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Author Topic: A pillar doth crumble  (Read 3595 times)

Djibriel

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A pillar doth crumble
« on: June 20, 2011, 05:40:20 AM »
Do my eyes deceive me, or did Terii miss a payment on his website? www.rpglegion.com

As far as I know, it was the only source of FFIII monster's AI script on the web (not to mention a Doom Gaze locat0r :p) so that kind of blows.
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Lenophis

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Re: A pillar doth crumble
« Reply #1 on: June 20, 2011, 11:28:56 AM »
I could've sworn I had a copy of the locator. I do have an AI text file which I could upload, though it's currently cluttered with PB-exclusive stuff. If need be, I can host his patches as well.

119 bugs fixed and counting.

assassin

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Re: A pillar doth crumble
« Reply #2 on: June 20, 2011, 12:31:12 PM »
bover's had a Monster Scripts guide on GameFAQs for a couple of years.

i'd actually debated downloading terii's site a couple of months ago, because the way it stood frozen in time was eerie, but opted not to because there were just too many files. :/

Djibriel

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Re: A pillar doth crumble
« Reply #3 on: June 22, 2011, 04:25:48 AM »
I see! I was stuck on the nomenclature of 'AI script', so I must've missed it all these years.

What do you guys think about the quality of bover?s document? Last night I was thinking about maybe doing an AI script document of my own. Now I know the information is already accessible, but I'm still excited about the project... I don't think the current document looks as nice as it could be looking, and I'm also not sure that the wording of Lord J's AI 'translation' is optimal. I mean, for the editor it's good, but in a docume nt, you can be more specific about what it means, and thus clearer. Here?s bover?s text file:

http://www.gamefaqs.com/snes/554041-final-fantasy-iii/faqs/51984

Also, I could be doing a sort of commentary on AI scripts that, due to a bug or something else, requires some footnotes. Repo Man's !Wrench from the grave attacks the party, not itself. Certain situation-specific counters become omni-counters. The PSX version checks for the wrong statuses when determining AI script (I think Magic Urn tries to cast Life/Life 2 on Reflective targets rather than Dead targets in the PSX game). Certain bits of the AI script are never called at all (FlameEater's counter to Demi spells, for instance). Stuff like that.

I think I'd like to make this document, but only if there's something significant to bring to the table that's not already there.

 :edit: This is what I was thinking about. I would like to avoid words like 'variable', 'set', 'clear' and 'increment' as much as possible. Though the best approach is probably debatable (and I'd love some input on what's clearest), the goal I'd set for myself is to make the document readable by even the most dim-witted reader. My write-up of FlameEater serves as a good example, since it's quite a complex battle as it features the summoning of different monsters at set tracked intervals. I hope what I have now is clear enough; clearer at least, then a FF3usME text dump. I'd love some input!

http://tenchinohoukai.cavesofnarshe.com/final_fantasy_iii_ai_1_0.txt
« Last Edit: June 22, 2011, 01:54:12 PM by Djibriel »
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Djibriel

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Re: A pillar doth crumble
« Reply #4 on: June 26, 2011, 04:01:46 AM »
Seeing the lack of interest about the project is by itself answer enough, though I wanted to bump this topic one last time, just in case it slipped by you all unnoticed.
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assassin

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Re: A pillar doth crumble
« Reply #5 on: June 26, 2011, 05:17:06 AM »
Quote
I would like to avoid words like 'variable', 'set', 'clear' and 'increment' as much as possible.

why?  they're direct, and not really that esoteric.  it's not like it's "bytes" or "caches" or "floating point units" or "gigawatts".

some questions:
- what does "(loop)" mean, particularly when it's before an "(end if)"?  such ordering makes me think that the IF block will never terminate.
- it seems you use "PLUS" to indicate an additional command in a block being executed, but later in FlameEater's script, you seem to use "AND" in its place.

Djibriel

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Re: A pillar doth crumble
« Reply #6 on: June 26, 2011, 05:40:45 AM »
 :edit: New topic created
« Last Edit: June 26, 2011, 07:37:24 AM by Djibriel »
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Imzogelmo

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Re: A pillar doth crumble
« Reply #7 on: June 27, 2011, 05:52:33 PM »
I think I *did* copy terii's page so I can provide it if necessary. And Djibriel, this does seem interesting, even though I don't really have the time right now to give it the attention it would require for me to fully appreciate it. All I'm saying is don't confuse silence for lack of interest. :)
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

assassin

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Re: A pillar doth crumble
« Reply #8 on: June 27, 2011, 11:04:13 PM »
righteous!  can you send it to me (ZIPped or RARed, please) via email?

assassin

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Re: A pillar doth crumble
« Reply #9 on: July 08, 2011, 03:36:00 PM »
i emailed Terii on wednesday, and he responded today:

Quote from: Terii Senshi
I was actually trying to switch web hosting for my site, but I never intended for it to be down so long. Anyway, I should have everything back up within a week or so.

Imzogelmo

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Re: A pillar doth crumble
« Reply #10 on: July 08, 2011, 10:57:18 PM »
Awesome
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

assassin

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Re: A pillar doth crumble
« Reply #11 on: July 29, 2011, 10:02:53 AM »
it's back!