øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=615e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe806-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe806-2.html.zxòg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬ë-OKtext/htmlISO-8859-1gzip@øÕë-ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:17:54 GMT0ó°° ®0®P®€§²ð®òg^ÿÿÿÿÿÿÿÿC+ë- Show Posts - Grimoire LD

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Grimoire LD

616
Grimoire, do you want to change the physical location of the chocobo forest warp point, or the parameters? If you just want to change where it warpsto, that can be done pretty easily. Search slick for the research I did on world map triggers. They work exactly like location triggers (except no treasure chests).
If you want to change the location on the world map of the warp point, that's tougher because you'd need to change the tile to a trigger forest tile, and as you know editing the world map can be a tricky proposition with the available tools.

I knew you worked on World Map Triggers, I just forgot that you included your methodology (outside of your tremendous work on how to change map tiles through events and the like). Yes, I'd just want to change the warp rather than the location since we can't easily edit the World Map as of yet and it gives a purpose to that useless Chocobo Forest location and it makes it available as soon as you get the Airship.

I was just thinking about this, but I think there's an easy way to add more warps to the Overworld without removing other ones (outside of the Babil ones) In FFIV DS you couldn't enter castles from their upper sides. On the SNES World Map alone that would give an additional ten warps in the Overworld (technically 12 because of the unused Tower of Babil ones) and in the Underworld it would give two more warps. and all it would take is making two sprite tiles unwalkable. Granted what good this does us without more maps to use is questionable.

 :edit: Hmm... the post I've found on decoding world map triggers only has the method, rather than a list. I guess I'll write down the list, unless you've already done so.

617
Seiken Densetsu 3 Research & Development / Re: Bugs and glitches
« on: December 08, 2014, 12:03:36 PM »
...And I thought FFIV had it bad, with glitches like that I'm somewhat surprised SD3 runs properly (though sometimes I feel that way about FFIV as well).

Are these glitches as noticeable as the above post makes them sound?

618
General Discussion / Re: Introducing myself
« on: December 08, 2014, 12:01:48 PM »
To my knowledge there are no such plans in the work because FF4kster is basically meant to emulate a "true" devkit for FFIV therefore it uses resources from the game itself in many, many cases and has no outside reach. (There may be a Tile Editor in the works, but I'm unsure if that means to change the graphics of the individual map tiles or if it is in regards to the properties of the tiles)

Chillyfeez is the graphics master as far as FFIV is concerned. He has added new portraits, new enemy sprites, new battle sprites, and even new summons. If there is anyone to discuss graphics with, its Chillyfeez.

619
Submissions / Final Fantasy IV: Immune Byte Fix
« on: December 08, 2014, 11:11:00 AM »
In the original FFII (and FFIV) the Immune Byte was bugged in that the character who had an item with the Immune Bit equipped, was given 99% Evasion and if it was removed they had a lingering x4 Weakness to Fire and Ice. This patch fixes both behaviors, for the Immune byte-99% Evasion fix the storing of the Immune Byte "temporarily" is no longer put in the same place as Evasion and is instead moved to a free section of RAM where it does not interfere with later Evasion calculations.  On that same note the game never properly decrements the bits that contain xr Weaknesses by a bizarre choice of design and oversight, it only took two NOPs (which doesn't effect anything else at all) to fix that behavior.

This only really serves purpose for modders who may want to add other Elemental Immune equipment or those who Really want the Glass Mask and Adamant Armor to not unbalance the game (granted the Adamant Armor does a good enough job of that as is)

Here is my first submission then, the Immune Byte Fix.

As you can imagine it's a little difficult to get a picture of this in action.


620
General Discussion / Re: Wiki thread
« on: December 08, 2014, 11:03:49 AM »
I think by default Jorgur we're logged into the wiki. At least I am? I had assumed it was the same for others as well.

Glad to see it can be a data housing for the SNES FF games! I guess we should start pooling all of our notes together to try and make some semblance of sense and order for the wiki.

