јAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=1275e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe64c.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe64c.html.zxохg^џџџџџџџџџџџџџџџџџџџџШр›щOKtext/htmlISO-8859-1gzip@је›щџџџџџџџџTue, 10 Mar 2020 19:25:41 GMT0ѓАА Ў0ЎPЎ€ЇВ№Ўнхg^џџџџџџџџш"›щ Show Posts - chillyfeez

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Messages - chillyfeez

1276
I completely disagree with the "inextricably" part. I think it is definitely possible to create a set of tools that allows one to hack a rom and not know what the word Hexadecimal even means. And while some kind of game code (hex or any other base) may creep into this editor due to my laziness or lack of creativity, one of my goals is to try to avoid it wherever possible.
well, yes... sort of. your editor (and one or two others I've seen) already do this, to a point.  Will such a tool ever be TRULY comprehensive though? unless your editor automatically performs all of the prework described by Dragonsbrethren above on every ROM it loads, it will never allow the hacker to use monster spells. And I don't necessarily see this as a bad thing. I am not a programmer, and not long ago, my only experience ROM hacking was a cosmetic/text hack of the original Legend of Zelda created over ten years ago (and now, sadly, lost).  I was inspired to try messing around with FFIV after playing Euclid's LoZ:PW (something like, "This is really cool, but I wonder if I could do something similar with a game I like better than Zelda").  If I ever actually complete a FFIV hack (I've been toying around with editing bits and pieces for months and slowly formulating a plan), I now have enough knowledge to hack other ROMs, too, which I wouldn't have if I remained sheltered from hex.
But this is a serious digression from anything I ever meant to get into with you.  The editor is definitely great so far, allows for easy (and reliable) interface with lots of elements of the game that other editors don't even touch on.  I don't want you to think that I am not VERY happy with what you're trying to accomplish here.
This would probably be less useful than straight up hex code in both respects...
Yes, excepting only to the end of NOT exposing the user to hexadecimals  :laugh:

1277
It is possible but I don't really see the point/use of it... copying and pasting event code is a completely separate thing from displaying the underlying hex code. The point of having this kind of tool is so that you don't have to know or understand the ROM or locations or anything, you can just have an idea for a hack, design it with this tool, and it will take care of translating that into the appropriate hex changes for you.

Having a copy/paste feature may happen in some capacity, though if it does it would probably be something like "clone event over another event" and then you can change the details; like if you want a bunch of events that all more or less do the same thing but, say, set a different flag or something, such as the trap door battles or something like that.

... It doesn't necessarily have to be the exact hex for what I'm envisioning (though there's no real reason why it specifically couldn't be - hacking ROMs is an activity inextricably linked to hex exposure), it could be as simple as numbering the different instructions in regular old base 10.  The reason I think it would help is... let's say I want to create a flashback scene from the opening events later in the game.  I don't want to clone the entire event, but I also don't want to have to spend all that time writing "main character face up-repeat the following action three times-main character move up..." just to recreate the same actions.

If it is known how to do that (what the bytes and such are for linking portraits to jobs and map sprites to actors), then sure! Ultimately the kinds of things this editor will be able to change will ideally be limited only by what is known or unknown about the ROM.

I feel like I've seen the info somewhere before.  I wasn't looking for it at the time, so I didn't make note of it.  If I can find it again I'll let you know.

1278
I was thinking... Even if you could find the -byte for equipment, wouldn't that really just allow you to change the position of equipment within the item list, and not necessarily how many slots are devoted to each type of equipment? Sort of how we are now able to change which spells are learned by the call items, but not how many...

1279
Hey Pinkpuff

1. I'm curious - did you keep monster spells unlearnable in the spell set menu because they show up weird in the spell menus (a problem I don't think we can solve)?

2. In the event editor, is it possible for you to include the bits at the beginning of each instruction (similar to how things appear in Phoenix's FFTools)? this would make it easier to copy one event or part of an event to another.

