Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=135e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf513.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf513.html.zxg^!OKtext/htmlISO-8859-1gzip8:!Tue, 10 Mar 2020 19:11:27 GMT0 0Pg^! Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

136
Yeah, I don't really get why values greater than helmets are tested. If they were using BCC for the comparison it would make perfect sense since they'd be using the helmet start to test shields. As it is, I don't get it, I figure they would rule out the value being out of range sooner, but that's probably what it's there for.

137
A single arrows/consumable weapon is only removed when a character gets their next turn after attacking. As long as they only get one turn in each battle, the arrow can last forever. It's a non-issue with arrows for the most part, but it would be game-breaking to the system you want to implement.

138
Looks like there's no issue now with a Durability based FFIV.

Except for the near-infinite arrow bug. of course.

139
Yousei's old editor supports editing the world maps and its source is included:

http://www.romhacking.net/utilities/191/

140
It probably just sets the attack to always hit rather than actually making use of the accuracy stat.

141
Well there we go! Mystery solved! Great work Dragonsbrethren. I guess the only plausible thing to make out of it is to make it hurt him more.

I'd be cautious changing that bitshift subroutine, since it's probably used for other things, but you've got the code right in front of you now, you can give it any effect you want. Example:

Code: [Select]
$03/E9EF   A6 A6    LDX $A6
$03/E9F1   BD 09 20 LDA $2009,x ; load Cecil's max HP, A = 272
$03/E9F4   20 85 84 JSR $8485
$03/8485   4A LSR A ; A = 136
$03/8486   4A LSR A ; A = 68
$03/8487   4A LSR A ; A = 34
$03/8488   60 RTS
$03/E9F7   85 A9 STA $A9 ; $00A9 = 34
$03/E9F9   38 SEC
$03/E9FA   BD 07 20 LDA $2007,x ; load Cecil's current HP, A = 168
$03/E9FD   E5 A9 SBC $A9 ; subtract value at $00A9 (34) from A (168)
$03/E9FF   EA NOP
$03EA00    EA NOP
$03EA01    EA NOP

Now it does nothing. I wasn't sure if the values in A and X were used after this, so I just NOPed out the part where it damages Cecil.

142
Looks like it's loading Cecil's maximum HP, bitshifting right three times to get 1/8th of it, subtracting that from his current HP, then storing his current HP.

Rereading your post, you almost had it: You're getting confused by the SBC $A9. Note that $ - it's a memory address, not a static value.

 :edit:

Commented:

Code: [Select]
$03/E9EF   A6 A6    LDX $A6
$03/E9F1   BD 09 20 LDA $2009,x ; load Cecil's max HP, A = 272
$03/E9F4   20 85 84 JSR $8485
$03/8485   4A LSR A ; A = 136
$03/8486   4A LSR A ; A = 68
$03/8487   4A LSR A ; A = 34
$03/8488   60 RTS
$03/E9F7   85 A9 STA $A9 ; $00A9 = 34
$03/E9F9   38 SEC
$03/E9FA   BD 07 20 LDA $2007,x ; load Cecil's current HP, A = 168
$03/E9FD   E5 A9 SBC $A9 ; subtract value at $00A9 (34) from A (168)
$03/E9FF   9D 07 20 STA $2007,x ; store result as Cecil's current HP, A = 134

143
Very nice finds.

144
You...don't. It doesn't edit the ROM. It loads everything from included text files; you need to copy your edited data from its fields into a ROM. Also it only works with certain browsers. I can't use the map editor with Chrome (never tried any of the others) and have to use Firefox instead.

145
I'm most interested in seeing the monster editors, myself. Those are something nothing does well at the moment. Copying and pasting maps from FF4 Tools can be a bit annoying, but I've got a decent setup for that now. No such luck for monsters, where I'm still doing everything in a hex editor. Overworld stuff would be cool, too.

146
There's actually a kind of order to the dialogue's chaos, and it's pretty easy to tell which lines were added later, after the majority had been written, because they're just thrown into otherwise ordered conversations randomly. So I'm almost certain Rydia's text was for the land of summoned monsters, because all of the text there is consistent with that location.

PinkPuff, I'd suggest padding out character names out to six characters with blank spaces. It'll make the text preview a bit ugly, but it'll stop people from writing dialogue that gets cut off when someone renames a character to have a longer name.

147
There's more unused dialogue than that. Ignore Wikia and check out the Cutting Room Floor FF4 article. I wrote most of that one. (Which reminds me, I need to do the menu text which is accidentally terminated or not given proper coordinates.)

148
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 07, 2013, 07:24:09 PM »
I always assumed Cid airlifted the tanks to the overworld with that fleet of Enterprise clones he somehow managed to outfit every overworld nation with while being bedridden in the underworld.

149
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 06, 2013, 04:24:52 PM »
The original After Years translation in the Wii version. I don't know if they improved the PSP version any, but I doubt it, given they're still using the GBA script based on the PSX version, which was somehow less accurate than the original FF2 SNES script. One thing they did do is lift all of the terminology from the DS version, but the Grand Helm isn't in that version.

150
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 06, 2013, 04:18:11 PM »
Ground Helm is probably a horrible mangling of the Grand Helm from FF4 Advance. After Years' translation is pretty lousy in places where they couldn't lift from the DS translation.