewhere.

Ah slight continuity error, the woman in the Item Shop still says to take "Cure1 and "Heal Potions" Instead of Potions and Remedy.

Oh, Cecil starts with some status magic, very nice.

I have to say I love the Dark Slash graphic, how did you change the color of the slashes? Or... were they tied to the weapon palette all along?

Oh, the Eyemoths can put to sleep when they hit. A nice early game touch.

Hmm, looks as if the Mist Dragon deals only 1 damage to Cecil, about 20 to Kain. Was her attacks made Holy Elemental or something? Or did you not alter the attack of the Mist Dragon? Since it seems Vanilla for the most part thus far, I'll assume she hasn't been changed.

Um... I walk into Mist and am attacked by the Eight Elemental Fiends in a battle, Milon uses Quake and that's all she wrote. I think I'll need to go into triggers and fix that...

Yes, in FF4kster it looked as if it was somehow switched to "Lugae Battles"....

Hrm! When I try to fix it, it shows up fine in the program and if I exit the program and re-enter it is still changed, but in-game it is still the Fiends battle. It's as if it's not actually saving (even though the time it was last modified does change) somehow and because of this there's nothing more I can actually do.



Pinkpuff

  • Flan Princess
  • *
  • Posts: 924
  • Find a Megalixir in Unprecedented Crisis!
    • View Profile
Re: Final battle freezes everyone
« Reply #13 on: May 07, 2015, 11:22:52 AM »
Hmm, beginning seems normal enough, I see that Cecil starts with a fair amount of different armor though only maintaining the Shadow Sword. The Shadow Sword gives Cecil 3 Wisdom, very nice and because of that it is clearly worth hanging onto.

Looks like Kain also comes with new equipment. Much the same as Cecil except for a Wooden Spear.

This is to establish right out of the gate that the Dark Knight can equip generic gear as well, it doesn't have to be DK-specific like his gear in the original.

Ah, the opening treasure chests were changed from 480 GP and an Ether to 300 GP and a Tent, interesting changes.

I don't actually remember changing those...

It seems as if you've kept the Remedy over Everything style of game, it keeps it closest to the US SNES Version I suppose.

It also keeps the inventory a lot less cluttered with such specific things. There's no need to have one item for each specific ailment IMO, unless you have unlimited item space, which this game definitely doesn't.

You cut down on the Training Room... outside soldier's text. Likely to make room elsewhere.

The training room text will be totally redone, but not til the rest of the game is finalized. Don't want to go explaining something that's no longer relevant or accurate ^_^

Ah slight continuity error, the woman in the Item Shop still says to take "Cure1 and "Heal Potions" Instead of Potions and Remedy.

Good catch, thanks!

I have to say I love the Dark Slash graphic, how did you change the color of the slashes? Or... were they tied to the weapon palette all along?

It's the holy slash. The palette is tied to the weapon palette.

Oh, the Eyemoths can put to sleep when they hit. A nice early game touch.

I found statuses were not that prevalent in the original, especially early on, so I gave a few monster types some different things to add on a hit just to shake things up a little.

Hmm, looks as if the Mist Dragon deals only 1 damage to Cecil, about 20 to Kain. Was her attacks made Holy Elemental or something? Or did you not alter the attack of the Mist Dragon? Since it seems Vanilla for the most part thus far, I'll assume she hasn't been changed.

Unchanged. I'm gonna chalk it up to randomness, but I will keep an eye out for it in future playthroughs. I'm not that concerned though as it is only the first boss...

Um... I walk into Mist and am attacked by the Eight Elemental Fiends in a battle, Milon uses Quake and that's all she wrote. I think I'll need to go into triggers and fix that...

D'oh! I hijacked the mist trigger to test the elemental fiend battle on the overworld to see if it made a difference regarding the Ciriatto targeting glitch. I fixed this and reuploaded, so redownloading and repatching your rom (a clean one) should do the trick. You should be able to reuse your existing save.

Yes, in FF4kster it looked as if it was somehow switched to "Lugae Battles"....

Hrm! When I try to fix it, it shows up fine in the program and if I exit the program and re-enter it is still changed, but in-game it is still the Fiends battle. It's as if it's not actually saving (even though the time it was last modified does change) somehow and because of this there's nothing more I can actually do.

That's strange... well if you're still experiencing the problem after redownloading and repatching, let me know.

 :edit: Oops, I missed your edit to the previous post! You'll have to fix that byte again after repatching, but in future uploads it will be included. Thanks so much, and sorry about that!
Let's dance!

Grimoire LD

  • FF4 Hacker
  • *
  • Posts: 1,684
    • View Profile
Re: Final battle freezes everyone
« Reply #14 on: May 07, 2015, 01:36:57 PM »
Looks like everything is work a-okay once more!

I do have to say that "Summoners, those who can use Summons" does seem a little redundant. But then again I imagine this is a literal change from the original text that was there. I take it you're likely going to avoid the term Eidolon or Espers?

