øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=960e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf06f.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf06f.html.zx(òg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀKakOKtext/htmlISO-8859-1gzip8:ÖakÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:18:07 GMT0ó°° ®0®P®€§²ð®'òg^ÿÿÿÿÿÿÿÿý,ak 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

961
Oh? Did you get those graphical issues figured out then JCE3000GT? I recall that being the main sticking point on why it couldn't really look right before.

962
Unfortunately FFIV is Far too exact with Summons and trying to use Items to call Summon animations does not work from the first. There is an item to call Summons randomly (which I have labelled in my notes thread) if you Really wanted to you could change every instance there to Summon Chocobo. The reason Items can't summon actual Summons is because the important "make the party disappear" is not innately in the item data, but is only used in the separate routine for the Grimoire.

Great find though with the True purpose of those bizarre animations that I was stumped on when I compiled the effect list, but you pretty much cracked it!

963
Oh yes, I was looking through the information I had located in the past and I found... well a lot. With this information you could turn the "Tools" section into a slightly editable section rather than just change the price of items.

I know how to decide which stat to raise with the Apples and Soma Drop for instance, which some modders might find useful. And while I know the information for how to change the events on Magazine/Exit/Sight items, I think that can be dealt with much easier by just disallowing people to use those spells outside of battle (as you've added to the editor.)

Now the Stat-Boosting Items are very simple affairs.

These are very simple instructions and their use can be easily altered.

Unheadered Rom

Golden Apple
Raise Max HP by 100 if more than 9999then make it 9999


Max HP - (Read Byte/Write Byte) - ROM 0xA734
100 (2 Byte Value) - ROM 0xA73A

Silver Apple
Raise Max HP by 50 if more than 9999 then Make it 9999

Max HP - (Read Byte/Write Byte) - ROM 0xA74E
50 (2 Byte Value) - ROM 0xA754

(Shared by both Golden and Silver Apple)
9999 (2 Byte Value) - ROM 0xA73D
Make it 9999 (2 Byte Value) - ROM 0xA742

Soma Drop
Raise Max MP by 10 if more than 999 then Make it 999

Max MP (Read Byte/Write Byte) - ROM 0xA75A
10 (2 Byte Value) - ROM 0xA761
999 (2 Byte Value) - ROM 0xA764
Make it 999 - ROM 0xA769

And there you go! That's all you would need to say... raise any of the primary stats. and with the enforced limits you can easily make them cap at 99. You could even raise your critical Hit Rate with these.

964
Oh yes, I was looking through the information I had located in the past and I found... well a lot. With this information you could turn the "Tools" section into a slightly editable section rather than just change the price of items.

I know how to decide which stat to raise with the Apples and Soma Drop for instance, which some modders might find useful. And while I know the information for how to change the events on Magazine/Exit/Sight items, I think that can be dealt with much easier by just disallowing people to use those spells outside of battle (as you've added to the editor.)

Now the Stat-Boosting Items are very simple affairs.

First off, some Impromptu Code...
Golden Apple Code
Code: [Select]
$01/A731 C2 20 REP #$20 A:A731 X:A654 Y:A100 P:eNvMxdIzc - Reset Processor Status
$01/A733 A0 09 00 LDY #$0009 A:A731 X:A654 Y:A100 P:eNvmxdIzc - Load 0009 into Y (How the game gets to HP, can be altered to any stat)
$01/A736 B1 60 LDA ($60),y[$7E:1009] A:A731 X:A654 Y:0009 P:envmxdIzc - Load Chosen Character's Max HP byte into A.
$01/A738 18 CLC A:00C8 X:A654 Y:0009 P:envmxdIzc - Clear Carry Flag.
$01/A739 69 64 00 ADC #$0064 A:00C8 X:A654 Y:0009 P:envmxdIzc - Add 64 (100) into A.
$01/A73C C9 0F 27 CMP #$270F A:012C X:A654 Y:0009 P:envmxdIzc - Is it 9999?
$01/A73F 90 03 BCC $03    [$A744] A:012C X:A654 Y:0009 P:eNvmxdIzc - If less than 9999 branch to 01A744
---------------------------------------------------------------------------------------------------------------------------
$01/A741 A9 0F 27 LDA #$270F A:2773 X:A654 Y:0009 P:envmxdIzC - Then make it 9999.
--------------------------------------------------------------------------------------------------------------------------------
$01/A744 91 60 STA ($60),y[$7E:1009] A:012C X:A654 Y:0009 P:eNvmxdIzc - Store the new HP in chosen value as chosen by Y above (in this case 0009).
$01/A746 E2 20 SEP #$20 A:012C X:A654 Y:0009 P:eNvmxdIzc - Set Processor to 20
$01/A748 4C 60 87 JMP $8760  [$01:8760] A:00FA X:A654 Y:0009 P:eNvMxdIzc - Jump Elsewhere.

Silver Apple

Code: [Select]
$01/A74B C2 20 REP #$20 A:A74B X:A654 Y:A100 P:eNvMxdIzc - Reset Processor Status.
$01/A74D A0 09 00 LDY #$0009 A:A74B X:A654 Y:A100 P:eNvmxdIzc - Load 0009 into Y (to reach Max HP)
$01/A750 B1 60 LDA ($60),y[$7E:1009] A:A74B X:A654 Y:0009 P:envmxdIzc - Load Chosen Character's Max HP into A.
$01/A752 18 CLC A:00C8 X:A654 Y:0009 P:envmxdIzc - Clear Carry Flag.
$01/A753 69 32 00 ADC #$0032 A:00C8 X:A654 Y:0009 P:envmxdIzc - Add 32 (50) to Max HP.
$01/A756 80 E4 BRA $E4    [$A73C] A:00FA X:A654 Y:0009 P:envmxdIzc - Loop back to 01A73C (this is above, but is important to cover regardless)
$01/A73C C9 0F 27 CMP #$270F A:00FA X:A654 Y:0009 P:envmxdIzc - Is it 9999?
$01/A73F 90 03 BCC $03    [$A744] A:00FA X:A654 Y:0009 P:eNvmxdIzc - If 9999 or less branch to 01A744.
-----------------------------------------------------------------
$01/A741 A9 0F 27 LDA #$270F A:2773 X:A654 Y:0009 P:envmxdIzC - Then make it 9999.
-----------------------------------------------------------------
$01/A744 91 60 STA ($60),y[$7E:1009] A:00FA X:A654 Y:0009 P:eNvmxdIzc - Store A into Chosen Character's HP.
$01/A746 E2 20 SEP #$20 A:00FA X:A654 Y:0009 P:eNvmxdIzc - Set Processor to 20.
$01/A748 4C 60 87 JMP $8760  [$01:8760] A:00FA X:A654 Y:0009 P:eNvMxdIzc - Jump Elsewhere.

Soma Drop

Code: [Select]
$01/A75A A0 0D 00 LDY #$000D A:A758 X:A654 Y:A100 P:eNvmxdIzc - Load 000D into Y (to reach Max MP value)
$01/A75D B1 60 LDA ($60),y[$7E:104D] A:A758 X:A654 Y:000D P:envmxdIzc - Load Chosen Character's Max MP into A.
$01/A75F 18 CLC A:0032 X:A654 Y:000D P:envmxdIzc - Clear Carry Flag.
$01/A760 69 0A 00 ADC #$000A A:0032 X:A654 Y:000D P:envmxdIzc - Add 0A (10) onto A.
$01/A763 C9 E7 03 CMP #$03E7 A:003C X:A654 Y:000D P:envmxdIzc - Is it 999?
$01/A766 90 03 BCC $03    [$A76B] A:003C X:A654 Y:000D P:eNvmxdIzc - If 999 or lower branch to 01A76B.
$01/A76B 91 60 STA ($60),y[$7E:104D] A:003C X:A654 Y:000D P:eNvmxdIzc - Store A in Chosen Character's Max MP.
$01/A76D E2 20 SEP #$20 A:003C X:A654 Y:000D P:eNvmxdIzc - Set Processor to 20.
$01/A76F 4C 60 87 JMP $8760  [$01:8760] A:003C X:A654 Y:000D P:eNvMxdIzc - Jump Elsewhere.

As can be seen above these are very simple instructions and their use can be easily altered.

Unheadered Rom

Golden Apple
Raise Max HP by 100 if more than 9999then make it 9999


Max HP - (Read Byte/Write Byte) - ROM 0xA734
100 (2 Byte Value) - ROM 0xA73A

Silver Apple
Raise Max HP by 50 if more than 9999 thenMake it 9999

Max HP - (Read Byte/Write Byte) - ROM 0xA74E
50 (2 Byte Value) - ROM 0xA754

(Shared by both Golden and Silver Apple)
9999 (2 Byte Value) - ROM 0xA73D
Make it 9999 (2 Byte Value) - ROM 0xA742

Soma Drop
Raise Max MP by 10 if more than 999 then Make it 999

Max MP (Read Byte/Write Byte) - ROM 0xA75A
10 (2 Byte Value) - ROM 0xA761
999 (2 Byte Value) - ROM 0xA764
Make it 999 - ROM 0xA769

And there you go! That's all you would need to say... raise any of the primary stats. and with the enforced limits you can easily make them cap at 99. You could even raise your critical Hit Rate with these. (Should probably make a copy of this post to add to the editor topic as parts ready to be implemented)

965
Hey LordGarmonde! Yeah, I'm facing basically the same issue you are as well, so I am also in front of the computer all day. I'm going to try and revisit some of my earlier incomplete work (before I understood ASM by any stretch) and see what I missed and what can be changed.