621
Game Modification Station / Re: Project II: Final Fantasy IV
« on: December 08, 2014, 11:01:52 AM »
Thank you for the information! That'd certainly be an interesting patch to have, Grimoire LD... Would you, by chance, be willing to give me that patch? (This isn't related to the Adamant Armor's 99% Evade, is it? I'd like to include it in v2.02 of the Project.


It is, yes because that too is a glitch, the Immune byte is not supposed to work like this, this patch can also fix the x4 Weakness which lingers for Ice and Fire when you remove the Adamant Armor. Though if you wanted to give the Adamant Armor 99% Evasion you can just set it to give 99 Evasion, hehe.

Did I never make just a bug fix patch? I thought I did...? No, I apparently didn't, I have the raw ASM, but only ever threw it into Combat Boost.

I'll make a separate bug fix patch (maybe even release it on RHDN and here?)

The Immune bit does nothing alone. It's thought that it's part of an incomplete plan to make Immune like Absorb, but Absorb goes into its single elemental byte where as Immune is a separate byte all around.

The Cursed Ring will Absorb any element that it also is paired with, so say you have the Fire Armor, you would then recover when hit by an Ice Attack since it resists Ice, go one step further and say you have the Dragon Shield, when that happens you absorb Fire, Ice, and Lightning Elemental attacks.

The Immune bit is also broken because it gives 99% evasion because of a lack of optimization (they save a certain bit of data to a place that is supposed to temporarily store, but never takes it out which leads to it being added to evasion.) I have a patch to fix this, Immune on its own does nothing, but when the Immune piece of gear also resists other elements, they then become Immune to them.

So wait... Immune doesn't work like Absorb? You mean, (without your patch) if I make an armor that has the Ice bit and Immune bit set, it will not make the wearer immune to ice?

Ah no, that's what makes it different from Absorb. Absorb looks at all the elements you currently resist and allows you to absorb them. If anything is listed as 40+ whatever resistance bits, it is absorbed. That is how the Cursed Ring was designed, with the idea that the players would eventually catch on to it being a catalyst for elemental resistance.

Immune on the other hand uses a separate byte for Elemental Immunity  but to be placed in that byte at all the game needs to show an Immune bit on the armor by default.

Immune Does work, when the item itself also has an Immune Bit, hence why the Adamant Armor does legitimately give you Immunity to Fire, Ice, and Bolt. (by the same token though makes you x4 weak to Fire and Ice physical attacks)

Here's the patch. It's very few bytes changed to make it work, but I've tested them both before and know they work to their purpose.

Immune Bug Fixes




622
Yes, I got Ging-Ryu to work properly in the Overworld and the Moon the only oddity will be is if Call is used against him, he'll counter with RockBeak (because that's what the index is in the Overworld, where on the Moon he'll counter with Cyclone.)

It is a very simple process, but one easy to overlook...

As I wrote in my AI Index References there are a fair number of AI Conditionals which are superfluous (springing immediately to mind is the five for Rubicante which looks to see if any character is dead and if a Fire Attack was used against him to return the favor and revive them and the same 3 for the Magus Sisters) so replace something that is either not used or rather redundant with an "IF Formation Index" conditional and using another Overworld monster as reference. For instance when I was setting up the Silver Dragon I was using the Basilisk as the means in which to choose the script and modify the script as needed, then after I was done I set the Basilisk back to normal and moved back down to the Silver Dragon, I kept in mind that the Formation Index is one off (as mentioned above) and set the script for him to use to that.

Because the Silver Dragon only uses this Formation while on the Overworld he will be able to fight with two completely different attack scripts when again encountered on the Moon. (I think this would work Really Well with your Enemy Level Patch Chillyfeez in Many respects because it means older enemies in different formations can fight back in a different manner.)

I do wish we had more space to use with Conditionals though as there is a lot of neat stuff which can be done with them.

623
General Discussion / Re: Wiki thread
« on: December 08, 2014, 02:31:58 AM »
Did... Strago always drive backwards?

I was considering pretty much throwing all of my FFIV notes on there, but then I realized I didn't know if that was even the point of that wiki, so yes, I am looking forward to the answer here as well.

624
General Discussion / Re: Introducing myself
« on: December 08, 2014, 12:41:36 AM »
Between JCE3000GT, Chillyfeez, PinkPuff, LordGarmonde, and Deathlike2 I think all of our favorites are FFIV, but I don't think we're the majority of the site, as you can that topic for how to improve FFVI is running many, many pages and the only site sanctioned project is for FFVI. FFV also has a small, but loyal following here with Jorgur, LightPhoenix, and a few others. Assassin, Madsiur, and others are more difficult to pin down, but I'd say they likely lean towards FFVI.

625
So I found a rather neat work around for Overworld/Moon script silliness the game tries to impose and it's quite simple, but it does involve the use of AI Conditionals.

The simple trick is to set a moon-type enemy to respond to a certain "If Formation" (Note: In the editor, the Formations are somehow off by 11 For instance the FlameDog is set to respond special in Formation Index 451, but when you open the Formation editor you'll see it's actually 452. (1 probably counted as 0 or something somewhere) and though it will display as Moon formations, you should write down the Index number of the desired Script and it will play it just fine.

I noticed this when I tried to use the Silver Dragon (Ging-Ryu) who in the editor is set as a Moon monster and I didn't want to take away the Silver Dragon from the moon either, so I decided to take a Charm script that was no longer being used and gave that to the Silver Dragon for an Overworld battle and it worked out great!

626
General Discussion / Re: Introducing myself
« on: December 07, 2014, 10:30:46 PM »
I know, it's a little bit infuriating seeing people create great sprite upon sprite for FFVI and yet not a single graphic tool for FFIV has ever been made as of yet.

627
Game Modification Station / Re: Project II: Final Fantasy IV
« on: December 07, 2014, 10:29:31 PM »
The Immune bit does nothing alone. It's thought that it's part of an incomplete plan to make Immune like Absorb, but Absorb goes into its single elemental byte where as Immune is a separate byte all around.

The Cursed Ring will Absorb any element that it also is paired with, so say you have the Fire Armor, you would then recover when hit by an Ice Attack since it resists Ice, go one step further and say you have the Dragon Shield, when that happens you absorb Fire, Ice, and Lightning Elemental attacks.

The Immune bit is also broken because it gives 99% evasion because of a lack of optimization (they save a certain bit of data to a place that is supposed to temporarily store, but never takes it out which leads to it being added to evasion.) I have a patch to fix this, Immune on its own does nothing, but when the Immune piece of gear also resists other elements, they then become Immune to them.

628
Yes, graphics, especially in FFIV always come off to me as programmed in a needlessly complex manner.

That would be a neat idea to put a dungeon in the Adamant Cave (That is actually where The After Years' first dungeon is.) if it didn't also require the Hovercraft to get to. the idea was to have this dungeon be available as early as Airship access was granted meaning somewhere in Silvera, Troia, or Eblan. If we had the means to edit the world map warps I would put it in the secret Chocobo Forest to the right of the Troia continent and make it a forest dungeon which is missing in default FFIV... You know what? I should go ahead and make it a forest dungeon anyhow. (At least the opening part of it, with two maps I'm given a little freedom).

He's technically playing mine, too, along with yours! I don't know if he'll comment about the script, but it made me really excited, since I used Legends of Localization as such a heavy reference for Project II.

Technically so, yes. He did catch a few typos and made me realize my inconsistency in regards to Espers and Eidolons.

629
Ah yes, I had assumed that FFIV SNES did the same thing... I guess I was wrong, that would make sense though that they'd only have to change that portion of the sprite though. I imagine that Chillyfeez would know all about thos peculiarities.

Yeah, Combat Boost is still a work in progress, all of the actual hacking is done by this point (I think!). so now it's down to the modding portion, I'm a little bit stuck on what to do for a challenge dungeon or even where to place it. Since it can only consist of two rooms (the only spare maps, basically) I have to be very careful and deliberate with placement of anything in it.

630
Yes, Tomato playing through my mess of a mod is a higher honor than I ever expected.

Sounds like that project is progressing well, but you mean to say that the GBA version actually includes extra animation tiles for the Summons? That's a bit surprising.