Banon's Donkey Farm => Game Modification Station => Topic started by: vivify93 on January 27, 2013, 01:48:53 PM
Title: Project II: Final Fantasy IV
Post by: vivify93 on January 27, 2013, 01:48:53 PM
It's out! Project II, the extensive Final Fantasy II US script rewrite that I've been dying to make since I was 11. Here's the link to the topic on RHDN: http://www.romhacking.net/forum/index.php/topic,17302.0.html
Check it out!
(Original post below)
Hello everyone! :happy: I'm doing a small project on FFII US, and it's actually going along swimmingly! However, I've noticed there are plenty of messages that contain a single letter, usually D (or T in the case of the end of Bank 3) for filler space.
Now, there are a lot of these, and what I was wondering was, is it okay to remove them? They seem to serve no purpose and have nothing special about them that I can see in ff4kster.
Thank you in advance for your time, and have a nice day!
Title: Re: "D" and "T" messages in FFII US' dialogue?
Post by: Deathlike2 on January 27, 2013, 03:04:21 PM
I think the answer is yes.
Title: Re: "D" and "T" messages in FFII US' dialogue?
Post by: Dragonsbrethren on January 27, 2013, 05:07:01 PM
They're placeholders; it should be safe to remove them as long as you leave the null terminators.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on January 28, 2013, 01:10:06 PM
Thank you both! :happy:
I have another question. I've been writing a lot of dialogue lately, and I've discovered that all messages in bank 1 past 470 appear to be have been changed to mixed garbage and various texts from bank 2.
Is this the result of my adding text? It seems like a spillover issue of some sort, but as I've never handled dialogue on this wide a scale before, I'm unfamiliar with this.
Thanks in advance for your help!
Title: Re: vivify93's FFIV hacking questions
Post by: Pinkpuff on January 28, 2013, 03:10:08 PM
It could be a mistake in the saving routine in FF4kster. I know it's a little late to be saying this but always make frequent backups of your rom, especially when working with an in-development editor like mine...
If you've been adding a significant amount of text without deleting enough then it might be bleeding into other data. There are currently no safeguards against that (actually I added such a restriction for bank 2 but haven't gotten around to securing the others yet). I'll look into it.
:edit: I added a check to see if bank 1 overflows. Now it won't save your changes if you have too much text in bank 1 or 2. It probably won't be able to undo the damage already caused, but if you have a previous version you can roll back to it will hopefully prevent a similar disaster in future. Bank 3 is yet to come, as are other areas of data which could theoretically overflow.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on January 30, 2013, 02:29:21 AM
Alright! Thank you, PinkPuff. :happy: I can salvage what's left; if nothing else I'll go back and look over the script again.
Actually, I have a somewhat amusing story.
After upgrading to the latest version of ff4kster--great improvements in the messages editor, by the way--I kept getting overflow errors. I decided to clear the garbage messages for now and just do what I could with the script later, and I made a discovery.
One of the simple two-page lines had been changed to eight pages padded with garbage. You know how kids like to do that keymash thing when they think they're being cute, like "fadskj;ljfkads;l"? If not, now you do.
But basically, it was like that, only with FFIV icons and control codes mixed in.
--
I have one more question! Even after gutting the script a bit, I'm still running out of room in bank 1. I've noticed bank 3 has tons and tons of space left unused, so I was wondering: would it be okay to move some of bank 1's messages to bank 3, or would that mess with something? I plan to make this project as a base for other patches.
Title: Re: vivify93's FFIV hacking questions
Post by: Pinkpuff on January 31, 2013, 04:05:22 AM
Glad to hear you're finding it useful! :childish:
I don't see any reason you couldn't put a bunch of stuff into Bank 3... maybe someone who knows the inner workings of the game better than I do can prove me wrong on this but I'm pretty sure the only practical difference between Bank 1 and 3 is that you can put yes/no decision boxes with bank 1 messages if you want but not bank 3.
Just be forewarned I still haven't added a check for Bank 3 overflow.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on February 01, 2013, 12:42:21 AM
Well, let's hope my rewrites fit within the allotted space when you finally do, because it looks like everything fits.
Mother of god. So many Ts in bank 2... I think I spent a good 20 to 30 minutes removing them all.
Title: Re: vivify93's FFIV hacking questions
Post by: Grimoire LD on February 01, 2013, 10:54:14 AM
The "T'"'s are placeholders or rather "placement settings". It likely kept whoever the poor script debugger was for the FFIV project in line with where he was in the script. (There's a T for every area, regardless if there is text or not, for instance.)
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on February 04, 2013, 02:23:08 AM
I have another semi-funny tale.
Somehow, I managed to strip out chunks of code from the level up data. What really sucks is that after the battle in which I discovered this, for first time ever in all my years of playing FFIV, I got the Imp summon legitimately--completely by chance!--but I had to reset to fix the data.
I mostly find it hilarious.
Title: Re: vivify93's FFIV hacking questions
Post by: Grimoire LD on February 04, 2013, 12:10:23 PM
Haha! Wha? I am very curious as to what you did to accidentally gut the Level Up data. I have a plan down the line to make the Level 70 Level ups the default level up system and if I knew what you were fiddling with that may give me an idea.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on February 04, 2013, 04:07:47 PM
Honestly, I have absolutely no idea. I went into the level up stats menu once accidentally, and another time when I was feeling my way around ff4kster.
The only other level-related thing I did was give Rosa, Porom, and Fusoya back Armor, Shell, and Dispel, but I don't think that should've done anything...
I fixed it by importing FFII US' data into my mod.
At least I know now to beta test.
:edit: Actually, I found this out--the Ds in bank 2 are control codes of some kind. I don't know why, but they are. For some reason, if you remove them, the surrounding text in the data is eliminated. Thought I should put this out there.
Title: Re: vivify93's FFIV hacking questions
Post by: Grimoire LD on February 04, 2013, 05:16:22 PM
That makes sense. It's not that they're "control codes" more that they are a "place saver." They are a note to the game that this is an area of text reserved for This map. And keeps it on track for actual future text. If you filled a "D" text box with actual text odds are it would show up without any issues (if set appropriately, of course). This is how I found the start and finish by realizing that a lot of D's were being referred to in maps that had no text.
:edit: Yeah, looks like that's the case. I replaced the two D's in Mysidia with no issue and loaded up the unused Black Mage who normally has "D" and indeed he had my given text.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on February 04, 2013, 07:19:50 PM
Hello again! :happy: I'm getting more ambitious lately, so I have three more questions in order of importance.
1. I can't seem to find the data for the spells Tellah gains back on Mt. Ordeals in ff4kster. How would I go about editing back in Armor, Shell, and Dispel for him? :edit: Thanks to PinkPuff - Event 98 in ff4kster.
2. I tried to alter the "Change" command, that you get by pressing left on the D-Pad in battle during a unit's turn, to say "Row," but it looks like it didn't take. Does anyone know what gives? I did save the ROM after changing the command's name, and it does appear, at least, to say "Row." Maybe I should just do a search for "Chang" instead, since that's how it's spelled in the command strings. :hmm:
3. How hard would it be to restore the battle mode and multiplayer options? I know the bytes still exist in the data, the problem is just making them appear in the customizer menu.
Battles Active Wait Battle Speed Fast Slow 1 2 3 4 5 6 Battle Message Fast Slow 1 2 3 4 5 6 Players One Two Sound Stereo Mono Window Color R |------| G |------| B |------| I'm not interested in restoring the button assignment editor due to the tutorials added to FFII US, or the remember / reset option for the cursor, since in FFIV it doesn't function like other FFs anyway.
Title: Re: vivify93's FFIV hacking questions
Post by: Pinkpuff on February 05, 2013, 10:22:05 AM
1. I can't seem to find the data for the spells Tellah gains back on Mt. Ordeals in ff4kster. How would I go about editing back in Armor, Shell, and Dispel for him?
Event 98 in FF4kster's Event Editor, the default name for it is "Cecil's transformation, Tellah remembering".
Near the middle there's a chunk of "Add ____ to Tellah White" script items. Just go near there and hit insert and put in "Add Dispel/Armor/Shell/whatever to Tellah White".
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on February 05, 2013, 10:47:39 AM
Event 98 in FF4kster's Event Editor, the default name for it is "Cecil's transformation, Tellah remembering".
Near the middle there's a chunk of "Add ____ to Tellah White" script items. Just go near there and hit insert and put in "Add Dispel/Armor/Shell/whatever to Tellah White".
Oh my god, you're a life saver, Pinkpuff. Thank you so much!
I'm still very curious about my other two points in my previous post of this topic, so if anyone has any ideas, please don't hesitate to share! Thank you! :childish:
Title: Re: vivify93's FFIV hacking questions
Post by: Dragonsbrethren on February 05, 2013, 04:30:59 PM
You can dump the entire 01 bank from the Japanese version into FF2 to get the original menus and it'll (seemingly) function perfectly, amazingly enough. Of course then you've got to redo all of the text since it's also stored in that bank. I never bothered actually documenting that code since I figured restoring the menus would be more trouble than it would be worth.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on February 05, 2013, 07:36:20 PM
Really!? That's interesting! I'm weighing the pros and cons. It might end up being worth it, but then I need to somehow compensate for adding back in controller customization.
I wish I was smarter than this; I could just truck through this hitch.
That's a definite start, though, Dragonsbrethren. I'll do some testing with this information. Thank you! :happy:
:edit: So I dumped bank 1 multiple times from FFIV into FFII, and it didn't work. So then I got the idea to dump in everything, starting from bank 1 and ending at the location names, and it still did nothing to the customizer.
Am I doing something wrong? Dialogue Bank 1 starts at 080400, right? Unless you meant something other than the "entire 01 bank."
:edit: Note to self on how to "translate" the restored customizer if I manage to do this.
Btl.Mode Active Wait Btl.Speed 1 2 3 4 5 6 Fast Slow Btl.Text 1 2 3 4 5 6 Sound Stereo Mono Controlers Keep Alter Single More Cursor Reset Recal Win.Color R |------| G |------| B |------| "Controlers" and "Recal" will be spelled with the "ll" character I inserted into the font block, so they will still read "Controllers" and "Recall".
Title: Re: vivify93's FFIV hacking questions
Post by: Pinkpuff on February 06, 2013, 06:34:13 AM
I wish I was smarter than this; I could just truck through this hitch.
Welcome to rom hacking. I can't count how many times I've felt like this while hacking. I still have no idea how to fix the busted graphics in the character selection screen of my FF1 hack (http://www.romhacking.net/hacks/789/). But don't bring yourself down; you're plenty smart or you wouldn't have gotten as far as you have! And besides, it's not all smarts, a lot of it is just being able to find the information you need. 100% of all the info in FF4kster comes from things other people found and posted somewhere. All I did was compile it all together.
Anyway just be patient, keep digging, keep asking questions, and don't be too hard on yourself if you can't find the answer right away.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on February 10, 2013, 04:20:34 AM
I wanted to leave this website here for future reference.
http://rb.thundaga.com/
It's been very helpful so far.
Also, I discovered how I broke level ups. The buff / debuff names and the level up data are literally right next to each other. When I gave all the statuses names, it bled into the level up data. I've since expunged the excess status' labels.
Okay, story time. So I noticed the battle label "Need MP" is different from the menu label sharing the same text. So I looked for it. No dice. Then I found this weird block of text.
KOSWaeimp/NeedMP ParyChnge0123456"mp" before the slash on the first line are the M and the P shown in the HP / MP display.
I think I just discovered where "Change" and "Parry" are really being drawn from. I'll report my findings. :hmm:
:edit: I discovered, so far, that I have no idea where the game is drawing the space for "Need MP" from. Attempts at changing it to "MP Cost" yielded "MPCo st". Further, it appears the "a" of "Parry" and "Change" are shared. Changing it to "Row" made it show as "Roaw" in battle.
"Pary" just doubles its own "r".
Title: Re: vivify93's FFIV hacking questions
Post by: Dragonsbrethren on February 11, 2013, 01:01:12 PM
Yeah, there's code that draws all of those strings using that block of text, I think I modified it in Easy Type, but maybe not the released version. Unfortunately I don't think I have my notes for that anymore, a lot of my Easy Type stuff got lost somehow when I was reorganizing my files.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on March 21, 2013, 03:33:55 AM
Hello everyone! I was wondering, Is there a bit that denotes if an item can be used in the main menu or not? I want to make the Crucifix a battle-only item, since Curse is a battle-only status ailment.
Also, how would I go about making Shiva, Ifrit, and Ramuh stronger? I don't like how they're apparently the same or weaker base power as the level 2 spells, but cost two times more.
Thank you for your time and have a nice day!
Title: Re: vivify93's FFIV hacking questions
Post by: Dragonsbrethren on March 21, 2013, 04:12:55 AM
It's probably a range check like the others, but I've never actually looked into it.
Title: Re: vivify93's FFIV hacking questions
Post by: Pinkpuff on March 21, 2013, 07:00:03 AM
Hello everyone! I was wondering, Is there a bit that denotes if an item can be used in the main menu or not? I want to make the Crucifix a battle-only item, since Curse is a battle-only status ailment.
I'm certain it's an index range. I'll see if I can find it, but no guarantees. In the meantime, one solution would be to change an existing battle-only item to have the effect of removing curse...
Also, how would I go about making Shiva, Ifrit, and Ramuh stronger? I don't like how they're apparently the same or weaker base power as the level 2 spells, but cost two times more.
If you're using FF4kster, just go to the spell editor, scroll down to the spell effect (not the one with the summon symbol in the name, the one later in the list) and change the spell power.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on March 21, 2013, 07:32:22 AM
Wow! That was totally dumb of me; I should've checked that first. Thanks, Pinkpuff!
:edit: I hadn't replaced my edited ROM at the time I tested this. With the additional strength, Shiva is way too fucking overpowered. 3,000 damage? Uh, no. FFIV is easy enough as it is.
Thanks for looking into the battle item index range for me. :childish:
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 09, 2013, 07:20:08 AM
Hello again, everyone! :happy:
Sorry to necro-bump this, but I figured it'd be better not to clog up the boards with unnecessary threads.
I have one last issue: some map corruption! I finally finished the script in my project, including the ending timing--which was hell!--but I happened upon something that shouldn't have been. Three maps, exclusive to the ending as far as I know, became horribly altered into some mess of garbage.
1. Palom, Leonora, and the toads at the lake in Mysidia. (http://imgur.com/govYW6R.png)
2. Rydia, Leviathan, Asura, and the eidolons in the Feymarch Throneroom. (It wasn't like this when I went there in the game itself!) (http://i.imgur.com/yJwAsJg.png)
3. The topmost part of the Dwarven Castle. (http://i.imgur.com/PzRqhbG.png)
Was this caused by my adding text in Bank 3? Since there appeared to be so much free space, I just added text kind of willy-nilly. Also, does anyone know how I might go about remedying this?
Thank you so much in advance; have a lovely day! :happy:
Title: Re: vivify93's FFIV hacking questions
Post by: Pinkpuff on August 10, 2013, 05:13:05 AM
If you did it using FF4kster then it is entirely possible that the bank 3 text could have bled into something. I have no idea what comes after that in the ROM so it very well could be related to this issue. That said, it also could be that it's being caused by something else entirely.
Has anyone else played a rom hacked by FF4kster through to the end and watched the whole ending?
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 10, 2013, 02:37:36 PM
Actually, I checked and compared bank 3 in an unaltered FFII US v1.1 ROM vs. my project's ROM, and while I've used up a good deal of the free space in bank 3, there's still a lot of it left. So I don't think this is something I did, at least not as a direct side effect of getting a bit too ambitious with the dialogue.
Title: Re: vivify93's FFIV hacking questions
Post by: Lenophis on August 11, 2013, 10:05:30 AM
That sounds like a memory leak, and a very bad one. :eek:
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 11, 2013, 10:41:24 AM
Any idea on how I'd fix it? I looked for the map data, but I can't seem to find it.
Title: Re: vivify93's FFIV hacking questions
Post by: Lenophis on August 12, 2013, 06:56:21 AM
Oops, seems I put that post in the wrong thread. It was in response to this (http://slickproductions.org/forum/index.php?topic=1713.msg18715#msg18715). As for your problem, I have no idea, since I've never hacked FF4 before in my life.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 12, 2013, 07:36:57 AM
Ah; truth be told, that's what I figured, but I thought I'd give you the benefit of the doubt. :tongue:
I'm still open to any possible answers on my map corruption.
Title: Re: vivify93's FFIV hacking questions
Post by: Pinkpuff on August 12, 2013, 05:02:27 PM
Yeah I don't see how a memory leak would cause that.
My money is still on the data bleeding theory. Even if it isn't the bank 3 text it might be something else. At some point I will try finishing the game with a rom that was saved with FF4kster but nothing changed and see if it happens. If it does I can start narrowing things down. If it doesn't we'll have to chat about what exactly you changed and in what ways.
:edit: Ok I had a save file near the end so I sped through with an unchanged but saved rom and the ending maps looked perfectly fine. What did you change besides text?
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 12, 2013, 06:22:24 PM
- Slightly changed font - Put dummy comands and spells back in - Psych and Flare now ignore Wall - Fixed rare eidolon item descriptions - Fixed some text display issues - Altered damage numbers and Miss! graphic - reverted Dancer and Tower of Zot steel orb graphics - replaced save point graphics - removed tail icon - Tellah has 8 more MP - slightly edited Rosa and Rydia's map sprites - Changed Fire / Ice / Thunder claw prices - Crossbow and Lit Arrows available in Baron - Cannot use Warp in Dwarf Castle throne room - Bows gain +10% accuracy - Artemis Bow does 4x damage to dragons - Black Robe gives +5 WIS instead of WIL - Pray casts Cure2 instead of Cure1 - replaced chest contents - re-timed ending scrolling to compensate for edited text
---
Applied these patches: - Protect and Shell Improvement by Deathlike2: http://www.romhacking.net/hacks/484/
- Sing Improvement by Deathlike2: http://www.romhacking.net/hacks/525/
- Goblin Summon Improvement by Deathlike2: http://www.romhacking.net/hacks/526/
- Magic Plus by Deathlike2: http://www.romhacking.net/hacks/481/
- Yang’s HP Fix by Deathlike2: http://www.romhacking.net/hacks/475/
- Bit Improvement by Deathlike2: http://www.romhacking.net/hacks/485/
- Weapon Restoration by Deathlike2: http://www.romhacking.net/hacks/482/
- Long Range Fix by Dragoon ZERO: http://www.romhacking.net/hacks/892/
- Warp Animation Enabling by Dragonsbrethren: http://www.romhacking.net/hacks/265/
- Medicine Power-up by Phoenix Hacks: http://www.romhacking.net/hacks/386/
- Regen Power-up by Phoenix Hacks: http://www.romhacking.net/hacks/390/
It actually wasn't a part of the original plan to have these in the game itself, honestly. I lost the copy of my ROM from prior to when these changes were instated, so they became a permanent part of my project as a side effect.
---
Enemy drops were also changed, but these places were corrupted before I did that.
---
Perhaps I could examine the differences between the map data in a hex editor between a clean FFII US v1.1 and my project, but I don't know where to look.
Title: Re: vivify93's FFIV hacking questions
Post by: Pinkpuff on August 14, 2013, 06:02:44 AM
Looking at Phoenix's FF4Tools, the map tile data starts at B8500 and the ending maps are mostly near the end of the upper world maps. For example, the Palom/Leonora map is apparently at CA295.
So the ending maps are the only ones affected?
The list you posted all seem to be fairly benign changes. I can't comment on the effects of those miscellaneous patches but I'm sure if there was some kind of issue with one of those it would have been noticed by now. However sometimes certain patches that work on their own don't always play nice with others, and it may depend on the order in which they're applied.
The only other thing on the list that draws my attention is the "re-timed ending scrolling", simply because it's also near that part of the game.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 14, 2013, 07:23:17 PM
Is that CA295 with a header or without?
Title: Re: vivify93's FFIV hacking questions
Post by: Dragonsbrethren on August 14, 2013, 09:39:02 PM
Phoenix always used headered offsets, I believe.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 15, 2013, 10:51:56 AM
Well, I checked and compared, and I'm not finding any difference... I'm completely lost. I have no idea what happened. I don't suppose anyone would be willing to check it out for me, would they?
Title: Re: vivify93's FFIV hacking questions
Post by: Grimoire LD on August 15, 2013, 06:32:04 PM
This doesn't have anything to do with the "Underground" Byte by any chance does it? That byte seems to only be used in the Ending map copies.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 16, 2013, 06:24:03 AM
You know, it just might. I looked in the ending in ff4kster, and apparently the only difference between my project and FFII US for those three places, is that Leviathan's room wasn't listed as being Warp OK. And somehow, I don't think that fixed my problems...
:edit: I can now confirm that it didn't. Man, this really sucks! What the hell is causing this!?
:edit: I'm officially stumped.
So, I dumped the map data bytes between my project's ROM and FFII US v1.1. I opened them up in a file comparison program, and I got the result that "Both files are identical."
So it's nothing in the map data. Jesus, what could it be...? My only guess now is that "underground" byte, but if it's in the map data, then it wasn't changed.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 20, 2013, 05:42:15 PM
Thank you all for your help in this project, but it appears it's not going to see the light of day. I apologize for taking time from out of your days which has now ended up wasted. I know now that I shouldn't have tried to undertake a project so grand, after being told time and time again that the editor I was using wasn't perfected.
I apologize once more, and thank you again for all your help in trying to actualize Project II.
Title: Re: vivify93's FFIV hacking questions
Post by: Grimoire LD on August 20, 2013, 06:06:56 PM
Ah don't give up because of some small little thing like this. It's only three maps, three ending maps at that and must deal something with the way the ending works. You've come so far and to give up now would simply be tragic. Why don't you change the two maps that appear in the ending to their normal maps in the ending event itself and make a slightly modified Palom/Leonora scene. After all it's supposed to be taking place in Mysidia, but that place never looked much like Mysidia to me.
If you'd like you can send me what you have and I can take a look at it.
Title: Re: vivify93's FFIV hacking questions
Post by: Pinkpuff on August 20, 2013, 07:05:28 PM
Aren't there copies of some of the ending maps? Perhaps you could go into the event editor and have it redirect to one of the copy maps. Alternatively you could use phoenix's map editor to change an unused part of an existing map into a copy of what you need and redirect the player there at the appropriate times... just throwing out ideas.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 21, 2013, 02:27:08 AM
Alternatively you could use phoenix's map editor to change an unused part of an existing map into a copy of what you need and redirect the player there at the appropriate times... just throwing out ideas.
That was actually the first thing I thought of. :happy: But I have no idea how to use Phoenix's map editor. I click the question mark in the upper-left hand corner and nothing pops up, so I don't receive the instructions.
If you'd like you can send me what you have and I can take a look at it.
I'd really appreciate it if you did. :happy:
Title: Re: vivify93's FFIV hacking questions
Post by: Pinkpuff on August 21, 2013, 06:33:08 AM
To use phoenix's editor, first pick which map you want to edit from the drop-down box. Most of the map names are the same as the default map names in FF4kster. Then edit the map using the tile palette. When you're done, highlight the big mess of hex code in the "hex code" box and copy it (ctrl-c). Right next to the hex code should be a label that tells you the address of the map you have highlighted. Go to that address in your favorite hex editor and paste the copied hex code.
Title: Re: vivify93's FFIV hacking questions
Post by: Grimoire LD on August 21, 2013, 02:04:40 PM
Alternatively you could use phoenix's map editor to change an unused part of an existing map into a copy of what you need and redirect the player there at the appropriate times... just throwing out ideas.
That was actually the first thing I thought of. :happy: But I have no idea how to use Phoenix's map editor. I click the question mark in the upper-left hand corner and nothing pops up, so I don't receive the instructions.
To use phoenix's editor, first pick which map you want to edit from the drop-down box. Most of the map names are the same as the default map names in FF4kster. Then edit the map using the tile palette. When you're done, highlight the big mess of hex code in the "hex code" box and copy it (ctrl-c). Right next to the hex code should be a label that tells you the address of the map you have highlighted. Go to that address in your favorite hex editor and paste the copied hex code.
Is it that easy? I've actually looked for the drop-down box and it doesn't display anything. It lets me use the tiles on a blank canvas, but it doesn't let me do anything else. I've tried using it in several different browsers, too.
By all means, please send it my way and I'll see what I can do.
Well, let's hope there's something to do. I've sent it your way. Thank you so much for looking into this. :happy:
Title: Re: vivify93's FFIV hacking questions
Post by: Dragonsbrethren on August 21, 2013, 05:45:14 PM
Yeah browser support for Phoenix's editor can be hit and miss. I've had the most luck with Firefox, and it was designed for Safari, so give those two a try. (I've got a script that inserts text maps with Atlas, too, if you want it.)
Honestly in your case I'd just extract all the data I knew I changed and stick it in a clean ROM. Better safe than sorry, and you might catch any places data/text overflowed the original boundaries while you're at it.
Title: Re: vivify93's FFIV hacking questions
Post by: Grimoire LD on August 21, 2013, 10:31:51 PM
There is something Really strange going on here... Those three maps (and all of the maps surrounding them from how it looks) appear to be completely disfigured in your rom data. Somehow changing this to what they should be though does not change the graphic for... whatever is happening here. Now there may be a way around this.
This was done by switching the map you go to in viewing the event to the second instance of the Ending - Palom and Leonora maps, in the Underworld section of maps.
In addition was going to the Map Info. Going to the second instance of this map, and changing the NPC Index which was 00 to 12 (In decimal, using FF4kster)
I will see in short order if this cannot be done in some variant with the other maps.
:edit: Replaced the Dwarven Castle Ending map to the Pitch Black Room. After a bit of work-arounds I got it to look perfect.
You will want to change the information in Pitch Black Room to...
So, I dumped the map data bytes between my project's ROM and FFII US v1.1. I opened them up in a file comparison program, and I got the result that "Both files are identical."
So it's nothing in the map data. Jesus, what could it be...? My only guess now is that "underground" byte, but if it's in the map data, then it wasn't changed.
Something just struck me... if the data is identical, then perhaps it's the pointers for those particular maps that are messed up.
Title: Re: vivify93's FFIV hacking questions
Post by: Grimoire LD on August 22, 2013, 10:36:07 AM
I have a feeling you're onto something there Pinkpuff, but do we know where that data is stored? As I've said I copied map data directly from FF4Tools into the rom, and I saw no change at all. From what I can tell it is only those three maps as if they're being read as one of the many Glitch Worlds. Humorously enough that door in the Leonora and Palom scene actually works and takes you to inside the Kaipo Pub... in the wall.
Title: Re: vivify93's FFIV hacking questions
Post by: Pinkpuff on August 22, 2013, 06:29:21 PM
Usually pointer tables come right before the data they point to. I haven't looked into it yet but my guess would be there's a chunk of pointers, two bytes per map, right before the map data. Try comparing that section in the modified rom vs unmodified...
Title: Re: vivify93's FFIV hacking questions
Post by: Dragonsbrethren on August 22, 2013, 07:05:39 PM
Map pointers are definitely known, I don't have the offset handy ATM, but search the forums before digging into the ROM.
Title: Re: vivify93's FFIV hacking questions
Post by: Grimoire LD on August 22, 2013, 08:02:27 PM
Putting in the search for "Map Pointers" brought up... the last three posts. Hmm, is there any way to fix the search system? It doesn't seem to go back all of that far.
Title: Re: vivify93's FFIV hacking questions
Post by: Dragonsbrethren on August 22, 2013, 08:46:58 PM
From Yousei's ancient document:
B8200-B84FF (178000-1782FF) Town Map Pointers
No clue on the search; just use Google and specify this site.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 23, 2013, 10:09:41 AM
I figured it'd be kind of assholish to sit here and kick back while you guys do everything for me, so I'd like to stop in and say thank you. Do you all think I should use Grimoire LD's method for now, or should I get on board with investigating the town map pointers?
Title: Re: vivify93's FFIV hacking questions
Post by: Grimoire LD on August 23, 2013, 04:06:58 PM
I figured it'd be kind of assholish to sit here and kick back while you guys do everything for me, so I'd like to stop in and say thank you. Do you all think I should use Grimoire LD's method for now, or should I get on board with investigating the town map pointers?
For now my method may be the most sound. If it's only those three maps then further exploration is not necessary, but for future reference is likely warranted from our side. The third map you can freely replace is a copy of Cecil's Ending Room, the first entry of that you can come across can be replaced.
Copy the entry in the Ending- Leviathan's Room map completely and then set the event to load up that first entry of Cecil's Ending Room. That should do the trick.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 23, 2013, 07:52:12 PM
I'm confused; how will that change anything, though? Even if I copy the maps, won't it still be directing the ending scenes toward the corrupted backdrops?
And your directions were... um...
1. copy Leviathan's ending map 2. set it to load in Cecil's ending room 3. set Cecil's ending room to load regular Cecil's room
But... couldn't I just set Leviathan's ending map to load from the in-game one? Or would that not work? It may just be because I'm tired, but I'm totally clueless; sorry.
Title: Re: vivify93's FFIV hacking questions
Post by: Grimoire LD on August 23, 2013, 10:03:47 PM
Here is where things get... weird. I'm afraid I'm pressed for time so I can give more adequate reasoning on Sunday, but the way this works is that... what seems to be corrupted... is that specific configuration. I cannot say why this is, but when the event is switched to another "map" that uses the same area as intended, (Leviathan ending uses the same map as Leviathan normal) it works properly.
So you want to copy the all of the maps info. of the three corrupted maps. Put them in the space of three unused maps (Cecil's Room - Ending, Pitch Black Room, 2nd Ending - Palom and Leonora scene... I think that might be it) and that should suffice.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 24, 2013, 06:41:33 AM
I think I understand now, but when I go to edit Pitch Black Room to Dwarf Castle, I can't change it to "Dwarf Castle Background". I looked at map.DAT, and "Dwarf Castle Background" is #285, and the background selector only lets me go up to #256. I'll have to await further instruction, I guess!
Thank you so much, Grimoire LD, and you too, Pinkpuff and Dragonsbrethren. You're all definitely going in the readme! :childish:
Title: Re: vivify93's FFIV hacking questions
Post by: Pinkpuff on August 25, 2013, 09:22:38 AM
Oh yeah I should probably fix that so that it displays 256 + # on maps that are underground/moon. Anyway if you subtract 256 from the number you should get the correct map index. My apologies.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 26, 2013, 05:08:52 AM
Well, I managed to get the Palom and Leonora scene working perfectly, but the Feymarch and Dwarf Castle scenes are still messed up... I copied the maps perfectly, though! I don't understand what I did wrong. I replaced the maps in the events, too. I'm starting to think ff4kster secretly hates me.
Title: Re: vivify93's FFIV hacking questions
Post by: Pinkpuff on August 26, 2013, 06:02:08 AM
Chances are if it hates you then it probably hates the rest of us too, which is why I'm interested in discovering the root of this problem.
Suppose you get the event to send you somewhere completely unrelated. Try getting it to teleport the player to a map that you know works otherwise just to see if it messes up that. If so it could be that the problem has nothing to do with the map itself and it something related to that ending sequence itself.
Title: Re: vivify93's FFIV hacking questions
Post by: Grimoire LD on August 26, 2013, 07:05:53 AM
Well, I managed to get the Palom and Leonora scene working perfectly, but the Feymarch and Dwarf Castle scenes are still messed up... I copied the maps perfectly, though! I don't understand what I did wrong. I replaced the maps in the events, too. I'm starting to think ff4kster secretly hates me.
Gah! I never considered that the maps would be a bit screwy with the Overworld maps! I'm sorry I should have been more thorough. My original plan was to use what I thought were unused copies of the Babel maps and that's what I tested the Dwarf scene on, but they aren't unused. They're just the maps on the other sides of the doors.
What I can confirm is what the "Underground" byte does actually is refer to Ending NPC Configurations and takes precedence over the normal NPC Configuration for a map.
...Alright! I figured it out! Somewhat... what I was doing wrong anyway. I was completely wrong about the Glitch Worlds. They can Easily be replaced with working map configurations (which allows modders to have copies of maps for revisits to areas if they want a completely different NPC index) What you want to do is copy all of the data as it appears in the normal Dwarf's Castle Map except mark "Underground" byte with YES and the NPC Index should be taken from the Ending - Dwarf's Castle map as well. This Includes the Original Maps (not the Endings) Backgrounds. Which means for the Dwarf Castle you take the Dwarf Castle Background for the Leviathan's Room you take... Leviathan's Room as its background
For safety's sake you can use the last two maps (which are Glitch Worlds) to repair the maps.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 26, 2013, 09:27:12 AM
That did it! It might not be the ideal of simply restoring the maps themselves, but they're no longer glitched out all to hell. Thank you, Grimoire LD! :happy:
I still need to do a second run through of FFIV, but it'll be a quick one to be sure nothing major broke.
:edit: Good thing I did, too... I ran into another issue. The battle background Edward vs. the WaterHag in Kaipo is all wrong. It's supposed to look like nighttime, but instead it's using the daytime palette. Any ideas, gang?
Title: Re: vivify93's FFIV hacking questions
Post by: Grimoire LD on August 26, 2013, 01:29:18 PM
That is strange. The event uses the normal Kaipo map and only tints the colors (note to self: may work for a day/night system in towns). And the night-time battle background is not even an available choice, strangely enough. This is a bit of a conundrum though...
When you use any ordinary event in a town with a battle the background will be normal, but not with Kaipo, Kaipo treats all event battles in the same night manner. Except in your Rom and I do not believe we've ever looked into that specific behavior. Nothing in the Map Data specifies it, I just changed everything that it had different from other towns and there was no change to the night background.
Do we know anything about how Battle Backgrounds are loaded? Finding the Kaipo Exception may make this work.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on August 31, 2013, 04:05:42 PM
Is anything known about battle backgrounds at all? A cursory look suggests no.
Title: Re: vivify93's FFIV hacking questions
Post by: Dragonsbrethren on August 31, 2013, 07:07:59 PM
Well, they exist, I know where the tiles are, I think Yousei's doc has the palette location, we know what tile properties assign which backgrounds...that's pretty much everything except the actual tilemaps, which might be documented too.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on October 24, 2013, 02:31:31 AM
After losing this project's extensive readme due to a dumbass mistake on my behalf, I lost the drive to work in FFIV any longer. However, after a month and a half of a break, I've come back to it...
Only to realize this Kaipo problem is still bugging at me. I have no idea where to start with this. I can't use Yousei's editor to investigate (Even if it does cover the Kaipo Exception), since I'm using v1.1 of the FFIV ROM. I also can't seem to find Yousei's document anywhere? I have no idea where to look.
Do you guys think it'd be worth it to import over all (Or at least the vast majority of) my changes from my project to a fresh FFII US ROM? I really hope it doesn't come to that, but it seems like it might have to at this point.
Title: Re: vivify93's FFIV hacking questions
Post by: Grimoire LD on October 24, 2013, 04:45:29 PM
That Kaipo bug is still a mystery. I could not figure out why it happens. There is nothing special about the Battle BG, but there may be something special with the battle system which refers Specifically to battles fought in Kaipo Must Be dark. Now that I am much brighter about this sort of thing I will try to take a look on that...
Alright then, let's see...
1800/1801 is Number of Encounter but 1802 is what we should be looking at...
20 Should be the night town. But the game never sets this it self. So that must mean there is something special about Kaipo and I will try to find it...
And I have found it. I'm not sure why it happens in Kaipo but one of the checks is some sort of map dealings Kaipo is 60 for instance. The Mist Cave is 3C.
Somehow your Kaipo is not 60 but 20 and this causes the game to not show the proper background. Do you have Any idea what you may have changed in Kaipo? I'm not sure I can fix this...
The reason it is 60 is because it looks to see if 20+40=60. And if so it will show the Night Battle.
Or apparently I can. Alright somehow along the lines you changed this in Kaipo's Data...
0A9C9E - Change the 20 that was somehow placed there back into a 60.
That will fix your problem. I am still quite confused how this was changed in the first place.
Title: Re: vivify93's FFIV hacking questions
Post by: vivify93 on October 27, 2013, 08:05:52 PM
You are a lifesaver time and time again, Grimoire LD. When I write back up the readme, I'll be sure to have you praised on high and low. :happy:
It might've happened either when I was editing back in original enemy item drops or when I was modifying the village names.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on November 17, 2013, 10:36:04 PM
Gentlemen, we're at release time! http://www.romhacking.net/forum/index.php/topic,17302.0.html
Take a look-see; you won't regret it.
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on November 17, 2013, 11:50:15 PM
I'll give this a whirl tomorrow. It is wonderful to see that this project is finally complete!
Title: Re: Final Fantasy IV - Project II
Post by: Pinkpuff 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...
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on November 18, 2013, 02:14:23 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...
Nah, that one's on me. I could sit down and learn how to do it in a hex editor, but I get frustrated too easily and am too lazy to learn. For now, Item_List.TXT should suffice.
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on November 18, 2013, 09:09:14 PM
Alright, I have a bit of time to spare today so let's get to it.
Opening - I enjoyed the writing, the "Crystal or your life." "How can you make us choose?" "You just did." Might be a bit cold for Cecil, but it is a very powerful sequence of lines, and may also go to show how the Dark Sword is affecting Cecil. I am glad to see everything in the castle talks is more formalized, Baigan treats and addresses Cecil according to his station. One thing I am surprised about is that you kept the added Kain tutorial part in his lines (and even updated them) instead of using those lines elsewhere.
Baron Castle - The Black Mage going "Crud" seems a bit of strange language, mainly that it is an outdated term. Likely just going, "Bah" or something more timeless would work better.
"I'm studying the Three Cs of White Magic" should have an apostrophe after C for C's, just a typo.
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.
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.
Is Cid's daughter's name really Julia? Or was that just something you thought up? Either way, it's fine.
Baron Town:
Hah! You even upgraded the tutorial people's text. Nice oversight.
MagicMap, eh? Well its a better name than Dwarf's Bread.
Old Man: "Our king is unique, as he chooses to train his knights in the dark sword."
Isn't this fellow supposed to be criticizing the king for having men use the Dark Sword? Let me check fast... Ah found it.
In Legends of Localization...
"In Japanese, it’s more like, “Teaching soldiers the way of the Dark Sword! Just what is the king thinking?!â€"
I always liked that line because the idea of a Baron citizen who was against the good king for using such an unstable source of power (Dark Sword) from the start always fascinated me.
Joanna? That is an odd name for Rosa's Mother. Is she named that because Rosa's middle name is Joanna?
And that's it for Baron Town.
Were enemy stats changed? A counter from Needle did 52 damage to Kain. Took me a little by surprise.
Were enemy drop rates changed? In the last three battles with Imps I've been getting Bronze Hourglasses (StopTrap)'s
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.
Torching of Mist:
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.
Kaipo:
Looks good all around. No commentary needed.
Watery Pass:
Interesting change of Piranha to Toebiter since they are sufficiently weak enough that they could be called that.
98 MP on Tellah, eh? An interesting choice, I guess there's no reason why not and it gives him just that little bit more of MP.
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.
Heh, Chocobop is a cute name for the attack.
I think I'll call it a night here, just got through the Watery Pass and I'll examine more tomorrow.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on November 19, 2013, 12:55:57 AM
Opening - I kept all tutorial text, for better or for worse. I liked the aspect of FFII US being more accessible to first-time players, just not the awfulness of the script.
Baron Castle - The three Cs thing was ripped nearly from the GBA and DS versions, and they both used Cs and not C's, to my knowledge. Chrome's spell-check recognizes Cs as a "word", for what it's worth.
I looked up Dictionary.com real quick and one of the definitions of "anxious" was "greatly worried." This is the meaning I was aiming for. She does love Cecil a lot.
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."
So it's not, "We'll discuss this later." "Yeah, later! :)" it's more,
She stared pensively at Cecil. Unresistant villagers? Toying with the hem of her cape, Rosa paused before she told her friend, slowly and deliberately, "We'll discuss this later." Cecil's pale, emotionless face stared blankly back at her. "Yeah," he began. "Later." They parted ways as the Captain continued his trek to the west tower; Rosa only hoped that 'later' would be sooner than she hoped.
Cid's daughter never actually had a name before. I thought it was an injustice, since she is his one and only child, and gets neglected in the story lines of the FFIV series. Her name comes from a friend of mine. A couple other friends have cameos in Project II, too.
Baron Town - I sure did revise the beginner's classroom! My friend helped me with it--she never played FFIV, so when she OK'd the text, I knew it made clear sense.
The old man's text is meant for the player to decide. It sounds passive enough for an old man to be either complaining subtly to one of the king's dark knights, or ranting softly. "No one else does this--why King Baron?"
According to the FF Wiki, Rosa's mother's name is Joanna in one of the official works. I tried to work in as many names established post-FFIV as possible, especially since I love giving names to even poor one-off people. http://finalfantasy.wikia.com/wiki/Joanna_Farrell
Enemy stats and drop rates weren't changed; you simply may have gotten unlucky on the former and lucky on the latter.
Watery Underpass - When do I capitalize caller? I just did a search and I only found it capitalized at the start of a sentence. The example closest to where you're at that I've found: "I've heard of these folks. Callers, they're named, for their ability to bond with espers." Unless it's a person's name or title, I tend to leave it in lowercase.
For another example, I don't capitalize crystal if it's just "The crystal!" or "The crystals..." or such, but if they're referring to a specific crystal, it is capitalized "The Fire Crystal was taken" etc.
Title: Re: Final Fantasy IV - Project II
Post by: Pinkpuff 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.
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on November 19, 2013, 07:47:09 AM
I guess I didn't have as large a command of syntax and proper grammar than I thought, eh heh. I have to head to work shortly, I guess I'll think more carefully next time about what I should be critiquing.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on November 19, 2013, 11:09:08 AM
"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.
One quick correction--this isn't a translation, it's a rewrite. There's a lot brought in from translations from the Japanese game, but my script is rewritten as a native English speaker redoing an already English script.
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".
Hmm, perhaps I should consider editing the lines.
Rosa: ...We'll discuss this elsewhere. Cecil: Yes. Elsewhere.
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 believe that I wrote it as this. "We need to stop her gale!" Kain: Jumping'll work!
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.
Capitalizing Octomamm shouldn't be a problem; I figured there were many octomamms and this one just somehow strayed from its pack. Maybe I'm thinking with too much of a new-age Final Fantasy mindset. :hmm:
I guess I didn't have as large a command of syntax and proper grammar than I thought, eh heh. I have to head to work shortly, I guess I'll think more carefully next time about what I should be critiquing.
Nooo, no, it's OK! It's just, you're the first person who's really been giving me real in-depth constructive criticism, so I'm replying to more or less anything. I think I also forgot to say, "Thank you for the praise! :childish:" last night since it was so late and I was so tired.
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on November 19, 2013, 11:01:05 PM
Heh, alright then. If you don't mind my intermittent criticism then I guess I'll continue on as I have been.
Yes, your dialogue fixes that you mentioned do sound better.
An overall note, what made you decide to choose Pearl over Holy? Pearl was a censor of Holy in the first place and while more clever than White, it's a very strange term to use.
Damcyan
Everything was fine. I'm glad to see you stuck Edward with the Bard class rather than the original "Royal" (which in my opinion never fit him).
Antlion Cave -
Hmm, the Dark Imp in the Antlion Cave? Dark Imp is the name of the Imps you find in the Underworld, perhaps just ImpGuard or something like that? Otherwise it could lead to a bit of confusion.
Return to Kaipo -
Everything seemed fine.
Mt. Hobbs
Hey! You fixed Salve to be Actually Useful! Good work!
You know, now that I think on it, Black Belt is a Much more fitting class name than Karate Master, especially since FFIV tried to keep congruous with FFI's translation (Silver, Nuke, etc). Why would they not go for the obvious Black Belt (which the class was called in FFI) rather than "Karate". Very good choice there.
Fabul
Ah you kept Sheila's name as Sheila from The After Years.
Did you insert a Dark Knight reference in with Golbez's entrance line of "Why so serious, Kain?" granted, I'd heard that sequence of words before that movie, but that seemed to popularize the phrase.
"I wish I could use the white magic as well as Rosa". This might be a bit nitpicky, but should the "the" really be there?
Ship Ride:
Everything was fine.
Mysidia:
"Wow! The Dark Knight of Baron" from the jumping away White Mage, should that really be "Wow" and not something like "Ahh!"
Oh I like that line. "Go to Mt. Ordeals. Palom, Porom, you know your task." It's a nice foreshadowing that they were sent to spy on Cecil.
Mt. Ordeals:
"Friend? I think he means GIRLFRIEND!" That is such a childish line and fits perfectly with Palom, great work.
"Yes. He is the sum of all evil." Is a touch bit too strong. The original Japanese says something like "He is the root of the evil that currently befalls us" or something to that accord. After all Golbez isn't Satan or something, hehe.
Another inference of "Yeah..." from Cecil after Tellah tells them its time to head out. Should probably be something like "Indeed..." or something to that accord.
Return to Mysidia:
Nice touch with the "Surely you jest!" fellow saying "Maybe you don't jest." When you return as a Paladin.
Tellah referring to the Twins as tykes is adorable!
Return to Baron:
Old Man: "The king's has grown unbearable recently." Probably shouldn't have the 's there.
Yang: "Quiet, renegade!" That is a really cool line and that kind of speech fits Yang perfectly.
Old Waterway
Hmm, Warp is actually a decent Death spell.
Return to Baron Castle
"See just fiddle with this mechanism here..." What? What happened to my "Cecil: It's a surprise!" "Cid: They obviously didn't understand" "Yang: What a surprise!" from the original? Haha, ah that was definitely a weird translation.
You even touched up Cid's tutorial by giving him more of his trademark speech patterns. Nice touch.
And thank you for actually using the Hammer icon and not that weird wrench all versions of the game seems to enjoy using for it.
"I knew something was wrong with the king, but didn't want to be executed" You're missing an "I" after "but".
Well that should do it for tonight, went through Mist and checked on the Elder's line about the Twins, nothing out of the ordinary there.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on November 20, 2013, 02:22:41 AM
An overall note, what made you decide to choose Pearl over Holy? Pearl was a censor of Holy in the first place and while more clever than White, it's a very strange term to use.
I kind of tried to adhere to Nintendo's strict no-swearing, no-religious references policy. GodsRage wouldn't be called that if I had my way, but I couldn't think of anything that would fit better. Holy is Pearl in Woolsey's FFVI, anyway, so I wrote it in as consistency. You'll note, though, that "Pearl" isn't an element; the Pearl spell and equipment are light-elemental instead.
Hmm, the Dark Imp in the Antlion Cave? Dark Imp is the name of the Imps you find in the Underworld, perhaps just ImpGuard or something like that? Otherwise it could lead to a bit of confusion.
I actually switched the names around to how they were before, since they were swapped in Moriyama's FFIV for some reason. Now foes by the name of Dark Imp can be found in the Antlion Cave and enemies called ImpCapt. can be found in the Underworld.
Hey! You fixed Salve to be Actually Useful! Good work!
Phoenix did that, actually. You'll also note, if you care to use it, Pray casts Cure2 if successful--which it now has a 60% chance of being. Was thinking about bumping it up to 70% and probably will.
Did you insert a Dark Knight reference in with Golbez's entrance line of "Why so serious, Kain?" granted, I'd heard that sequence of words before that movie, but that seemed to popularize the phrase.
I did, I did. I'm ashamed of it as I don't even like the Nolanverse Batman movies, but it was just too good of a fit not to put there.
"Yes. He is the sum of all evil." Is a touch bit too strong. The original Japanese says something like "He is the root of the evil that currently befalls us" or something to that accord. After all Golbez isn't Satan or something, hehe.
"I knew something was wrong with the king, but didn't want to be executed" You're missing an "I" after "but".
This is another grammar thing. "I went to the market today, but didn't get any eggs" is also as valid as "I went to the market today, but I didn't get any eggs."
Thanks for the praise, pointing out typos, and other suggestions; I'll get to releasing version 1.01 as soon as I get more feedback, and Pinkpuff gets rid of that pesky problem in the auto-battle editor in FF4kster. (2.00 will be when I finally get to edit the item descriptions. :tongue: Joking, joking!)
:edit: One thing I'd like to know is if the "D" string for the status Petrifying still exists or if I changed it. I want to say I did, but I couldn't be certain since my last script run was one I cheated my ass off on. If, when you get to that point, you could check for me, I'd really be appreciative! :childish:
:edit: Omigod you have Cid on the team!!! Prepare for the best lines in the entirety of Project II.
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on November 20, 2013, 02:37:53 PM
Oh, you're right about Tellah. I must have been thinking of HCBailly's reaction to that line in his FFIV LPs' where he lambasts the original for using that and was glad that other translations toned that down a bit.
Pearl still doesn't quite work for me... I think FFI handled it best with the term "Fade" for Holy magic. It sounded more... fitting. But to each their own.
The second level Imps are actually called Dark Imps...? (goes to look this up...) Well it seems they're technically called "Domovoi" (goes to look this up...) Slavic House Spirit... alright, sure. They probably were originally called Dark Imps then since I don't think a non-native would know about Domovoi, but you never know.
I'll know about the Petrification 1 soon enough.
Agart Village:
Thanks to Legends of Localization I've become very fond of this place. It seems its original intent was for the player to piece together the mystery on where to use the MagmaKey. All of the NPC's originally spoke in a hearsay "It's rumored", "They say", "It is said", which lends itself to a very unique atmosphere which is all but missing in the normal FFII because of limited space likely. It has great potential for a mod or something though. The original idea wasn't spelled out for you, a villager mentions that "We need the light of the sun. It is said our ancestors were different." Another villager then mentions "I hear our ancestors came from the Hidden Land. The Hidden Land has a sun of its own. A sun named magma." And finally it was to be put together with...
"This is an old saying... When we return the sun's stone to its homeland, the path to our homeland shall open..."
Which when all three are put together, there is a different Sun in the Hidden Land, the Sun is Magma, The Sun is to be returned to the Hidden Land. Vis-a-vis drop the Magma key into the fathomless well.
The English version kills this idea when the old lady blatantly mentions the Magma key. It would have been neat to have the player place it together as the original players likely did way, way back in the day.
Troia:
Hmm... you still kept the Whisper Weed as the TwinHarp? Any particular reason for that?
"Thanks our rich soil..." From fellow in the Chocobo Farm.
Everything in Silvera seemed fine.
Eblan Castle:
Eh? An Eggtimer? Is that a Level 2 Stoptrap or something? (Tries to use it in Battle...) is it a Full-Party Haste actually? (Opens up Item List.txt) Oh. It's an Alarm Clock.
So I found the Magazine, but I don't recall off the top of my head what that chest replaced...
And that's Eblan looted! StopTraps really make it much easier to run in there and grab the items without the constant fear of death. I'm quite lucky I got a few at the start of the game and Tellah's Wisdom seems to be consistently high enough to Petrify those who are susceptible in there.
Cave Magnes:
I really like that you kept the Dark Elf's manic personality, but didn't use IT IN ALL CAPS! It adds that little bit of instability which isn't over the top.
Return to Troia Castle: "
The crystals raise the power of their bearer." Eh? Is this from the original game? I don't specifically recall hearing that, but if it is accurate then that means the premise for my own hack is set in the established canon of FFIV.
And with that I think I am ready to head off to the Tower of Zot.
Tower of Zot:
You indeed did change D to Petrify.
I love that you managed to keep Golbez's snarky personality intact, (it didn't really shine through in the original, but other versions show it fine as well) one of the reasons he's one of my favorite FF villains, he's a rather playful sort of fellow while under Zemus' control.
And that's Valvalis down. For some reason I tried to go in with the Drain spear, not sure where my mind was for that exchange of ideas, still recovered nicely and handled it fine.
Return to Troia
"The crystals were kept apart to avoid just this situation!" Is that also a variant of the normal line? If so that is a very intriguing concept that the nations of the world had to have gotten together and arranged which nations were given which crystals.
Cecil: "Did you save us only so you could take revenge for your mother?" Whoa! Where did that come from? I don't recall ever seeing an interpretation that Cecil thought Rydia saved the party only so she could kill the party for the death of her mother. An interesting twist though, I would admit.
Well I have to head to class soon, but so far it's been interesting.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on November 20, 2013, 03:44:37 PM
The English version kills this idea when the old lady blatantly mentions the Magma key. It would have been neat to have the player place it together as the original players likely did way, way back in the day.
I will change that, then. I didn't quite understand it when writing the Project's script.
Eh? An Eggtimer? Is that a Level 2 Stoptrap or something? (Tries to use it in Battle...) is it a Full-Party Haste actually? (Opens up Item List.txt) Oh. It's an Alarm Clock.
I took my inspiration from Demiforce's FFII NES translation for that. Not enough room to put Alarm Clock anyway. (AlarmClk? Uhh...) The StopTraps go like this: StopTrap SilvrStop (Thanks to the il icon) GoldStop
And you probably noticed, but StopTraps are named as such due to the fact that I disliked how J2e and the PS1 localization both used HrGlass1 through 3. The abbreviation looks gross to me and removes the metal affiliation. The first would've been "CopperStop" were there enough room. But alas!
So I found the Magazine, but I don't recall off the top of my head what that chest replaced...
A Cure2 Potion was there before. I didn't want to spoil what was there for risk of super-maniacs going "OK, so we just need to look at all the chests with Cure2s in them..."
The crystals raise the power of their bearer." Eh? Is this from the original game? I don't specifically recall hearing that, but if it is accurate then that means the premise for my own hack is set in the established canon of FFIV.
I believe this is something Moriyama's translation insinuated, so I embellished it a little.
"The crystals were kept apart to avoid just this situation!" Is that also a variant of the normal line? If so that is a very intriguing concept that the nations of the world had to have gotten together and arranged which nations were given which crystals.
Goes hand-in-hand with the earlier notion with raising the power of the bearer. Embellished a little, etc.
Cecil: "Did you save us only so you could take revenge for your mother?" Whoa! Where did that come from? I don't recall ever seeing an interpretation that Cecil thought Rydia saved the party only so she could kill the party for the death of her mother. An interesting twist though, I would admit.
Truth be told, I didn't remember what the lines were supposed to be pointing toward; Moriyama's were... more than muddled.
Cecil: But why? Your mother...
Rydia: Stop that. The Queen there [in the Land of Summoned Monsters] told me. A greater power of evil is at work. We must confront it together.
Cecil: Rydia!
I think, as I remember: Cecil is more saying, "But Kain and I killed your mother; why save us?" And Rydia goes, "I know it wasn't your fault; I will always miss her, but please, give it a rest already--the atonement shit is old hat."
Not sure if I should change it, since I believe the Project's script conveys more or less the same thing, but with a different undertone to it.
Thanks for catching those typos, Grimoire LD, and for the praise as well.
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on November 21, 2013, 06:05:03 PM
Well made it through back to the Overworld, everything in the Underworld looked pretty good so far.
Under Eblan:
Oh, nice addition of the Boomerang as a magic symbol for Ninja.
I am finding Warp to be absolutely amazing in dealing with MadOgre's or anything that has an absolute ton of HP.
Tower of Babil Revisited:
By some small miracle I managed to get Rubicant down to less than 1000 HP and he gave his rare to see death lines. You have the lines as "I lost...?" "I'll return the favor..." "Good luck..." The line should say something like "But we will meet again..." instead of "I'll return the favor..."
Well next time I'll get through the Esperland, Sylph Cave, and Sealed Cave.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on November 22, 2013, 05:06:08 AM
By some small miracle I managed to get Rubicant down to less than 1000 HP and he gave his rare to see death lines. You have the lines as "I lost...?" "I'll return the favor..." "Good luck..." The line should say something like "But we will meet again..." instead of "I'll return the favor..."
Huh. I guess I never found that. I'll need to change these lines for sure, it sounds terrible as it is now.
This is the tentative line. "Intriguing... I concede defeat. But we'll meet again."
Any suggestions?
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on November 22, 2013, 09:54:20 AM
That sounds good to me.
Geez, I walked through one trip of the Sylph Cave and didn't realize I already had Float, how careless...
So far I've had no particular complaints or comments about much in the Underworld. The Sylph's and the denizens of Tomra and the Feymarch seemed fine. Now onto the Sealed Cave.
Sealed Cave:
I like the use of the term "Proffer the key and the seal dissolves" I like the use of the word "proffer" there.
Return to the Return to Dwarven Castle:
I really like Edge's "I take my hat off to you" line that he gives to Cid after assisting in fixing the Airship.
And that's that! Next time (after this weekend) I'll be off to the Moon.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on November 22, 2013, 05:17:28 PM
Thanks! Glad the Project's easy to get through. And I'm also glad that I'm getting less feedback about typos. :P That's not to say I don't appreciate feedback, of course!
Anyway, it seems like the Project is being well-received! I broke 300 downloads sometime today, not sure when. I hope it becomes my most popular mod.
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on December 03, 2013, 05:02:31 PM
Good to hear! With Finals right around the corner I haven't yet finished it, but I am quite close. Hopefully after Finals I'll have a bit more time, not to mention A Link Between Worlds is occupying my time a bit, hehe.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on December 08, 2013, 07:59:30 PM
I had a question about Warp. Since it now acts as an instant death spell in battle, I was wondering if it was giving Doom (formerly Fatal) any competition, so I looked up their effects in FF4kster, and I'm thinking Warp totally breaks the game.
Warp Effect: Add status to living creatures Power: 0 Hit: 100 Delay: 0 MP Cost: 4 Reflects: Yes Hits Boss: Yes Impact: No
Doom Effect: Add status to living creatures Power: 0 Hit: 60 Delay: 5 MP Cost: 35 Reflects: Yes Hits Boss: No Impact: No
It seems to me like Warp has a 100% chance of wiping out anything, including bosses, for a fraction of the price of Doom. Am I reading it right? If so, I was thinking of bumping Doom's hit % up to 70, and taking Warp's down to something like 40 or 30%, and of course setting the boss bit.
Any thoughts?
:edit: Yeah, no... nope. I just killed Zeromus with Warp. I'm going to implement these changes now and release an emergency fix patch. If you guys have any qualms or better interpretations of how I should handle this, please let me know. Thanks.
:edit: http://www.romhacking.net/forum/index.php/topic,17302.0.html new patch can be found here. God, I feel so embarrassed that I didn't look at it first.
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on December 13, 2013, 09:37:25 AM
Wow, I did not realize that this also worked on bosses! Yeah, I didn't realize that its success rate was 100% either, I thought it was around 40 and I was just getting lucky. Yes, that should be tempered as you have decided.
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on December 16, 2013, 08:44:23 PM
Alright, let's finish this proper...
Interesting to hear that FuSoYa apparently knows everything that KluYa had been up to. I am still leery what "teaching magic to the people" means, even though the DS version does say that plainly when originally it was Minwu who allowed magic to be taught.
All-Mage? That's an odd title. Why not go with the Lunar that the original game did, even Lunarian would have fit.
Oh hey! You made Regen useful!
And that's Bahamut obtained! You know for all that people say "FFII is easier than FFIV!" I wonder if they take the Bahamut battle into account? Without Veils it can get rather dangerous. Granted you could always cast Slow and try to burn him down before he can use MegaFlare.
The CPU went down much faster than I anticipated. Hmm.
"Golbez: Am I... free of the... hatred?" I always preferred the original "Why was I filled with such hatred?"
"Rydia: Sexist pig!" Haha! I always felt this little sequence was rather rude to the ladies.
"Cecil: Edge, hit the crystal." "hit" seems... oddly inappropriate when "use" would suffice.
I forgot how tricky the Wyvern could be! I died once and then barely scraped away with Rydia avoiding MegaNuke's and Nuke every which way.
Haha! It was ironically where Rydia leveled up enough to learn Nuke.
Now that was cool. I went gung-ho while fighting the Plague and I very nearly lost, but a 0 Second, Avenger-Wielding Kain got the last needed blow, preventing a game over to get his Ultimate Weapon (not what I'll be using on him, but still)
Ogopogo nearly wrecks me but again Rydia to the rescue with MegaNuke.
Umm... when I tried to throw something at Zeromus, the game said "Halting Aria" and cancelled it. Interesting...? I guess I never knew that something like that was in place?
The Star Trek quote from FuSoYa seems a bit... silly.
I like that you called the girl that Palom is talking to as Leonora because... she is.
"Seneschal: And further His Highness..." Shouldn't that be "Your Highness? Since he is referring to Edge and not... Yang or Cecil.
I didn't mention it before but I like that you have people calling Golbez by his real name when its revealed. It makes sense.
And that's the game! Overall I enjoyed the changes found. Several battle items were quite useful (though the majority aren't in pretty much any version) and playing in a way I normally wouldn't (Defense Built Cecil, Str Built Rosa with the Fury Staff in the front row was quite a bit of fun in the Underworld, Str Built Kain with the Avenger and Str Built Edge.) really added new excitement to the game.
With all of the bug fixes and original FFIV Implementation you put into this it would make a wonderful base for any future FFIV (Not FFII SNES) Hack!
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on December 17, 2013, 03:37:07 AM
Interesting to hear that FuSoYa apparently knows everything that KluYa had been up to. I am still leery what "teaching magic to the people" means, even though the DS version does say that plainly when originally it was Minwu who allowed magic to be taught.
I don't recall that being in my script? I looked in the Fusoya introduction speech and there's nothing there.
Quote
All-Mage? That's an odd title. Why not go with the Lunar that the original game did, even Lunarian would have fit.
no, actually, we're only allowed seven letters for class titles, or else Rydia would've been a Summoner and DKnight Cecil would've been, more eloquently, a D.Knight. "Lunaria" is the closest that'd fit. I picked All-Mage because by FF standards, he's actually a Sage, and Tellah's closer to a Red Mage. But for story purposes, Tellah's a Sage. I was wondering what sounded stronger than "Sage" and All-Mage came to mind, so there we have it.
Quote
"Golbez: Am I... free of the... hatred?" I always preferred the original "Why was I filled with such hatred?"
I wrote it like that because I wanted to imply that, like Kain, Golbez's true mind was lucid the entire time he was being controlled by Zemus.
Quote
"Cecil: Edge, hit the crystal." "hit" seems... oddly inappropriate when "use" would suffice.
I always assumed that one of them touched the crystal to head between Earth and the Moon.
Quote
Umm... when I tried to throw something at Zeromus, the game said "Halting Aria" and cancelled it. Interesting...? I guess I never knew that something like that was in place?
This is due to how Edward's songs were changed. Halting Aria is one of his songs. I assume that the message, before, was "Ineffective." and it was shared between Sing and this Zeromus battle. I could always remove Halting Aria and change the message back to "Ineffective."
Quote
The Star Trek quote from FuSoYa seems a bit... silly.
I know, I know--I inserted another pop culture reference when I don't even follow the thing it's from in the first place, but I couldn't not do it.
Quote
"Seneschal: And further His Highness..." Shouldn't that be "Your Highness? Since he is referring to Edge and not... Yang or Cecil.
I can fix that.
---
Thanks again for all the praise, Grimoire LD! I'll start on the final changes, and then, barring any unforeseen issues (Like with Warp...) that'll be it 'til v2.00.
:edit: So maybe I can't edit Sing out just yet. I could change the message back to "Ineffective." but I'm not removing Halting Aria's effect on Edward's songs until I can fiddle with the percentage of what song is cast when.
Title: Re: Final Fantasy IV - Project II
Post by: Pinkpuff on December 17, 2013, 05:11:46 AM
Any reason Tellah and FuSoYa can't both be Sages?
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on December 17, 2013, 05:52:26 AM
Ah, but you can actually change that. I wrote how to (as did Phoenix) quite some time ago...
I thought to add some of my miscellaneous and not very ground breaking findings here since there's no other real topic.
We all know that we can switch the first effect of Sing's effect to actually Do Something, but the game will still give the message "Nothing Happened" for the Song's effect. Now we obviously can't change that because it's used by a lot of other things but we can now change which battle message its referring to in order to fix that annoyance.
In LoRom/HiRom
0x3E9017 - A9 00 (LDA 00) - Stores message 00 for the first instance of Sing's effects. 0x3E901C - A9 00 (LDA 00) - Seems to be necessary to change both, otherwise both are considered 00 regardless of what they actually are.
In ROM at...
01EB17 - A9 00 (LDA 00) - Stores message 00 for the first instance of Sing's effects. 01EB1C - A9 00 (LDA 00) - Seems to be necessary to change both, otherwise both are considered 00 regardless of what they actually are.
I *believe* that is for a Headered Rom.
FuSoYa in someways reminds me of the briefly talked about character in FFIII, a God-like character named "Noah" who was called a "Magus" (which also happened to be the name of the final Black Mage-esque class) it would be a nice nod without deviating too heavily.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on December 17, 2013, 07:08:01 AM
FuSoYa in someways reminds me of the briefly talked about character in FFIII, a God-like character named "Noah" who was called a "Magus" (which also happened to be the name of the final Black Mage-esque class) it would be a nice nod without deviating too heavily.
