øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=540e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf661-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf661-2.html.zxÓ¼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.”OKtext/htmlISO-8859-1gzip@øÕ”ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:34 GMT0ó°° ®0®P®€§²ð®Ò¼g^ÿÿÿÿÿÿÿÿ`-” Show Posts - Pinkpuff

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Messages - Pinkpuff

541
Updated yet again! This time Boast parameters, as well as the magic ranges in the above post, but they have been put into the Features Editor section rather than the Command Editor. Also I have not incorporated the "stat to cast magic with". If there is significant demand for this feature then I will put it in, after all it is always fun to be able to toy with things and that's what the editor is about anyway, but I've also established a sort of fuzziness with certain things for the sake of reducing the amount of detail the user needs to know about the inner workings of the ROM in order to use FF4kster to achieve the effects they're expecting.

For example, when you change the "Key Items" range, it affects whether they get highlighted as key items, whether they can be dropped, etc. all at once, even though we know how to manipulate all those features indpendently. This is because I'm running under the assumption that, the vast majority of the time, when you want to change something into (or out of) being a key item, you want all those features to change. The white magic animation and white magic stat ranges have been lumped together for the same reason, and unless there is significant demand otherwise I think I'll leave the magic stats alone, especially since they need to be one apart from each other. It would be unlikely to occur to someone that changing white magic to using VIT would cause black magic to change to using AGI as a side effect, and would probably find such behaviour confusing. So, that coupled with the low probability that someone would want to change the magic stats anyway led me to decide to leave that out for now.

I'm glad to see the information was well worth it! I'll try to add in the other commands since it seems you properly translated this all to the editor!

 :childish: I'll eventually be incorporating everything relevant that's been posted here and in the wishlist threads, but it will be bit by bit and in no particular order, just based on what I feel like working on all the time.

Looks like all of the Fight Command parameters work flawlessly, that is good news. I wasn't sure if they would translate directly into the editor but they work great!

Glad to hear it! Hopefully we'll have as much luck with the rest of them!

542
Latest update uploaded! I added the Fight parameters but disabled the autobattle editor until I can get it to write (and edit!) the golbez scripts correctly. I know what I have to do in order to accomplish that, I just have to get around to doing it.

First off: You are all my heroes. I love FF4 and I've picked at it over the years but this site and the editors and research you've done rivals the work of every scientist I've ever worked with.

I would just like to echo this sentiment. It's because of everyone's dedication and research that FF4kster was even possible to begin with. The people here really go above and beyond the call of duty and I'm trying my best to compile it all into one neat package. My vision is that this editor will someday be to FF4 what FF Hackster is to FF1.

That said I hope to keep on with my own projects because it's so much fun breathing life anew into this game. Hopefully this is a new contribution and if not please point my noobness in the right direction. I've been working with Yousei's map editor and PinkPuff's (amazing!) program to mess around with the events surrounding Mist; particularly in regard to how it changes the world map.

I hope to someday soon have a map editor incorporated into FF4kster. In fact I think once the autobattles are working I might just take that on as the next component to tackle. (I'll still be doing misc updates with the info found in the wishlist threads as I go of course.)

543
Game Modification Station / Re: Final Fantasy IV - Project II
« on: November 19, 2013, 04:46:03 AM »
"I'm studying the Three Cs of White Magic" should have an apostrophe after C for C's, just a typo.

Not a typo. Apostrophes are optional when indicating plurals of a single letter or digit:

Quote from: Oxford Dictionaries Online
Apostrophes and plural forms
 
The general rule is that you should not use an apostrophe to form the plurals of nouns, abbreviations, or dates made up of numbers: just add -s (or -es, if the noun in question forms its plural with -es).

There are one or two cases in which it is acceptable to use an apostrophe to form a plural, purely for the sake of clarity:

    you can use an apostrophe to show the plurals of single letters:

I've dotted the i's and crossed the t's.
Find all the p's in appear.

    you can use an apostrophe to show the plurals of single numbers:

Find all the number 7’s.
 
These are the only cases in which it is generally considered acceptable to use an apostrophe to form plurals: remember that an apostrophe should never be used to form the plural of ordinary nouns, names, abbreviations, or numerical dates.

Rosa: "I'm glad you're all right. I was anxious." I don't think anxious is a very natural thing to say in this circumstance. "worried" would probably be a better fit.