3. (this might have been asked already and if so, sorry) Is there any plan to include the ability to change the accompanying sprites for each character (battle and map) - not to edit them, but, say, make fusoya look like tellah.

1280
Grimoire, you are some kinda wizard.  That's awesome.

1281
That's great! glad to have someone who actually has some experience helping with this.
I had a thought this morning: there must be some fixed location in the RAM that represents register A, right?
My next step is to search the entire RAM for 1031 (or 3110) at the break.  If I can find an instance (or a manageable number of instances), then I'll look for a change when using the bomb item (should change to 1032/3210). 
If we can figure out where Register A is, then we can set a breakpoint to catch operations that write there...

EDIT: As if this wasn't going to take a lot of time already... the Emu keeps crashing every 6000-7000 lines I search through.  So far I've found 3110 at offsets A100 and 6A100 (could there be a pattern here, and if so does that imply that this is meaningless?).
Anyway, I gotta get ready for work now.  I'll have to pick this up later.

1282
Now THIS is interesting...
I changed the 99 at $1A8B3 to a 98 and got "Rydia learned [blank]"
Then I tried 97 and got "Rydia Learned Fast," but then it crashed...
 :omg:

EDIT: Nevermind, I get "Rydia Learned Fast," (crash) for most other trials, and occasionally "Rydia learned [blank]." This must just be the ROM's way of telling me something isn't computing right.

1283
I tried a breakpoint on the item slot per your suggestion, but the ROM freezes and stays frozen when you open the item screen, like it's constantly referencing that part of the RAM whenever the item screen is open(?), so I tried from the other end - set a breakpoint to when the game writes to the first slot of the spell list, 7E15C0 (make sure you empty the first call magic slot before you go any further). 
If you do this, you see:

$01/A8B3 99 C0 15    STA $15C0,y[$7E:15C0]   A:1031 X:0040 Y:0000 P:envMXdIzC

"A:1031" is the instruction to add Imp to the spell list. if you hit Edit Registers at the break and change register A to "103F," Rydia learns Baham instead of Imp.  I don't know enough about ASM to know what to do with this knowledge, though (i presume there must be a place in the ROM somewhere where it finds that "1031").  I'm guessing that, since adding the spell is the last functional step the ROM takes, I'm also missing vital instructions that take place BEFORE this happens.

1284
well...
to be honest, I'm new to hacking, so I had to teach myself how to use breakpoints in Geiger's Snes9X.
So far all I can do is change who gets the spell.  The instruction is found at $1a8b3 - simply change the second byte to the RAM location of the first slot of the target spell list (for instance, changing from "99 C0 15" to "99 D8 15" makes Tellah learn the spell in his White list).
A couple of frustrating points about this, though:
1. It still says "Rydia learned..." This is easy enough to fix, though...
2. The game still checks to make sure Rydia is in the party, so I can't make Tellah learn Imp unless Rydia is there.
3. Seems all four call items execute the same instruction, so if Tellah learns Imp, he'll also be the one learning Mage, Cockatrice and Bomb.

and, of course,

4. Still haven't figured out how to change which spell is learned.

I'll keep playing around, will post findings.

1285
Hello, all - longtime reader, first-time poster.

As far as I can see, this hasn't been discovered yet: Anyone have any clue how one could change the effects of the call items? It would be great if we could use the Imp item to actually do something cool, like, say, teach Tellah Nuke or White.  (since Imp is useless, and it would be just as easy to have Rydia start with it)

I've searched the ROM for instances of "04 31" (which would be "Rydia learns Imp" in an event), and there are only 26 of them, so I could try playing with each one to see if there's any worthwhile change, but none of them seem to have "04 32," "04 33" and "04 34" all nearby (Learning Cockatrice, Mage and Bomb), so none of them seem to be likely candidates.  At 463C3, there's 04 31 04 32 04 33 but then no 04 34... not to mention the entire block is full of 04 xx's, so that's probably a red herring...

So it looks like the effect of the call items is dictated some other way.  I'm willing to do some experimentation, but I have no idea where to start.  Any thoughts?
 :hmm: