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Messages - Dragonsbrethren

166
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: October 21, 2012, 10:41:42 AM »
Decided to give the WSC version a go. Not sure if I'll play through the whole thing or not, but I've already made a pretty interesting discovery: Enemy rows are still functional in this version. Seems they broke during the GBA port, not this remake. The targeting works the same way as the GBA version, so sometimes the enemy it starts you on is actually in the back row (three Dive Eagle formation near Baron, for example).

Thinking about throwing together a little site dedicated to documenting this version. "The Forgotten IV" or something. It's closer to the SNES version in terms of presentation than I remembered.

 :edit:

Tellah missing doesn't progress the Bard battle, same as the first GBA version.


Confirmed that dark knight Cecil auto covers critical allies.

Gilbert/Edward doesn't seem to auto hide. (Nevermind, just saw him do it.)

Gradual petrify actually works in this version, and seems to go much faster than in the SNES version. In addition to the light gray squiggles characters get in the GBA version, the character's sprite gets progressively grayer as they petrify. This isn't like the SNES version where they turn to stone from bottom up, they start with a dark gray tint and it gets more pronounced at the next level of petrification. Only certain colors of the sprite change, seems like they were going for skin and hair on Rydia, but Cecil's armor changes.

When I healed Cecil of stone status, the shades of yellow on his boots never updated and stayed gray. Stone bug affects Edward too, probably everyone. (Maybe this is an emulation issue? No real way of telling, but seems almost too obvious to overlook.)

Double turns seem to be present. Wasn't sure at first, there's no ATB bar to make it apparent in this version and it's not uncommon for Cecil to get more turns than anyone else in the beginning, but I've had the command window pop up immediately after attacking with Cecil and Edward, same as the bugged GBA versions.

There's an annoying feature in the field equip menu where the item menu stays open even after you've equipped something. Additionally, trying to equip more of the same arrows will just swap the quantities instead of adding them.

I forgot to mention it, but elemental rods are single target, like the GBA version. Already knew about that, so I completely neglected to post it.

Bows and arrows seem to work correctly from both rows.

It doesn't seem possible to make a character permanently long range.

Yang's Power command seems to "charge" a lot faster in this.

167
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: October 20, 2012, 10:10:09 PM »
The bug where Kain repeats item/magic use with the Avenger in the Zeromus battle is fixed in the PSX version, like Easy Type. The other Avenger bugs remain (you'd really think they would've caught the bug with berserk Cecil first).

I haven't decided yet, but I may take a look at the WSC version. PSX version just seems to be Easy Type's fixes with FF4's data and the item duplication bug restored for some reason.

168
Final Fantasy IV Research & Development / Re: Decoding World Map Triggers
« on: October 20, 2012, 05:06:40 PM »
My concern was that there are no chest-type tiles used in the world maps. If you try to assign a treasure to, say, a staircase in a location map, it doesn't work...
Yes it does, you just can't use the "return" type stairs (the ones marked with an arrow in Phoenix's editor). As long as you use an event tile and you set the treasure up properly, it'll work. Of course, using a non-solid tile has the drawback of functioning as an exit too, usually resulting in you teleporting to Baron.

169
I knew that but forgot to edit it into the OP, sorry for any confusion. I added it now. Kind of funny, they go from lizards to insects to reptiles to demons (did they at least correct that for the PSP version?).

170
Really you should just be able to target him when he's hidden. Prevent monsters from hitting him, but let your items/magic affect him. FF4 has a lot of design like that, where it seems like they didn't really think things through. Likewise, auto-hide is okayish as a concept, but if I unhide him, don't hide him again automatically.

171
I'm almost certain you brought this up before. It was a dumb counter anyway.

172
Golbez is a natural bad ass.
His badass factor is significantly reduced by running around nearly naked.

I apparently tested Protect and Shell and determined they work like the original (in the Wii version at least; I doubt they'd change it for the PSP), not sure on Haste/Slow, though.