I think I'll do that. Thanks for the info about Sing, too.
:edit: Do we know what message 47 is used for in the Alerts section of ff4kster? It's blank in Project II and in FFII US 1.1 it's just a D.
:edit: I don't like any of the options for naming Fusoya's job. "Lunar" or lunarian is his race, not his class; Seer is a white wizard; Magus is a Black Wizard; Oracle and Mystic both don't fit; and Arcanist from Bravely Default seems to be yet another name for Magus. I think I'm going to keep him as All-Mage, since it sounds stronger than Red Mage, isn't Sage, and encompasses both white and black magic.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on December 19, 2013, 09:09:35 AM
OK, so I tried changing the battle message for the song and it just changed Rydia's name to garbage. So I decided to do some testing of Sing. Now Halting Aria, whenever Sing decides to call upon it, simply crashes the game instead of actually having it do something, and I have no idea why. Like, bright-ass colorful full-screen glitching. I'm going to check a prior version of the patch and see if it's like that there, too.
:edit: I can confirm that it's like there too. I wonder if I should tried Deathlike2's patch on a clean FFII US. I think I recall that this song used to work fine... but I'm not sure.
:edit: Yeah, it works there... what in the world?
:edit: I tried to reapply Sing Improvement on Project II and all I get is the same artifacting problems. I have no idea what in the world went wrong.
:edit: I... somehow fixed it. I have no idea how it got broken, but nonetheless it did. The A9 byte was changed to 2E in the ROM, and I erroneously thought that 2E was the byte for Hold. Welp. Time to get back on changing the battle message.
:edit: It got changed again when I entered into FF4kster. Good to know it's not self-induced... But now I feel the need to check all the commands. Oy. Good thing I have access to saves. So, actually changing it wasn't that hard.
Title: Re: Final Fantasy IV - Project II
Post by: DrROBschiz on February 03, 2014, 06:11:19 PM
Currently doing a combined playthrough of this patch and Grimoire's Combo patch to see if I can reignite my love for this game
Still working on getting a stable build setup but in the meantime I thought I would provide a few points of feedback for ya
- Small Typo when entering the Mist Village "Package" is misspelled
- Script seems solid (if not somewhat restrained)! Any thoughts on different fonts/textwrapping? IS that even possible. Would be much more visually appealing than the original.
Sorry thats all I have for now until I get more playtime in and sort out all the bugs!
Thanks for the Fine work!
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on March 05, 2014, 05:39:59 AM
I fixed the "pacakge" typo. Thanks for that, DrROBschiz! I'm glad you like the Project's script so far. I'm not sure if I could code in text wrapping, but a different font, I'd consider.
Project II was kinda made in mind with the hopes that a person would be playing the "original" versions of the Final Fantasies, but translated, either officially or unofficially. So, like, the NES version of FFI, Demiforce's version of FFII, either Neil Corlett and co.'s FFFIII or ad0220's FFIII, then Project II, RPGe's FFV, etc.
Each game has a different font. FFI and FFII have that odd-looking "classic" style font, FFIII and FFIV have the "classic Final Fantasy" font, FFV and FFVI have an 8x8 variation of Chicago. I was hoping to preserve that. But, if you'd like, I could think of whipping up a separate patch for ya.
Any fonts in mind that you think would look nice?
Title: Re: Final Fantasy IV - Project II
Post by: JCE3000GT on March 05, 2014, 07:34:11 PM
Too bad no one has done a VWF using the FFIII/FFIV/FF2us style font like Mystic Quest uses. :(
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on August 11, 2014, 11:08:30 PM
It's gonna get to v2.00 tomorrow now that item descriptions are done. I just have to release it.
:edit: Somehow, it looks like the X and Y starting coordinates of the forest that Cecil and Rydia wake up in following the attack on Mist got fucked up. Any ideas, gang?
The actual area map is still fine, Cecil and Rydia just wake up inside the trees instead of in the clearing like normal. Also, upon disabling layers, it looks like Cecil's sprite has disappeared from the event. The only two changes I made were to edit item descriptions and I finally removed some more il/li/ll icons where they weren't needed--this time, in map labels. (Town of Baron, Oasis Town of Kaipo, Cave of Bahamut, Mist Village, etc.)
I don't think it's a problem of ff4kster's, because I edited a clean FFII US ROM's map labels, saved it, then checked it... and it's still fine.
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on August 12, 2014, 10:27:31 AM
Yes, I noticed this every time I was going through a test playthrough for Combat Boost, I thought it was just a little event matter, but I looked and didn't see anything wrong with the event itself...
Ah, I see the issue, how this happened is quite beyond me, but it looks as if somehow the physical map of "Forest Where You Lose Kain" was changed.
This is odd, but you won't have to worry about correcting the map, what you will have to do (and I will have to do) is to change the X,Y coordinates of where the map is loaded to something that fits with the new X,Y of the map as well as go into NPC's and move Rydia's place as well. With a new update to FF4kster it now shows the X,Y position of where you are in the map, which is fantastic! And will make NPC placement much easier.
When your party is loaded into a wall they are immediately despawned, so that's why Cecil wasn't appearing for you.
Let me get those coordinates for you...
You want to set the loading to 148, 20 and changing Rydia's NPC location to 23,20.
And there you go! That fixed it up for me at least.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on August 12, 2014, 02:05:16 PM
Thanks, but those coordinates didn't work for me. I think I spent like 20 minutes figuring out what actually worked for Project II...
Anyway, it looks like I have to revert the map anyway. Take a look.
Normal forest (http://i.imgur.com/lzK2ksO.png)
My forest (http://i.imgur.com/NEaPTxT.png)
So yeah, I gotta edit the map. The only things I'm wondering are, how the hell did this happen in the first place, and is there an easy way to revert the map. Would it be at all possible to just revert the Mist forest in a hex editor? Like, dump its vanilla data and insert it where it should logically go in the Project.
Title: Re: Final Fantasy IV - Project II
Post by: Pinkpuff 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?
Title: Re: Final Fantasy IV - Project II
Post by: LordGarmonde on August 12, 2014, 05:11:46 PM
I just took a look - so far so good for me. I edited the "Forest where you lose Kain" map to include a well - no problem; everything acted fine. I don't know what could have caused it or when, but it's a strange one.
I also wanted to drop by to say welcome back vivify93! I had a good playing Project II - I can't wait to see where you end up going with it - it will be welcome to play again when you're done. Also - "Eggtimer" - LOL :happy:
Title: Re: Final Fantasy IV - Project II
Post by: Pinkpuff 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)
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on August 12, 2014, 07:04:35 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?
Yeah, I think that's it--it's a previous version issue. I think it crept up when I released v1.03. I'm just wondering if I can fix it without having to manually edit the map.
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)
What I did was open a clean FFII US ROM, save it, close it, and check the map in the map editor. It displays as shifted / broken in the Project's ROM, but it looks fine in the "slightly edited" FFII US ROM.
I also wanted to drop by to say welcome back vivify93! I had a good playing Project II - I can't wait to see where you end up going with it - it will be welcome to play again when you're done. Also - "Eggtimer" - LOL :happy:
Thanks, LordGarmonde! :happy: I can't say that v2.00 is going to offer anything significantly different except for item descriptions.
Title: Re: Final Fantasy IV - Project II
Post by: Pinkpuff 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...
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on August 12, 2014, 08:43:51 PM
Yep, PinkPuff has it right, you can copy the default data from FF4tools and go from there, but I don't quite understand how mine fixed itself to at least include the rest of the forest again, despite the position of the place still being changed? We are using the same base after all, Project II is the building block of Combat Boost.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on August 13, 2014, 09:56:56 AM
It's a lovely suggestion, but I can't use FF4Tools. I tried once a few years ago, even going so far as to install Firefox and Opera, but nothing managed to load.
:edit: I fixed it manually in FF4kster. I want to test Kaipo before I release v2.00.
:edit: Mist forest, Kaipo's Water Hag battle, and the ending are all fine. I even checked Fusoya's EXP level for some reason, since I remember some obscure bug or something someone ran into awhile ago, and it's fine. Any other bugs that I should look for?
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on August 14, 2014, 10:38:43 AM
Do you mean bugs in the system or bugs in your patch? I think you've nailed all of the bugs in your patch, but as for the game itself there are some bugs you might want to fix...
the Infinite Arrow Bug and the lingering x4 weakness when equipping Immune-bit armor and the 99% evasion when equipping Immune-bit armor comes distinctly to mind.
Would you like those fixes, or would you like to leave them as is?
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on August 14, 2014, 10:08:40 PM
I meant bugs in my patch, yeah. But now you've got me curious! Is the infinite arrow bug the one where if an archer deals the killing blow on the final enemy in a fight, they retain the arrow they normally would've consumed? And I don't know about the x4 weaness and 99% evasion thing. Would they be easy fixes to implement?
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on August 14, 2014, 10:58:04 PM
Yes, it is indeed that bug. The fix automatically decrements the item when you attack. This does have the unfortunate side-effect though of showing fists being thrown (but it still does proper bow damage) but it does fix the bug.
ROM - 1C97A -
Change A5CDAA to 2048A8.
I would say they would be easy, it's only changing how a value is read and when it is read to properly correct itself for the 99% evasion and the other one is literally a two byte change. Though I can understand why you would leave those alone, provide a nice reward for actually getting the Adamant Armor or the Glass Mask I suppose.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on August 15, 2014, 10:21:18 AM
Hmm. If fixing the infinite arrow bug creates a visual error, I'd rather keep the bug. I rather like it, anyway! :tongue:
I've done some simple hack fixes on my Phantasy Star II mod, Phantasy Star II Improvement. So I'm kinda familiar with changing some bytes in a hex editor and things get fixed. I'd rather fix the Evasion and weakness bugs, especially if the weakness bug would be detrimental to battles.
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on August 15, 2014, 01:50:37 PM
Sure, alright then.
At 019991 Change 05AA 85AA to 05FE 85FE
And at 0199A3 change A5AA to A5FE and that will fix the 99% evasion bug.
And the x4 Elemental Lingering Weakness is...
019A82 change F007 to EAEA and that will do it.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on August 15, 2014, 03:22:12 PM
Thanks, Grimoire LD. What exactly did this fix, again? Like, could you use simple-to-understand layman's terms? I can't really read code. I have it written down as such in the Project's readme:
- Also fixed a bug where if a character is equipped, then unequipped with the Adamant Armor, they retain the armor's 99% Evade rating. Thanks again to Grimoire LD!
- Fixed a bug where when you equip someone with the Adamant Armor, then remove it, the character becomes weak to fire, ice, and lightning. Thanks to Grimoire LD for this!
