øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=5;area=showposts;start=600e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe65b-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=5e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe65b-2.html.zxYñg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/« OKtext/htmlISO-8859-1gzip@øÕ« ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:14:40 GMT0ó°° ®0®P®€§²ð®Xñg^ÿÿÿÿÿÿÿÿH!«  Show Posts - JCE3000GT

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Messages - JCE3000GT

601
No idea how to do that.   :whoa:

602
Tea was her name and she had the morning star for some reason--probably like you said in the beta.  

Most people don't pick up on it (it was pointed out to me by someone else), but Benjamen's name is B and Phoebe's name is Tea: With a little rearranging, their names spell beta.

Also, those shots have a few floor tiles in the Ice Pyramid that aren't present in the final game (or ROM, IIRC).

Funny thing is Benjamin is the Japanese name given but the US and English UK release his name is DemoPlay.  :D  I don't know French or German well enough to know what those translate out to. 

It's still Benjamin in the manual, but Demoplay in the demo-game. I hate the haxor known as Demoplay!  :banonsmash:

DemoPlay is now JCE.   :omghax:

603
Tea was her name and she had the morning star for some reason--probably like you said in the beta.  

Most people don't pick up on it (it was pointed out to me by someone else), but Benjamen's name is B and Phoebe's name is Tea: With a little rearranging, their names spell beta.

Also, those shots have a few floor tiles in the Ice Pyramid that aren't present in the final game (or ROM, IIRC).

Funny thing is Benjamin is the Japanese name given but the US and English UK release his name is DemoPlay.  :D  I don't know French or German well enough to know what those translate out to. 

604
1. So the more HP the Hero has the more DMG monsters do, or the more HP the monster has the more DMG they do?

Latter.

Quote
2. Already putting counter on every monster.  :D

I meant, you can do all the various counters.. like HP damage, petri-touch, para-touch, psychoshield (only for magic of course), poison-touch... I think that's most of them anyways.

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2a. Can you give me an example?

I'm not sure what you're addressing...

Like, if it's for the HP-to-monster damage thing, increasing the HP like double increases the damage output of the monster (it's probably not double)... I remember running Demoplay through them just to see how much harder the monsters were to the overpowered AI.

It would also be worth looking into haxing in switching your ally's weapon (with a button)... now that would be something.

Have you ever seen the FFMQ box? It shoulds a Phoebe character named T with a Morning Star... that's what I'd thought I'd see in game, but that was from a beta probably.

Also, make sure Cure doesn't work on the final boss. It is not characterized as a Zombie attack, but it's probably messing with overflow or something to actually take damage.

I can give the ally any weapon I choose, obviously, but changing the weapon with a button would probably require some extensive ASM hacking since the ally only has 1 weapon slot. 

And here is the back of my MQ box with 2 semi-clear pics of the screenshots.  Tea was her name and she had the morning star for some reason--probably like you said in the beta. 

Cure shouldn't work on any monster outside of the undead.  But I may have accidently removed that as well...  Need testing! 

And as for the counters I haven't actually tested them fully yet, sometime in the next 7 days I'll take a look.   :laugh:


605
If I do an import/export it will be very basic and only allow imports from Final Fantasy V and or Seiken Densetsu 2 (Secret of Mana).  And it will take a while to code I might add...

Maybe I'll add a portion to my MQME that allows an easy change of the SPC sample indexes and instruments chosen with the octaves for each song.  I don't know yet...

Its either or at this point.  I'd prefer just to edit exsisting SPC data rather than do import/export. 

606
New 1.3b patch is out. 

I've been beta testing this myself for a few hours, so far so good.  Worked out a few bugs with both my HT and MQME editor.

You should probably start a new game...

607
Hmmm, seems that I've gone and made a fun yet pain in the ass mod.  I can't tell you how many times I've died and how many Cure Potions I've had to accumulate. 

 :laugh:






There will be a premium for Remedies/Heals. 



608
Final Fantasy IV Research & Development / Re: Strange events
« on: August 14, 2009, 08:07:38 PM »
There's also this mysterious woman embedded in the wall of the Red Wings' quarters:



Talk to her yet to see what she says?

And do you know if Zy ever updated his editor?  I'm really needing a map/event editor so I can start doing my complete new game using FF4 as a base.

609
*updated*  See first post.

610
I'm hoping this at least causes enough of a bugfix and change that it SHOULD theoretically solve the issue with unbalanced challenge. 

611
I haven't tested your hack, and I'll get around to it at some point, but there's some worthy things of note that I recall when using your editor.

1) HP scales with damage dealing - I don't know why, but it does.

2) Last digits of the HP changes the counter the enemy makes, I think - This allows you to add counters to monsters that didn't have them in the first place.

Things worth investigating

1b) Why is wind+water weaknesses/resistance tied to Thunder? It is not actively represented in game, but it is implied though usage and the enemies.

2b) Make enemy HP tied to level. That would require a dramatic rewrite of the monster HP system, but it would create the ultimate hardtype.

3) Find out why the last version of Phoebe casts Aero on random enemies (not weak against Aero) while on Auto.

4) The only really random damage component in the game is how Drain affects Phoebe's special shield (the damage she absorbs)... why is this the case?

1. So the more HP the Hero has the more DMG monsters do, or the more HP the monster has the more DMG they do?
2. Already putting counter on every monster.  :D

1a. I'll look into that.
2a. Can you give me an example?
3. I'd bet that is part of the AI routine and that which someone with some ASM knolwedge will have to investigate for me. 
4. I have no idea.   :eek:

I definately want this to be a true hardtype hack and not just some random increase monsters stuff here and there.  Thankfully counter has given me a tool that wasn't really utilized before.  Plus blocking the use of Cure/Life to kill enemies has removed this cheap trick.  Its like that was the Vanish+Doom/X-Zone of MQ. 

612
General Discussion & Support / SPC related projects
« on: August 14, 2009, 12:33:54 PM »
Here is a link to my SPC folder on my website that has all my SPC remixes, imports and BRR injections

613
Gaming Discussion / Re: Movies of playthrus
« on: August 14, 2009, 12:45:37 AM »
Sounds interesting. 

Here's another MQHT vid.   :laugh:

614
Gaming Discussion / Re: Movies of playthrus
« on: August 13, 2009, 10:29:01 PM »
While not an emulator movie it is a move of some game content.

MQHT Part 1   :happy:

615
So far so good.  MQHT is turning out to be quite difficult.  

In the second pic he died after I critical'd him.  I'm sure someone would of died if I did crit him.