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Messages - Deathlike2

1456
Well, I do suspect it is hardcoded given even though there was some effort to remove some of the dependencies (at least with the table data).. so go figure...

1457
I was doing a small test for my own interest, and I figured out why those weapons aren't doing what they are supposed to.

As you know, weapons such as the Mist Whip do not inflict Paralysis and of course I can name various other examples.

This might shock you.. but these weapons are treated as armor! Yes, I'm not kidding. Here are some examples...

 :omghax:


 :wtf: :omg:


As you can see, Yang and Palom absorb Holy... now why is that...


It's not just the Hero Shield right?


As you can see... someone goofed in forgetting about the weapons in a certain section...

I stumbled onto this behavior when I was testing out the Requirem Harp in the US version (the Giants weakness aspect), and I found Edward absorbing the Flamethrower attack... which seemed odd since he wasn't equipped with the Hero Shield. Since the Drain property is for weapons and the armor's version is the Absorb property.. when you connect the dots.. it makes sense.

What this means is that the Loki's Lute makes Edward resistant to 7 of 8 monster races instead of being effective against them offensively.... status afflictions become status resistances.. and elemental attack properties become elemental resistances.

It is clear what the error is now after understanding this behavior.

1458
Final Fantasy IV Research & Development / Re: Spell ASM Finds
« on: December 28, 2008, 12:31:32 AM »
Quote
Here's what's interesting: neither of these will work in the battle with Zeromus. There's a check that skips the subroutine if you're fighting Zeromus, making the battle that much more difficult. I guess they wanted that extra challenge for the last battle.

I was looking for this statement and was actually gonna confirm it (it is so much easier after modifying the Protect/Shell data)... apparently nothing is added even though the graphics is shown (confirmation of success). Testing for Protect has no impact since Zeromus never attacks physically... but I guess I hadn't really paid attention to that anyways.

The obvious reasons of doing this is probably to reduce the code to "remove" it with maybe Black Hole or the hidden spell that Zeromus shakes with.. but also the massive "free time" you get to cast Protect/Shell before Zeromus transforms...

1459
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: December 27, 2008, 11:48:25 PM »
The item list in FF4 is complete with spoilers for idiots.

Unless there is new information, Dark Matter and the other two unused stuff (those are designated Key Items as far as the treasure screen reports them to be) don't have any meaningful descriptions unless someone knows more about them..

1460
Game Modification Station / Re: Goblin Summon Improvement
« on: December 27, 2008, 10:35:38 PM »
My guess is the palettes are in the same location in all versions, all of the data seems to be in the same place except for anything that was mixed in with code. I know I've edited the palettes in both FF4 and FF2us but I don't have any offsets on hand.

I could probably recolor it for you but not tonight, I've got some other things I want to get done.

Sure, I'm in no rush. As soon as you're done, I'd like to release this in conjunction with the change (a merged patch and two separate patches). If only other part of the spell data in FF4A were decoded... (the algorithm selection, which I kinda suspect is located elsewhere).

1461
Game Modification Station / Re: Goblin Summon Improvement
« on: December 27, 2008, 10:17:50 PM »
I had an idea to make this a little better... is anyone willing to color the Imp/Goblin's outfit to something Christmas-ish?

A related question though.. would color change this apply just fine in all the other versions of the game?

1462
Final Fantasy IV Research & Development / Re: Spell Learning List
« on: December 27, 2008, 05:23:25 PM »
I'm hoping JCE gets back to me on this.. I was thinking of making a FF2US/4ET magic learning restoration hack... but I need JCE to agree to allow me to post the location of that data (crediting JCE of course) to make it complete.

1463
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: December 27, 2008, 12:18:51 AM »
Laziness aside, the spell-casting items in FF4 are now included.

1464
Game Modification Station / Re: Goblin Summon Improvement
« on: December 26, 2008, 12:15:20 AM »
I'm not much of a Blink fan (especially when it will cost a bit less to cast Blink individually)...

It's multi-target Blink, if that wasn't clear. The original spell is underused because it's only single target, but making the spell multi-target would be way too overpowered for my tastes. At least with Asura the randomness makes up for that.

I know what you meant... after seeing the Mist Dragon's "boost" in FF4A.. I didn't find it impressive.

1465
Game Modification Station / Re: Goblin Summon Improvement
« on: December 26, 2008, 12:04:04 AM »
I'm not much of a Blink fan (especially when it will cost a bit less to cast Blink individually)...

