øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=345e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexef8c.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexef8c.html.zxͼg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.ZßOKtext/htmlISO-8859-1gzip@øÕZßÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:29 GMT0ó°° ®0®P®€§²ð®ͼg^ÿÿÿÿÿÿÿÿ•!Zß Show Posts - Pinkpuff

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Messages - Pinkpuff

346
Looks like everything is fine, but if I may make a suggestion...

Lots of things in the editor save their spot when you click on them, the event editor for example saves the last instruction that is referenced instead of jumping back to defaults and move from there but it is not so with any matter in AI, thereby making things possibly a little more cumbersome than they should be.

But that's my only suggestion for the moment.

I'll see what I can do.

I did find a few new things out about the Rydia-Golbez battle, which would allow people to change the unit that is "hidden" and re-emerges.

Sounds good! I'll probably throw it into the "solobattle" section.

The wording could probably be clearer. As it is, the hacker would need to know "the secret" in order to use battle flags effectively. And even then, counting off can be a bit tedious.
Maybe split the instruction up? Like 0-127 could say "add to current flag [that number]," and 128-255 could say "set flag to [0-127]."

Ah ok now I understand. That should be an easy fix.

347
Game Modification Station / Re: Well, it is about that time
« on: August 16, 2014, 05:07:14 AM »
*Bows* Honorable Sensei, you have taught us all well! We will respect your teachings, pass them on, and keep The Art alive!

348
Er... so... there's no problem then? Or is there something that needs to be fixed/changed on my end? Or just described better?

349
Game Modification Station / Re: Final Fantasy IV - Project II
« on: August 12, 2014, 07:13:26 PM »
If none of the map data has changed otherwise... you could try opening that map in FF4Tools and copy/pasting the data into the modified rom...

350
Game Modification Station / Re: Final Fantasy IV - Project II
« on: August 12, 2014, 05:18:05 PM »
You might not notice it after a single save; to really test it:

* Load up the rom in FF4kster
* Save
* Close FF4kster
* Repeat the above steps several/many times
* Play the game (from the beginning? might matter or might not, I'm not sure)

351
The real sorcery is all the awesome ASM hacking you guys seem to be able to do. I've tried a thing or two with my FF1 hack, "Final Fantasy Negative One", and it is really hard. I really feel like ASM coding is like, the "dark arts" of rom hacking. What I'm doing is more like, bookkeeping. I'm just taking stuff you guys have researched and figured out and compiling it all into one place.

So I'm less Black Mage  :terrydia: and more... Scholar  :hmm:

352
Game Modification Station / Re: Final Fantasy IV - Project II
« on: August 12, 2014, 04:30:21 PM »
Something like that was happening for me with previous versions of FF4kster. Every time I saved, the "Forest where you lose Kain" map would get shifted over. I managed to figure out a fix for it that worked for me, but could it be that I was the only one experiencing that issue and in the process of fixing it I inadvertently broke it for everyone else? Or could it be that the problem you're experiencing resulted from a previous version of FF4kster and are just now noticing it?

353
Dropping in to say thank you so, so much for your hard work, everyone. Also, thanks for finally implementing the item description editing, Pinkpuff! :)

You're quite welcome! Thank you for putting it to good use! As far as I'm concerned, the highest form of praise is when people actually use the tool I'm making.

Hahah, I could've done my update back in march?

Yup! In fact I had you specifically in mind when I added that particular feature.

Until I was fixing a glitch for Project II (and thereby Combat Boost), I noticed that you added coordinates in your map editor which makes editing placements and event setups So much easier than calculating it in your head, thank you very much for that!

You're very much welcome! Once again a product of using my own editor to make an actual large-scale hack, and noticing things that are off or awkward that I probably wouldn't have concerned myself with otherwise. In fact there are quite a few little things like that here and there; the changelog at the end of the readme itemizes them all if you're interested.

However, it's back to the more abstract grindstone as I am now in the process of implementing the tile editor, including the dynamic reading of tile graphics from the rom (now that I've finally got that 4bpp issue figured out; took long enough).

354
Having Recall be more based on effects (like the Death and Tornado you mentioned) than elemental damage would probably help it with being more long-term useful; or at least consistent usefulness throughout the game.

That said, he probably doesn't need it anyway. I mean, in FF2US he didn't even have it, and even in the versions where he does have it I find myself not using it that often in favor of the reliability of just using the element I know I need, and knowing I won't get a "fail", or worse, a spell I didn't want and wasting precious MP on it.

Either way it's more a decision for the individual hacker and doesn't seem like it should be part of the scope of the basic patch.

On that note, is there a "undo shadow EXP splitting" patch to go with this?

Also this is totally fantastic and a dream come true! Chillyfeez is my new hero.

355
Yes! And I will be making my best attempt to make FF4kster compatible with that patch in particular. I know my policy is normally that FF4kster doesn't consider outside patches, but for this I'm willing to make an exception!

356
Ok fixed and uploaded.

The problem was that the moon was being loaded "on the moon/underground"... in other words, as far as the editor was concerned it was trying to add 256 to the map index of the moon surface, resulting in an index way past the end of the list of maps. So I just threw in a check there that makes sure the map you're trying to load is indeed within the bounds of the list, and if it isn't, subtract 256.

Anyway I haven't tried saving a rom with it and making sure the event still plays out correctly since I don't have a save file anywhere near there, so here's hoping!

357
Oh hey, you changed your avatar to TAY Porom. A nice choice, she is a good character in that game

I agree!  :childish:

(not really too fond of her outfit though).

Aw, but it's so cute! And yet somehow kinda sexy at the same time. Not to mention... pink!  :celosa:

Looks like everything works properly, there is one oddity I noticed though. At the end of the "CPU Battle" event there is a "Load Map" instruction, but there is no map specified (oddly) in the newer version the program crashes when it tries to read the instruction. In the older version it defaults to Baron Town (which obviously is not correct either). What it should be doing is loading the Moon. I can affirm if the event isn't touched it works all the same, but it seems as if the game does something different here oddly enough.

I haven't looked into this yet, but if there's no map specified, I can see why the new version would crash. I haven't changed the way it does the actual parsing of the events themselves so it's strange that it would suddenly change in that particular way. Nevertheless, fixing this is taking top priority.

Agreed - very cute; in general and specifically that picture.  :wink:

I love Porom so much! It's a shame her scenario seemed to have about as much to do with Kain as it did with her though...

358
Awesome, thanks! Updated, and uploaded!

As well, I've been going back through this thread starting from the beginning to see if there's anything that slipped through the cracks. So we also have new in this version:
  • Visual Effects config file!
  • Editing out-of-battle spell set names (white, black, call)
  • Who gets their Black set replaced by another string of text, and what that string of text is (once it's discovered how to change which set gets replaced by custom text, that will be editable as well!)

359
Final Fantasy IV Research & Development / Re: Screen tint numbers
« on: August 08, 2014, 04:45:23 PM »
Oh awesome! Thanks!

360
Final Fantasy IV Research & Development / Screen tint numbers
« on: August 08, 2014, 09:45:16 AM »
One of the types of event script entry is "Toggle screen tint" and it takes one byte as a parameter.

Does anyone know how that number corresponds to the color the screen gets tinted?