"Anxious" sounds perfectly natural and appropriate to me... a lot of these are likely going to be very subjective; such is the nature of translation.

Cecil going "Yeah. Later", I don't think fits his tone. I think just "Yes." would work fine, "yeah" makes him seem a bit too detached and too informal, which Cecil really isn't, no matter who he is with.

The "Yeah. Later." isn't meant to be slang for "Yes, see you later in the day." The "Yeah" is him feeling cold and distant about the atrocities he's committed, so it's just a kind of halfhearted response as he's not putting too much thought into speaking. The "Later" half of it is meant to have emphasis on it. The undertone of "Later" is meant to have a feeling of "Not here, there are too many to listen", or, "The walls have ears."

I get the explanation but I have to agree with Grimoire that on first reading it does lend itself to easily being mistakenly interpreted as "yeah, catch ya later" as opposed to "yeah but not now".

Very nice touch-up with the Mist Dragon battle, to where it is clear it is someone on the team actually saying these things and not Omni-present narrator who steps in for this one battle.

Doesn't he/it reappear in the Barbariccia/Valvalis battle? "Can't stop her spin! Kain, Jump!"
Either way, I agree that having characters speak is better.

I like Kain's reasoning for just taking Rydia, but it could probably be phrased a little better "listen to reason in her shoes" sounds a little off for his character, but changing that within the space allotted to something more fitting and capturing the same feeling is admittedly difficult.

That phrasing does sound a little stilted... Could he say something like "Listen to reason! Put yourself in her shoes"?

One thing I have noticed is that there's tendency not to capitalize proper nouns, Espers, Callers (you do it once, but not subsequent times) but on Octomamm it is pretty glaring.

Octomamm is a proper noun but callers certainly aren't and neither are espers. You can certainly make a convention of capitalizing job names or something, and capitalize "Callers" for that reason, as long as you also capitalize things like "Dragoons", "Black Mages", and "Knights". But otherwise those should all be lowercase.

544
Game Modification Station / Re: Final Fantasy IV - Project II
« on: November 18, 2013, 01:36:17 PM »
Played the opening and looted Baron Town. Looks good so far. Haven't played any battles yet though. There are a couple of D's in the item descriptions but I'll take responsibility for that. Must add item descriptions to my FF4kster to-do-list...

545
Final Fantasy IV Research & Development / Re: Whose turn is it?
« on: November 10, 2013, 06:38:23 AM »
Does this patch move anything around of any significance code wise? If so, saving with FF4kster might fool up something unexpectedly.

546
Yes it is! Thank you so much!

The elemental hit damage modifier and creature weak to weapon/resist armor addresses all seem to be off by one though (they all point to A9s).

547
Well, diving into the ROM, the hex code appears to say exactly what the editor says it's saying according to my information.

A004B: 00 07 00 01 00 0B 00 0B FF

00 07 = Cast spell 7 (Slow)
00 01 = Cast spell 1 (Hold)
00 0B = Cast spell 11 (White)
00 0B = Cast spell 11 (White)
FF = End script

A005D: 00 2F 00 0C FF

00 2F = Cast spell 31 (Meteo)
00 0C = Cast spell 12 (Dummy / Dispel)
FF = End script

Unless there's something special about those indexes, it's being parsed correctly.

 :edit: Wait I see what's happening now. It's writing over Golbez' script code. It doesn't know how to read the Golbez scripts and doesn't even acknowledge their existence and just goes ahead and computes what it thinks is the correct place to put the "next" autobattle, which is right over top of where the Golbez script should be. Ok at least I know what to do now.

548
Is this something that's being reflected in the actual game? Or is it just the editor displaying the information incorrectly? Like, if I save a ROM with FF4kster will FuSoYa now cast Dispel on Zemus instead of Double Meteor?

549
And spell ranges work optimally as well! Now if only Float were before Sight so we could remove that useless spell for good, eh well...

I know right? If only there were a way to shuffle around the pointers for what spells had what out-of-battle effects so we could just clump the ones we wanted to keep together and just crop the rest off by narrowing the range...

