øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=180e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe0b0.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe0b0.html.zx¾åg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈàóOKtext/htmlISO-8859-1gzip@øÕóÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:09 GMT0ó°° ®0®P®€§²ð®½åg^ÿÿÿÿÿÿÿÿ¿ ó Show Posts - chillyfeez

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Messages - chillyfeez

181
Another video of an earthquake inside Damcyan Castle. This is a modified version of the visual effect that used to shrink the hallway in Baron.
This particular quake will have a specific purpose in the story, but I won't give it away right now. Thus video is just to show off the work I've been doing.
https://youtu.be/gol6yvKLXKk

182
Sure, no problem!
FF4kster really did develop into one of the greatest game-specific editors out there. This forum's been pretty quiet since its completion, but I still check in at least once a day, so if you have any more questions about using it feel free to ask.

183
Ah!
The sprite for the Dancer's dress is set as "transparent."
Change the sprite to "dress?"
You'll also want to change the Baron Dancer's sprite (placement 9, not placement 10) to "Dancer in dress," otherwise the dancer who's already not wearing a dress will just magically produce a dress to throw off.

184
It might actually be the case that the dress NPC doesn't exist in the US version. The sprite is definitely there, but the NPC might not be assigned to the roster of Baron NPCs. If that's the case then the dance event might still have all the instructions for the dress, but then the dress wouldn't do anything because it's not there.
This is all speculation. I'm reading/writing this from my bed, and my chrome remote desktop app can't seem to connect to my computer at the moment to test the theory. If you get around to it before me, try this: open the game in FF4kster, open the NPC editor, see if there is a dress NPC in Baron. Also, open the baron dancer event in the event editor, see if there are movement instructions for the dress (if there is, in fact, no dress NPC, then the instructions will be for "-Unknown-").

185
So if you've been following the game's story so far, then you know that Furio and crew are enroute to Damcyan to protect it from Titan. So, along the lines of the random lightning flashes in Mysidia, I rigged random earthquakes into the vicinity of Damcyan.
The quakes will only trigger when you're in the general vicinity of Damcyan, as well as within Damcyan Castle, the Antlion Cave, and the west station of Mt. Hobbs. And of course they're flag-dependent, so once Titan is defeated they'll stop.
The video also offers a sneak peak of the repairs and renovations I made to Damcyan castle.
Enjoy.
https://youtu.be/btZbuXTm0x4

186
(continued from above)

Now, let's add 20 to those values...

Check out Eddy's head now:



To confirm, now the data looks like this:



So, my guess is that, in changing the character or palette of those tiles, you may have accidentally changed the priority. Check out those formation bytes one more time. Try subtracting 20. See what happens.

187
OK, so without actually seeing the data you have for those two tiles, here's what I think is going on there...

So the formation data for those tiles (that is, the data that tells the game which of the loaded graphics to use to display them) comes in the format "cccccccc vhopppcc" where the "c" represents which tile to use (you've definitely played around with that), the "p" represents which palette to use (ditto, I assume), "v" signifies a vertical flip (makes the tile upside-down), "h" signifies a horizontal flip (backwards), and finally "o" is priority. If the "o" bit is clear then the tile will show up behind the character. If it is set, then it will be in front of the character.

So, in order to set the bit (assuming it's not set already), you add 20 to the second byte of the tile's formation data. To clear the bit (assuming it is set), you subtract 20 from the second byte of the tile's formation data.

Take this picture of Edward in (a slightly modified) Fabul. Pay attention to the top of his hat in front of those crumbled floor tiles (and kindly ignore the monks hanging out on the wall)...



I assume those tiles are the ones that you're using. By default, the formation data for the lower two corners of those tiles looks like this:



(to be continued...)

188
So, you've probably noticed that characters walk a couple pixels up from the tile they inhabit. These wall tiles were probably originally purposed in such a way that a character would never be standing directly below them as they will be now. You can try playing with the tile properties... Specifically "walk behind," but I think it actually has to do with the graphical formation data. One of those bits there determines if a tile masks characters or vice-versa (the "priority" bit).

I gotta jet off to work now, so let me know if you need more info than that.

189
Heh - he's actually not walking around with the harp. I switched the harp tile to a "walk behind" and put a non-walking bard on that spot. In an event similar to the original's dancing girls, he'll play a song for you if you talk to him.

190
Well, here it is - the next "episode."

Final Fantasy IV: A Threat from Within v0.7.0

As usual, apply the patch to a clean, unheadered copy if FFIIUS v1.1.

Not much story progression happens here, but there's a new town (Kaipo), a new dungeon (The Watery Pass), a new boss (Octomamm) and a new sidequest (Cactuar hunting).

Some screenies...

The Kaipo Bard School


Cactuar Sidequest






Battling Octomamm





Feedback is always appreciated!

191
Wow. That's a bizarre bug. Good find!

192
No worries. I certainly wasn't in any hurry for it.
I was thinking along the lines of the Mystical Ninja-style, but I understand it's a small space to work with and really only two colors, so whatever you can do I'd appreciate.
I've been considering whether to use any of the graphics stuff you've done. I'm kinda torn because I really like some of it, but I don't want things to stand in the way of feeling like a sequel to the original game. I was thinking maybe I would pick and choose a few things that could be pasted into the ROM to make certain elements seem "modernized" or "updated," seeing as it's supposed to take place 40 years later.

193
I had similar thoughts, too.

I think I will look into it at some point, when I get to a good place to pause production on TfW. It would be good info to add to my music hacking doc.

194
OK, so I just finished my play through.
Jeez, what am I gonna do when this thing gets close to being full-length?!

I noticed a couple of things I wanna take care of before putting the patch up. Nothing game-breaking, but I figure if I'm willing to fix things, I should be willing to polish them too...
 :bored:

195
I'm this close to releasing the next episode. I just need to play it through first to make sure I didn't screw anything up.

Hopefully this weekend.