173
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: October 06, 2012, 04:55:32 PM »
I tested the Valvalis battle again, and she definitely got the defense bonus this time. So that means either there's a bug that only strikes at random, or I'm an idiot. I'd go with the latter, personally, although I swear I was doing full damage against her in tornado form the first time I played this battle. I checked the screenshots I grabbed, but none of those show the damage I was doing. The magic defense is handled the same way as the original, too.

I guess I'll try it a few more times just so I'm 100% certain.

I forgot to mention it, but I confirmed that arrows aren't fixed. No idea on the Stone/Gorgon sword, I'd probably have to cheat that into the inventory if I want to test it.

174
It's definitely not as abusable as the original, only because the racial multiplier has been nerfed into the ground. The moon stuff is kind of interesting, but mostly annoying. Honestly, the racial multiplier probably needed the nerf, it's way too good in the original, but I would've liked to see it only drop to 200% damage instead of the 150% they went with.

Been kind of wanting to give this another go; the story's pretty atrocious, but the gameplay is pure FF4. If you want to try it, there's always Dolphin. People were playing the DLCs before they were officially released in that, so I guess it works well enough for the game.

175
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: October 01, 2012, 02:21:29 AM »
Yeah, the Blood Spear is the only thing that missed when I was fighting her, and I knew why that was the case. I forgot to test if her magic evasion gets applied, but luckily I did keep a save from then, so I'll get around to that the next time I play.

In general, I'd say you'd be completely safe saying your guide covers the PSX version. It's a straight port of the SNES version, and now it's just a matter of figuring out if any of the other non-critical bugs were fixed (doubtful) or if they broke anything else.

176
Final Fantasy V Research & Development / Re: Monster Editor Beta
« on: September 30, 2012, 02:21:37 PM »
All right, the one in the new link works. The only thing I can say right off the bat is that the interface could have been smaller. A small interface is good when you are working with other things in the background.
That's what bigger monitors are for.

177
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: September 30, 2012, 12:14:07 AM »
You interested in covering the PlayStation version? I've been playing through it for Tomato and decided to check out some of the bugs.

Back row bit removal: Not fixed
Spell timers + Stop: Only tested with Sleep so far. No crash on monsters; still extends status indefinitely.
Item duplication: Back after being fixed for Easy Type. (I'd hazard a guess that it was intentionally left unfixed, but who knows)

I didn't take notice to whether arrows are still infinite or not but I'm pretty sure they are, from playing this version in the past. I'll confirm the next time I play. I'll also test critical hits.


New bugs:

Valvalis's spin form doesn't seem to get its defense/evasion boost. This confirms what Ian Kelly claimed in his differences guide, shockingly, given how innaccurate it is about other things. (It still claims you can't hit her at all in the SNES version, which simply isn't true). I dumped her attack sequence in that version and it is identical to the others, so it's not that that was changed. I didn't take notice to Cagnazzo's shell, unfortunately, and I think I've already overwritten my saves from that far back.

178
Gaming Discussion / Re: Legends of Localization: Final Fantasy IV
« on: September 29, 2012, 07:25:29 PM »
Anyone up for running through one of the English GBA, DS and/or PSP versions and taking screenshots of every piece of dialogue? I'm already doing it for the PSX version. It's been fun doing it for that version; I haven't played it since the GBA version was released, and forgot how many changes were made to its script.

179
Final Fantasy IV Research & Development / Re: Yang's Battle Script
« on: September 26, 2012, 04:42:37 PM »
He sort of uses the Deathbringer's graphics. It reads the sprite and palette, but not the swing (still appears behind him mirrored like a sword) or sound, and characters never have the impact drawn on them, so it doesn't use that either.

I completely forgot about Cagnazzo; mind posting a link for what is unused?

180
Final Fantasy IV Research & Development / Re: Yang's Battle Script
« on: September 26, 2012, 03:58:13 PM »
Recorded a video of this for The Cutting Room Floor:

http://youtu.be/I7IOjjvbgSs