I for one would be quite happy to dump all those form changing spells for example (maybe keep Frog or something) in favor of more interesting things. Maybe a Demi spell that uses the HP fraction function or heck Haste 2 or Slow 2 or something. This game doesn't even have something as simple as a "Blind" spell... would much rather Blind than Sight  :wink:

And there you go. That's just for a start though. I'm going to stop here for now to see if I'm on the right track for how you want to go about this. If you have any trouble implementing this or understanding the underlying portions of it, please let me know and I will try to fit it to make it easier to work with.

I understand it so far I think. What I was kinda hoping for though is more of a formatting thing. Think of me as like a "nutty professor"; I'm pretty smart, I can usually understand things, but I'm incredibly forgetful. "What stat did 1C mean again? What address do I go to again for Cry's stat reference? I forgot... D:  ...But wait! There's a convenient list of all those things and what they do posted by my most helpful and wonderful friends over at the slickproductions.org forums!" If you were that nutty professor, what would you love to be able to see when you got there? Here's what I'm picturing based on what you mentioned so far:

Boast

Increases Stat by Amount:
  • Stat: 1ECD1
    • xx: ...
    • 16:Modified Vitality
    • 17:Modified Wisdom
    • 18:Modified Will
    • yy: ...
    • (This is a common list and I know where to go to find it so you wouldn't need to write this all out, this is just for example purposes)
  • Amount: 1ECD4

Cry

Sets Write Stat to half the value of Read Stat:
  • Read Stat: 1ECF3
  • Write Stat: 1ED0C

Steal

If a random number from 1 to 255 < Base + Bonus Stat - Penalty Stat then steal target's Slot item.
  • Base: 1E3F1
  • Bonus Stat: 1E3F3
  • Penalty Stat: 1E3F7
  • Slot: 1E457
    • 00: Common
    • 01: Uncommon
    • 02: Rare
    • 03: Mythic

Command X

Brief explanation of what it does, highlighting editable features:
  • Feature name: ROM address
    • hex: effect/meaning

Make sense?

Also don't worry too much about how it would/should look in the editor. Unless you have specific requests, let me worry about the interface.

In any case thanks so much this is great! Again progress will likely be slow as I'm still in the thick of school and such but I'll be poking around with it here and there no doubt.

550
Was the base rom v1.1? If not, there is a chance that saving with FF4kster (even if no changes are made) might mess something up. I didn't encounter any problems but I also didn't mess around much, mostly just explored overworld and played a couple of events.

551
Version on the Time Cave has been updated. Now actor names match up correctly in battle and the range of out-of-battle usable spells has been added to the "features" editor.

Boast for one could really use some easy modification in the editor, as can Cry. With the ability to change other stats with them.

Many of the Commands may be edited Freely now. What should power DarkWave's sacrifice? Improving Steal's Hit Rate, Changing what Item Slot (00-03) would Steal take from, Changing the hit rates (and the spell slots themselves) for Comet and Flare for Twin. Sing's Frog Song and what would activate the conditions for Frog Song, and even more. A lot of that isn't too complicated to put into the editor in time, I would imagine, but if you'd like me to find the ROM offsets for many of these, I could do that as well.

That would be most helpful! Ideally what would be easiest for me to work with is some kind of organized, itemized table or list of bullet points that say what addresses to change to what values to get what effects/outcomes on the different commands.

Example:

  • Steal
    • Hit rate: 0xXXXXX
    • Item slot: 0xYYYYY: Which item slot to steal from (00: common, 01: uncommon, 02: rare, 03: mythic)

552
Final Fantasy IV Research & Development / Re: Actor names in battle
« on: November 03, 2013, 04:49:03 AM »
Thanks! That did the trick.

553
Ah, that's because these aren't ROM addresses but LoRom addresses.

To find where there are in Rom adding 1FE00 to the result Normally takes you to them.

Sorry about that, I mostly post values from the LoRom for quick modification purposes of my own. Though if you'd like me to also post ROM equivalents to those, let me know and I'll do that as well.

That explains it. Yeah the actual ROM addresses are the only ones useful for me for FF4kster. If that 1FE00 trick works reliably then it should be ok, otherwise I certainly would appreciate actual ROM addresses...

554
The outer part of Baron Castle is messed up. Once I left the lobby I was stuck, unable to move. I think I materialized inside a wall or something. Anyway I used FF4kster to hack my way past the opening events and onto the overworld with a Lunar Whale and yeah it looks neat so far.

I'd be interested in giving it a go once it's a bit more playable.

555
I'm not able to figure out from that file what to do to convert it to 1.1