Ah, I noticed you improved the power of the Soldiers and Captain slightly, dealing 18-23 damage to Cecil. A good first use of Poison and Blind then to mitigate the damage while taking out the captain. Good on you giving Venom an actual attack stat instead of that quizzical "1" the original game used.

Wooden Rod, Iron Ring in the left hand and Gloves equipped, let's see here... Wooden Rod increases Wisdom by 3 and the Iron Ring increases Vitality by 3. Rather neat, Rydia has 9 Defense in comparison to Cecil's 16, it does reduce the gap and could balance enemy's attacks so that they aren't killing Rydia in one blow, but at the same time are still dealing decent damage to Cecil.

"Someone picked up a sick girl from Baron fainting." Something... seems off about the composition of that sentence, I can't put my finger on it though.

Wow, very different Armor Shop. Let's see here...

Ah, the RubyRing increase Wisdom by 3. That is a tough decision... for early levels Rydia likely needs the defense so she isn't killed in one attack.

Bard's Robe decreases Magic Defense by 1, but I bet it still prevents Silence.

The Defense Gloves give no Magic Defense but give a nice boost to Vitality making it so that Rydia can have Just as much Defense as Cecil... was that intended?

I also noticed that Cecil can equip a lot of this Cloth items, meaning that he can have a respectable magic Defense score, if desired.

Ah, new Weapon Shop as well! A Broadsword, a Dagger, the Dreamer Harp, Short Bow and Wooden Arrows (instead of Iron, interesting FFIII reference)

I'll pick up a dagger, maybe Tellah can equip it, but I imagine it's probably for Edward as an alternative to the Harp.

Looks as if no one but Rosa (so far) can equip Bows and Arrows, FFIV DS reference?

15 Attack compared to 10, not a bad deal, but I imagine that there will still be enemies weak to the Dark Sword, so I'll hold onto it.

Ah! You changed the way Dark Wave worked to apply to only the Dark Swords, nice touch!

Oh, Rydia starts with Imp, eh? How peculiar...

Hmm? Changed Animation on Mage Arrows? Well... they do look more like Arrows now in any event.

Ah... it seems as if Poison doesn't Actually Poison? I imagine it's a Dark Elemental attack, all the same though.

I just noticed that Rydia lost her Black and White Magic, that does make her play extraordinarily differently. It does mean that her Will stat is rather useless though as with her Wisdom for the start of the game since Mage Arrows will always be the better choice than Imp. Granted once she gains some MP "Help!" will have some definite use.

I see, Poison inflicts Sap on the foe.

Wha? A Lit-Bolt from Larva and WingMoths? I'm always glad to see Drop Tables being adjusted!

Oh. Level 5 Rydia learns Chocobo, nevermind she's good to go then.

Already Cecil has stopped one-hit killing foes. Good. It takes a lucky high range hit to kill the EvilShells.

Ice-Ball from the EvilShell's hmm? Again it makes battles worth fighting.

The EvilShell's damage though may leave something to be desired. Looks as if Damage Tables may not have been touched, possibly while HP was adjusted at least.

Imp does eventually do respectable enough damage for 2 MP, making it superior to Mage Arrows.

Tellah starts with a Lot more magic than before! But notable his MP pool has been cut in half as you've said before. I noticed you took away Osmose though so you have That much magic until you get to a save point or use an Ether, it's very much in line with classic FF spell charges in some respects.

Hmm, did you re-include Magic Evasion? I noticed that Goblin Punch against an EvilShell seemed to have a range of 8-64!

Whoa. Was not expecting Rydia to learn Shiva at Level 10!

So the Ice Rod now has a +5 Wisdom bonus? Quite a lot there. But I somewhat imagine this +5 will hold true for every basic elemental rod.

It's interesting to see Cecil being useful against Flan with his Poison magic.

The Darkness Sword also increases Wisdom by 3. Full upgrade then.

Mythril instead of Hades, eh? Ah well, looks like it has the same functionality.

The Darkness sword can Blind, good to know.

Looks as if Octomammoth doesn't lose legs anymore and though he attacks often, he doesn't have much of a hit. Also Cecil is dealing 400-500 damage with his normal attack! I guess Octomammoth is x4 weak to Dark?

And after Berserking Cecil he lasted for two more attacks.

Bit of a different treasure set up in Damcyan with a Bardrobe instead of a RubyRing.

Oh I see, Magic Gloves replaced the Rune Ring with the same bonuses to Wisdom and Will in any case.

Hmm, possibly a glitch, the soldier who is supposed to vanish to access the storeroom continues to exist even after the Damcyan events. I looked for another way to there, but there doesn't seem to be.

The Dagger provides a nice Agility boost for Edward, if nothing else.

Well I think this seems a good place to call it for now, I don't want to overload too much and overwhelm you with an enormous wall of text.