That sounds like an ideal way to handle the map editor PinkPuff!

There is one thing in there I don't fully grasp though...

"Shifted Arrows: Expand cursor, increasing highlighted rectangular area" what are "shifted arrows"? Also is this saying that you will be able to copy/paste larger than single tiles? If so that sounds fantastic!

966
I see... I had no idea level was so absolutely important to the starting point of the level-up system. What a mess Square... I'm afraid I can't think of any remedy to make that work better.

967
Hmm, well that does appear to be what is happening. Though Cecil's level-ups were changed to Tellah's, Tellah's entire Level up Data was erased, despite Tellah 1 still having the normal Tellah Level-up Data (because I switched his data to Dark Knight Cecil's beforehand) which is nothing. By changing this, Tellah 2 and 3 still have Dark Knight Cecil's Level-up Data,. So I think that might be what is going on regardless of the case and  Cecil's data reads it as Cecil's Level Up Data.

968
Hmm, that makes sense that such a thing would occur. So Level Up Index is not a single byte then, but something that is copied into the character's data itself? I was under the impression it was a byte in an initial character's data somewhere. A very nice addition if it is not.

Went looking for more pink boxes, I found another when you go to add a spell to a skillset, the box that holds the level when the spell is to be learned turns Pink when you exit out of it.

Ouch, the Message editing section has it as bad as the Event Editor section did, an entire bright pink screen when you go to edit a field message (Battle Messages work fine)

Ah right, this reminds me of a thing that has bothered me for a while. Do we not have an Underground NPC Index available? Since every mention in the editor refers to the Overworld NPC Index, even in the Underground it uses those names.

But that seems to be it as far as I could make out.

Hmm... I just tested out the Level Up switching and took your words to heart so I changed Dark Knight Cecil's to Tellah's Level Ups and immediately gave Tellah Dark Knight Cecil's Level Ups now this had the effect of erasing Tellah's level-ups all together...

My suggestion is when a Level Up is switched, that immediately the person who is losing their level-up set should be given the other person's level-ups.

969
Happy new year! I unfortunately have to start the new year with a glitch in the editor...

When you switch Level Ups from one character to another some other level ups get Really screwed up in the process. Just try switching say Rydia and Cecil's Level Ups and then change Tellah's to Rosa's and watch the points needed to level up and the level up bonuses themselves, Sky Rocket!

970
Final Fantasy IV Research & Development / Re: Spreadsheets by Entroper
« on: December 31, 2013, 10:09:37 AM »
I believe that ff4A-structure document I posted from yesterday has some of that information. It is interesting to see how different item categorization is in FF4A, its so much more... editable and not "wheels in a cog" mechanical as it is in FFIV, unless we just have never noticed these areas of RAM in FFIV yet? Not really sure on that regard.

971
Yeah, the Town Water Background does come up as a bunch of boxes. There is nothing in Tileset 0 that would correspond to water indeed, let's see then...

Also, now that you added the map section, when you go to change certain things like Events, the entire background becomes a bright pink, I can't think that's intentional.

Alright, it seems my theory was right on the dot. The background of any given area will use the tileset that is native to the area. For instance if you change the water background from Town Water Background to the Castle Background you'll see its not proper. It would appear the designers knew this and didn't bother to give the Town Water Background its own proper tileset for some reason, relying on the tileset of Towns to do it for them.

972
Final Fantasy IV Research & Development / Re: Spreadsheets by Entroper
« on: December 31, 2013, 01:42:43 AM »
Hmm, it seems that this...

http://www.romhacking.net/documents/418/

Is the only real information that can be found. You might want to PM DeathLike2 to see if he might have Entroper's old notes.

