øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=675e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe542.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe542.html.zxÖ¼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.¦OKtext/htmlISO-8859-1gzip@øÕ¦ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:37 GMT0ó°° ®0®P®€§²ð®Õ¼g^ÿÿÿÿÿÿÿÿ³+¦ Show Posts - Pinkpuff

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Messages - Pinkpuff

676
FOUND IT!!

Map 292 in FF4kster, default name "Tower of Babil 3F"

How in the world they ended up there is beyond me though...

677
theres another thing. the program will not allow you to add actors golbez or anna to a party, if you use this program on a rom with an event that adds any actor past Kain3, it wont add this character. I used Golbez actor to join where fusoya normally does but now it wont add him.

I take no responsibility nor concern whatsoever about how FF4kster affects roms that have been modified using any other tools. If you do use extenal tools on the same rom, be sure to make a backup.

678
It doesn't look like ff4kster enables you to alter the second byte of map properties (the "map index").

Fixed.

And actually it appears to have been an oversight more than anything else; it was already reading and writing the map index, it just didn't have an entry in the editor menu. It probably just fell through the cracks when I was organizing the different menus.

i was doing a play as i go fix of all my npc bugs and i got to troia castle, and realized i cannot access the npcs in the troia hospital or in several other places for that matter. but because in my hack you dont have the default games party i cant fix this. and one of the characters, my cid takes palette assignment instead of default player character palette because he is in the golbez slot, so he has the wrong palette here too lol...

Hm, you're right, Troia Hospital NPCs don't appear in FF4kster for me either... which is strange as it seems to be reading everything else correctly... I'll do some digging, and in the meantime if anyone has any ideas or speculation I'm all ears...

679
Glad to hear you're finding it useful!  :childish:

I think my policy on things like the Golbez actor and the learning of monster techs is that, if it can't be made to work properly/elegantly from using FF4kster alone, then FF4kster is not going to let you do it from within it. If you make changes using some kind of other tool, including hex editors, then FF4kster will throw up its hands and absolve itself of any responsibility with regards to what happens.

So with regards to the particulars above, there will be no golbez actor, and no learning monster techs, but there will be targeting options for the commands for which it actually does something (Recall and Sing), since the commands are already handled in a very piece-wise, case-by-case basis.

680
That's strange. Are you sure 15 is the last of the available Battle BG's? I didn't see Zeromus' background in there at all.

Not sure at all actually... according to the doc there are three mystery bits in that byte:

Quote from: LOCPROP.TXT
00: Battle Properties
   bits 0-3: Battle Background
   bits 4-6: ?
   bit 7: Battles have Magnetic Effect if event flag E1 is set

Right now the editor just ignores those bits and leaves them alone but I could see what happens if I interpret one or all of them to be part of the battle BG...

681
Ok I finally got up off my butt and finished the map properties editor. Have at 'er.

682
Hey Pinkpuff-
Have you considered putting targeting options into the command editor?

The main reason I haven't is this line here:

Quote from: Bab-Il Docs
this only affects the cursor, not the actual effects.

Thus meaning any changes to it would be cosmetic only. I didn't really see the point. For example, if Dark Wave targets all enemies even after changing it to single or split then... why fool the players like that?

But if there is demand for it I can certainly throw it in there.

Also sorry it's been so long, I put the homebrew channel on my Wii and got obsessed with playing NES roms and hacks and stuff instead of working on this ^_^;

683
Does anybody know... Is it impossible to completely extricate the name of the character in Paladin Cecil's slot from that of the character in DK Cecil's slot?
When I change the name assignment for the Paladin slot, the Dark Knight name still appears in battle, thus making it impossible for these to be two separate characters...

I meant to ask about this. I know it's a known thing that the name assignments in battle are stored separately from the name assignments used everywhere else, but I can't seem to find any posts or docs that actually say where that is. If someone knows and is willing to post the data, it should be a trivial fix to update the editor with that functionality.