I got around to testing what it would be like using the monster healing algos... 1/3 of the target's current HP for the Yellow Face and 1/10 of the target's max HP for the Purple face... that didn't seem too bad actually.

1466
Game Modification Station / Re: Goblin Summon Improvement
« on: December 25, 2008, 11:32:32 PM »
I hadn't really thought about balance, but it's the crappy Imp/Goblin summon, so meh.

The next change I was thinking of doing was the  Cockatrice summon.. actually having increased damage dealt (in the case of the immune targets)..

Some of the other summon improvements, balance changes I was thinking about..

Elemental summons (Ramuh, Shiva, Ifrit) would get their spell power boosted to 88 or 96 (in order to still be useful over the level 3 elementals)
Titan would be increased by 2x from those selected values (and have its MP cost increased slightly, probably by 2)
Leviathan would get a spell power boost.. probably to 320 or so... it makes up for Flare and Bahamut being too superior and being unimpactful late game.
Sylph and the Mind Flayer summon would need their spell power readjusted a bit...

I'm just tempted to redo Asura.. removing the crappy shell spell and putting back in the overpowered Curaja-ish spell resembling FF2's (because, it is simply awesome).

1467
General Discussion / Re: Merry Christmas!
« on: December 25, 2008, 11:11:30 PM »
Merry Christmas, guys. I had hoped to have a hack to release today, but a number of simple-yet-annoying-to-fix bugs cropped up at the last minute. I also haven't heard a word from my second tester, and I was really interested in what he had to say about it. I'll probably have it ready for release soon.

Damn teases!  :tongue:

I'm surprised there's no Happy Hannukah or Happy Kwanza mention.. although, I'm not affected by either.  :tongue:

1468
Final Fantasy IV Research & Development / Re: Spell Learning List
« on: December 25, 2008, 07:28:40 PM »
Awesome. Thanks.

FF4 (FF2) Spell-Level Learning List
Code: [Select]
Paladin
03 - Sight
08 - Peep
15 - Cure2
19 - Exit
24 - Heal

Young Rydia - White Magic
03 - Cure1
04 - Sight
07 - Hold

Young Rydia - Black Magic
02 - Ice1
05 - Lit1
08 - Sleep
10 - Venom
12 - Warp
13 - Toad
15 - Stop
20 - Piggy
26 - Virus
32 (31) - Psych
36 (35) - Drain
39 (38) - Ice3
42 (40) - Fire3
45 (42) - Lit3
47 (44) - Quake
49 (46) - Stone
51 (48) - Weak
52 (49) - Death
55 (50) - Nuke
60 - Meteo

Rosa
11 - Life1
12 - Protect
13 - Cure2
15 - Mute
18 - Heal
20 - Bersk
23 - Blink
24 - Charm
29 - Shell
30 (28) - Cure3
30 (29) - Size
31 - Dispel
33 (30) - Fast
35 (32) - Float
36 (34) - Wall
38 - Cure4
45 (42) - Life2
55 (48) - Holy

Palom
11 - Ice2
11 - Piggy
12 - Fire2
13 - Lit2
14 - Stop
19 - Virus
22 - Toad
23 - Quake
26 - Drain
29 - Warp
32 - Ice3
33 - Fire3
34 - Lit3
36 - Stone
40 - Psych
46 - Fatal
48 - Weak
50 - Meteo
52 - Flare

Porom
11 - Life1
12 - Protect
13 - Cure2
15 - Mute
18 - Bersk
19 - Exit
20 - Heal
23 - Blink
25 - Charm
29 - Shell
31 - Size
31 - Dispel
33 - Cure3
38 - Fast
40 - Float
44 - Wall
48 - Cure4
52 - Holy
56 - Life2

Edge
27 - Pin
33 - Smoke
38 - Image

1469
Final Fantasy IV Research & Development / Re: Spell Learning List
« on: December 25, 2008, 06:03:27 PM »
It is worth pointing out that JCE's hacking docs are not up anymore...

1470
Mega  :bump:

Wow, I wrote all this stuff and realized I'm waaaaay off.

Here's a quick update:

http://slickproductions.org/forum/index.php?topic=884.0

Sleep and Paralysis physical and magic status attacks (with the exception of the Mage's Mind Blast attack) rely on Agility (both attacker's and target's) to succeed in the SNES version.

I thought it was specific to the Slumber Sword, but the Slumber Sword allows you to see the finer detail since it is normally supposed to work 100% of the time.. but the extra factor in Agility was not properly accounted for.