973
That did the trick, just plugged it there in the end as you suggested and Now it works flawlessly!

Code: [Select]
$03/E876 A6 A6 LDX $A6    [$00:00A6] A:0003 X:0012 Y:0000 P:envMxdizc - Load User's Position into X.
$03/E878 A9 09 LDA #$09 A:0003 X:0000 Y:0000 P:envMxdiZc - Load 09 into A (Graphic for Berserk)
$03/E87A 8D C4 33 STA $33C4  [$7E:33C4] A:0009 X:0000 Y:0000 P:envMxdizc - Store A in Audiovisual Code.
$03/E87D BD 14 20 LDA $2014,x[$7E:2014] A:0009 X:0000 Y:0000 P:envMxdizc - Load User's Modified Strength into A.
$03/E880 7D 1D 20 ADC $201D,x[$7E:201D] A:000D X:0000 Y:0000 P:envMxdizc - Add User's Attack Base into A.
$03/E883 C9 FF CMP #$FF A:002E X:0000 Y:0000 P:envMxdizc - Is it above 255?
$03/E885 90 02 BCC $02    [$E889] A:002E X:0000 Y:0000 P:envMxdizc - If not branch to 03E889
-------------------------------------------------------------------------------------------------------------------------
(Code here to set Attack to FF) A9 FF
------------------------------------------------------------------------------------------------------------------------
$03/E889 8D 1D 20 STA $201D  [$7E:201D] A:002E X:0000 Y:0000 P:envMxdizc - Store A in User's Attack Base.
$03/E88C BD 2A 20 LDA $202A,x[$7E:202A] A:002E X:0000 Y:0000 P:envMxdizc - Load User's Defense Base into A.
$03/E88F FD 14 20 SBC $2014,x[$7E:2014] A:0011 X:0000 Y:0000 P:envMxdizc - Subtract A from User's Strength.
$03/E892 B0 02 BCS $02    [$E896] A:0003 X:0000 Y:0000 P:envMxdizC - If more than 00 branch to 03E896.
--------------------------------------------------------------------------------------------------------------------------
(Code here to set Defense to 01) A9 01
----------------------------------------------------------------------------------------------------------------------------
$03/E896 8D 2A 20 STA $202A  [$7E:202A] A:0003 X:0000 Y:0000 P:envMxdizC - Store A in User's Defense Base.
$03/E899 A9 1B LDA #$1B A:0003 X:0000 Y:0000 P:envMxdizC - Load 1B (Parry) into A.
$03/E89B AE 34 35 LDX $3534  [$7E:3534] A:001B X:0000 Y:0000 P:envMxdizc - Load Pointer to Current Character's Command
$03/E89E 9D 0F 33 STA $330F,x[$7E:330F] A:001B X:0000 Y:0000 P:envMxdiZc - Store Parry in Character's 4th Command.
$03/E8A1 60 RTS A:001B X:0000 Y:0000 P:envMxdiZc - Return


Again, thank you very much Chillyfeez!

974
Yes, looking in the editor The "Troia Crystal Chamber" uses Index 74. That means that it is actually reading its Map Data from Fabul's Crystal Chamber, and this likely follows suit with the other Crystal Chambers.

Baron Castle's Magic Schools both use the same index of 102, meaning that there is no individual graphics for the White Magic School

Cave Magnes Crystal Room uses Index 74 as expected.

Cave Magnes' Second Save Point Room uses the index of its earlier Save Point Index 146.

Most Airships use Index 195 as their base.

Interestingly enough the Tower of Zot and Tower of Babel use the same Index as well, 166.

Cave Eblan Save Point Room uses Index 61.

Second Empty Airship uses 195.

All normal Chocobo Forests use 207 as their Index.

Baron's Empty Throne Room uses Index 44 as a base.

Tower of Wishes - Final Battle uses Index 23 from the normal Tower of Wishes.

I cannot say what is wrong with the "Small Dock" map, it has no repeat index.

Mist Inn uses Index 7 (I guess there is a generic Inn and its apparently Troia's)

Mist Weapons uses Index 8 (Troia's Weapon Shop)
Mist Armor uses Index 9 (Troia's Armor Shop)

Kaipo, Mysidia, Mythril, and Baron Items follows suit with using Troia's shops as a base.

Ending - Tower of Wishes uses Index 23 as expected.

The ending stuff is clearly taken from their respective copies (Except for Palom and Leonora's Area, that Index is correct though from Underground Index 49)

The Tower of Babil Treasure Rooms all take their Index from 21.

The Babil Copies from the other side are 38, 39. and 40 Index. (The First instance, the second copy is the real one)

The second instance of the Lunar Whale uses Index 44.

Sealed Cave Crystal Room uses Index 13.


And that is that! There's nothing wrong with the way you have parsed the maps. They are just using copied indexes for data that isn't actually there.



975
You can hit Valvalis with Magic, she does have actual Magic Evasion because of her battle script giving it to her though, but its only moderate. She does have a decent magical defense though of 12x3 Multiplier which could weaken Level 2 Spells significantly.

This version of Asura is a little... insane without Reflect. She's so fast that you can never seen to get one turn to her two (maybe with a magic character you could use Slow) unless its Edge, maybe and in those turns she will use Cure 3, Cure 4, Physical Attack in that order. I tried defeating her with a Level 49 Kain and saw no way through that staunch defense.