:edit: I was able to work around this by using Golbez's Slot, but this leads me to a request about FF4kster:
Pinkpuff - would it be possible to add in the ability to manipulate Golbez's actor? As it stands, I have to use a hex editor to do so. This includes adding/removing the actor in the event editor, in addition to editing starting name and battle commands.

Hm, I was under the impression that there are some strange things about Golbez's actor... maybe someone more knowlegable can either back me up or prove me wrong on this? If not, and his actor is no different from any other, then once again it should be a fairly trivial fix.

684
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: February 06, 2013, 06:34:13 AM »
I wish I was smarter than this; I could just truck through this hitch.

Welcome to rom hacking. I can't count how many times I've felt like this while hacking. I still have no idea how to fix the busted graphics in the character selection screen of my FF1 hack. But don't bring yourself down; you're plenty smart or you wouldn't have gotten as far as you have! And besides, it's not all smarts, a lot of it is just being able to find the information you need. 100% of all the info in FF4kster comes from things other people found and posted somewhere. All I did was compile it all together.

Anyway just be patient, keep digging, keep asking questions, and don't be too hard on yourself if you can't find the answer right away.

685
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: February 05, 2013, 10:22:05 AM »
1. I can't seem to find the data for the spells Tellah gains back on Mt. Ordeals in ff4kster. How would I go about editing back in Armor, Shell, and Dispel for him?

Event 98 in FF4kster's Event Editor, the default name for it is "Cecil's transformation, Tellah remembering".

Near the middle there's a chunk of "Add ____ to Tellah White" script items. Just go near there and hit insert and put in "Add Dispel/Armor/Shell/whatever to Tellah White".

686
The HP and MP bonuses for the 70+ levels are drawn from the level 69 bonus. Could it have something to do with that?

687
I have another question! It's super important!!!

...What people were involved in the creation of ff4kster? I want to credit you all in the readme of my patch!

I'm the only one doing any programming, but the information which it is based on is of course founded in a lot of groundwork done by many others. I couldn't even begin to compile a list, but feel free to try! You'll notice in the readme I just acknowledge a general "everyone who did research and posted it" type of thing without naming names.

Anyway I'm not looking for fame or credit here; as far as I'm concerned you can feel free to just say "FF4kster and the people who made it happen" or something.

:edit: 3 Taking a further look into the editor's data of Village Mist and Tomra, is the editor reading the Map Index and just rereading the original data again, looking purely at the map index number to load the data? Since the data for Village Mist and Tomra are exactly the same in the editor but in ROM are...

 20 01 04 01 15 04 90 09 22 71 00 28 07 - Mist
 23 01 04 01 36 13 10 09 35 71 00 58 00 - Tomra

As can be seen the two are Very different in ROM.

Wow, good eyes! I did a major facepalm when I checked this out and found that the loop index for this particular routine was being stored in a Byte variable rather than an Integer... doh...

Anyway it's fixed now and as far as I can tell working correctly, thanks!

688
...Wow, thank you, PinkPuff. I feel so dumb now. I should've realized it was calling on events.

Don't feel dumb, that's how we learn!

...Though this now makes me kind of peeved that it looks like the FFII US team totally removed the event for the shop, which at once baffles me and makes me think I'm wrong.

The rom is full of all sorts of strange stuff, ripe for speculation. That's part of the fun!

:edit:  I am so, so sorry to spread misinformation like that. Shop 31 is not Dwarven Castle Items. I just found out that Cave Eblana and the Dwarven Castle #2 share the same items. It's just that Cave Eblana's "niche" status healing items were changed to regular shop items, like Cure1, Cure2, Tent, etc. so they removed the second Dwarven Castle vendor, since the other one sold the exact same items.

I am so, so, so sorry. Shop 31 is just some dummied shop.

Not a problem. I fixed the config file on my local copy, and next time I update it will be fixed in that as well. To fix it on your own local copy you can simply go into ./config/shop.dat and remove the line corresponding to shop 31.

:edit: Is there a way to outright remove entries from a shop list? The best I can seem to find is a blank space that costs 0 GP.

Hm, upon checking it seems I somehow failed to put a "blank" in the menu to make that more convenient. Anyway setting the entry to "Trashcan" will do what you need. Trashcan is always the last item in the list so you can hit Enter on the slot to bring up the item list, hit End to take you to the Trashcan and hit Enter.

I will probably add a blank in there soon for that purpose (although it is hilarious and somewhat fitting that you "trash" the shop item...)

689
Hello again. I'm here with some info and two minor improvement suggestion.

I noticed some of the shop names were unlisted in the shops menu, so here they are.

Shop 21: Mysidia
Shop 25: Eblan
Shop 31: Tomra
Shop 26: Dwarven Castle #2 (Dummied in FFII US)

Thanks! I added them to the config file. And if you don't want to wait for the next update you can easily add these yourself too! Just go to your ff4kster folder, and in the config folder there should be a file called "shop.dat"; just go in and type in the numbers and names.

Furthermore, I've been at it for an hour trying to add back in shop 26 in the NPC editor, and while I've managed to figure out how to put that NPC in its designated spot, there doesn't seem to be a "Bring up shop 19" selection under what speech to assign the NPC, so it's totally impossible to add back in that shop for now.

Secondly, instead of listing the shops in hex under the speech selections, why not just put down "Bring up Baron Shop" and the like? It would make things tons easier and friendlier for newbies.

Thank you for your time, have a nice day.

That's because you can't reference shops directly with NPC speeches. NPC speeches are actually just triggers for events. If you want to make an NPC open a shop, there has to be an event for opening that shop, then you can make an NPC that triggers that event when you speak to it. So here's what to do, step by step:

* Go to the Event Editor and find an event that you are comfortable erasing/overwriting
* Hit Enter to edit it
* Hit backspace to clear its script completely (say yes you're sure)
* Hit insert to add a new item to the script
* Cycle to the event script item that says "Shop"
* An input should appear where you can select the shop you want
* Exit out of the Event Editor and go to the NPC editor
* Select the map & placement you want to trigger the shop
* Select "NPC", then "speech", then the event (or hit insert to create a new one and select it)
* Cycle to the event you replaced with your new shop and hit enter
* Exit out of the NPC Editor and save

(You can also go into the ./config/events.dat config file and change the name of the changed event to suit your hack if it makes it more convenient to remember.)

The reason I can't just have a shop option in the NPC speech menu is because the instruction to bring up a shop is handled at the event level, not the NPC level. The only ways I can think of to accomplish what you're asking for would all involve something terrible: 1. Assume that there already exists an event for each possible shop and that these events have not been changed or moved around; or, 2. Create a new shop event each time, replacing some existing event.

Thus, as nice as it would be to have something like that, I just don't see it as being very realistic. The user is free to edit the events however he or she wishes and thus it's not safe to make any kind of assumptions about them.

 :edit: The version on the timecave has now been updated to include the new config file, as well as access to the map properties editor, though the data cannot yet be edited, only viewed. If someone has any idea of what in the world might be happening with the underground maps please let me know.

 :edit: Upon second reading I think I may have misinterpreted your original question. Those are in hex mainly because they were just copied and pasted from an existing list of event labels for the original game's events. Changing these is once again simply a matter of changing the config file. So if you don't like "Bring up shop 26" you can go into ./config/events.dat and type in whatever you want to call it. That said, I think I will change the defaults to have something more meaningful there ^_^;

690
If you mean the map names that appear at the top when you enter, then those are coming in the map properties editor. On that note actually I'm finding the overworld map names are working perfectly but the underworld ones are completely messed up... no matter how I realign them it doesn't seem to do the trick. I'm considering uploading a version with the editor accessible (though it will only be displaying the data) so that maybe you guys can help brainstorm?