Title: Re: Final Fantasy IV - Project II
Post by: Grimoire LD on August 15, 2014, 04:35:06 PM
Ah, the first one writes the temporary evasion setting to another place. The reason the game gives 99% evasion from the Adamant Armor is because the Immune Byte is temporarily stored in the evasion storage-byte and is added to the eventual score for evasion where this 80+ (in HEX) is truncated down to 99 in decimal. What this fix does is set it to an unused byte of RAM and draws it from that same unused byte thereby avoiding the mess of trying to store two values in one storage byte without clearing it properly.
The bug however is that the Adamant Armor has 99% evasion at all. Not that you retain that 99% evasion. The other mention is correct though.
The second fix disables a branch that skips the "Very Weak to" if the armor doesn't have the Immune byte. It probably looked good in theory, but not in practice. It prevents the "Very Weak to" byte from ever being cleared.
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on August 15, 2014, 05:18:28 PM
OK, thanks! Getting ready to update v2.00.
http://www.romhacking.net/hacks/1659/ quick link to 2.00
Title: Re: Final Fantasy IV - Project II
Post by: vivify93 on December 07, 2014, 09:52:25 PM
Hey guys, what's with the "Immune" and "Absorb" bits on the Glass Mask and Cursed Ring, anyway? Does the Glass Mask make you immune to fire, ice, and lightning, and does the Cursed Ring make you absorb those three elements? I'm really confused!
Title: Re: Project II: Final Fantasy IV
Post by: Grimoire LD on December 07, 2014, 10:29:31 PM
The Immune bit does nothing alone. It's thought that it's part of an incomplete plan to make Immune like Absorb, but Absorb goes into its single elemental byte where as Immune is a separate byte all around.
The Cursed Ring will Absorb any element that it also is paired with, so say you have the Fire Armor, you would then recover when hit by an Ice Attack since it resists Ice, go one step further and say you have the Dragon Shield, when that happens you absorb Fire, Ice, and Lightning Elemental attacks.
The Immune bit is also broken because it gives 99% evasion because of a lack of optimization (they save a certain bit of data to a place that is supposed to temporarily store, but never takes it out which leads to it being added to evasion.) I have a patch to fix this, Immune on its own does nothing, but when the Immune piece of gear also resists other elements, they then become Immune to them.
Title: Re: Project II: Final Fantasy IV
Post by: vivify93 on December 08, 2014, 02:35:56 AM
Thank you for the information! That'd certainly be an interesting patch to have, Grimoire LD... Would you, by chance, be willing to give me that patch? (This isn't related to the Adamant Armor's 99% Evade, is it? I'd like to include it in v2.02 of the Project.
Title: Re: Project II: Final Fantasy IV
Post by: Pinkpuff on December 08, 2014, 04:54:09 AM
The Immune bit does nothing alone. It's thought that it's part of an incomplete plan to make Immune like Absorb, but Absorb goes into its single elemental byte where as Immune is a separate byte all around.
The Cursed Ring will Absorb any element that it also is paired with, so say you have the Fire Armor, you would then recover when hit by an Ice Attack since it resists Ice, go one step further and say you have the Dragon Shield, when that happens you absorb Fire, Ice, and Lightning Elemental attacks.
The Immune bit is also broken because it gives 99% evasion because of a lack of optimization (they save a certain bit of data to a place that is supposed to temporarily store, but never takes it out which leads to it being added to evasion.) I have a patch to fix this, Immune on its own does nothing, but when the Immune piece of gear also resists other elements, they then become Immune to them.
So wait... Immune doesn't work like Absorb? You mean, (without your patch) if I make an armor that has the Ice bit and Immune bit set, it will not make the wearer immune to ice?
Title: Re: Project II: Final Fantasy IV
Post by: Grimoire LD on December 08, 2014, 11:01:52 AM
Thank you for the information! That'd certainly be an interesting patch to have, Grimoire LD... Would you, by chance, be willing to give me that patch? (This isn't related to the Adamant Armor's 99% Evade, is it? I'd like to include it in v2.02 of the Project.
It is, yes because that too is a glitch, the Immune byte is not supposed to work like this, this patch can also fix the x4 Weakness which lingers for Ice and Fire when you remove the Adamant Armor. Though if you wanted to give the Adamant Armor 99% Evasion you can just set it to give 99 Evasion, hehe.
Did I never make just a bug fix patch? I thought I did...? No, I apparently didn't, I have the raw ASM, but only ever threw it into Combat Boost.
I'll make a separate bug fix patch (maybe even release it on RHDN and here?)
The Immune bit does nothing alone. It's thought that it's part of an incomplete plan to make Immune like Absorb, but Absorb goes into its single elemental byte where as Immune is a separate byte all around.
The Cursed Ring will Absorb any element that it also is paired with, so say you have the Fire Armor, you would then recover when hit by an Ice Attack since it resists Ice, go one step further and say you have the Dragon Shield, when that happens you absorb Fire, Ice, and Lightning Elemental attacks.
The Immune bit is also broken because it gives 99% evasion because of a lack of optimization (they save a certain bit of data to a place that is supposed to temporarily store, but never takes it out which leads to it being added to evasion.) I have a patch to fix this, Immune on its own does nothing, but when the Immune piece of gear also resists other elements, they then become Immune to them.
So wait... Immune doesn't work like Absorb? You mean, (without your patch) if I make an armor that has the Ice bit and Immune bit set, it will not make the wearer immune to ice?
Ah no, that's what makes it different from Absorb. Absorb looks at all the elements you currently resist and allows you to absorb them. If anything is listed as 40+ whatever resistance bits, it is absorbed. That is how the Cursed Ring was designed, with the idea that the players would eventually catch on to it being a catalyst for elemental resistance.
Immune on the other hand uses a separate byte for Elemental Immunity but to be placed in that byte at all the game needs to show an Immune bit on the armor by default.
Immune Does work, when the item itself also has an Immune Bit, hence why the Adamant Armor does legitimately give you Immunity to Fire, Ice, and Bolt. (by the same token though makes you x4 weak to Fire and Ice physical attacks)
Here's the patch. It's very few bytes changed to make it work, but I've tested them both before and know they work to their purpose.
Immune Bug Fixes (http://jmp.sh/qycK3un)
Title: Re: Project II: Final Fantasy IV
Post by: vivify93 on December 09, 2014, 01:36:47 AM
OK, I ran some quick tests to see if the Adamant Armor immunity bug fix was in Project II or not, since you gave me a bug fix for the Adamant Armor's Immune bit before, Grimoire LD.
I gave Rydia maximum Wisdom and Lit3, and had her equip the Adamant Armor and nothing else. I had her cast Lit3 on herself; she did 1 damage. Upon removing it, she did 8,500 damage to herself. I removed Cecil's armor and she did about 7,400 damage to him. Is this an acceptable margin for Lit3, or is the weakness bug still in? You would do 4x more damage to a target if they're weak against an element, right? Meaning that Rydia should've hit the 9,999 cap on herself if it still made her weak.
I think I'll keep the Immune fix of yours that I have right now, Grimoire LD. Thank you so much for sharing it, though! :)
Title: Re: Project II: Final Fantasy IV
Post by: vivify93 on December 09, 2014, 10:45:40 AM
So, Cry seems really useless right now... I want to change it a bit to be like the DS version of it, but it seems like it'd be overpowered.
"Reduce target's physical defense rate by [half of one of the user's stats is what I'm thinking, maybe Strength?]" Rewritten message would be, "The enemy got distressed!"
However, like I said, it seems waaay too powerful, considering it looks like most enemies don't have Physical Defense ratings to begin with. Any other ideas as to what I could do with it? Or is that fine as it is?
I'm thinking maybe I could have it reduce an enemy's critical hit rate, or perhaps their status resistances? The status resistances one could be kind of useful, but I'm not sure if reducing crit rate would be helpful--I hardly ever recall seeing an enemy crit on me.
Title: Re: Project II: Final Fantasy IV
Post by: Grimoire LD on December 09, 2014, 01:54:09 PM
So, Cry seems really useless right now... I want to change it a bit to be like the DS version of it, but it seems like it'd be overpowered.
"Reduce target's physical defense rate by [half of one of the user's stats is what I'm thinking, maybe Strength?]" Rewritten message would be, "The enemy got distressed!"
However, like I said, it seems waaay too powerful, considering it looks like most enemies don't have Physical Defense ratings to begin with. Any other ideas as to what I could do with it? Or is that fine as it is?
I'm thinking maybe I could have it reduce an enemy's critical hit rate, or perhaps their status resistances? The status resistances one could be kind of useful, but I'm not sure if reducing crit rate would be helpful--I hardly ever recall seeing an enemy crit on me.
You mean you don't want it to reduce "Steal Defense" by 1/2 of the value of Porom's "Steal Defense"? I can't imagine why...
Yes, there are plenty of alternatives for Cry. One I programmed early was turning Cry into it's FFIV Collection version which was a full party Charm.
Your crit idea doesn't quite work... because monsters don't have a chance to crit (it would be as useful as default Cry is).
Reducing status resistance is an interesting idea, but how would you want it to work? One of the plans I had for Combat Boost was to have a Battle Skill called "Claw Break" which nulled the enemy's status inflictions when they physically attacked. Default FFIV might have little use for that though. You are right though that by default enemy's in FFIV have very little defense, but they do have Loads of Magic Defense. Maybe you should make it cut Magic Defense half of Porom's current Will?
Title: Re: Project II: Final Fantasy IV
Post by: vivify93 on December 09, 2014, 02:37:49 PM
Hmm, that could be super useful, Grimoire LD. Wouldn't it cut it by too much, though, if it was by half of Porom's Willpower? And it doesn't look like foes have much Magic Defense, either; Milon has 0 Mag.Def in his first form. Additionally, a Zu has 0 as well. Maybe it could reduce an enemy's physical attack power or hit rate? That or one of the five core stats...
Title: Re: Project II: Final Fantasy IV
Post by: Grimoire LD on December 09, 2014, 02:59:06 PM
Well let's take a look at the enemies that Porom is in the party to fight...
As illustrated here foes that are around for Porom's portion of the game have plenty of Magic Defense. This also would mesh well with Boast and show some synergy between the abilities of the Twins.
You can't really target the main five stats of a foe because they Don't Have any of the five stats assumedly reasoned that they are rarely ever referred to in a battle scenario in the first place.
Porom by Level 20 will have 25 Will + 6 (Hat and Robe) so that's 31. Meaning that she would reduce an enemy's Magic Defense rating by 15 each cast at Level 20.
Title: Re: Project II: Final Fantasy IV
Post by: vivify93 on December 09, 2014, 06:23:32 PM
mmk, I think I'll do it. thanks grimoire LD. I'm going to sleep now so I'll do it in the morning :)
Title: Re: Project II: Final Fantasy IV
Post by: vivify93 on March 01, 2015, 09:34:37 PM
Does anyone know how I'd go about making the item icons not go away in battle messages? It looks awkward when you steal from an enemy and it says, "Stole Silver." like Silver is the shield's full name. I understand that I will have to expand the small eight-tile info box to nine tiles to fit this, but I think it'll be worth it for a little extra polish.
Title: Re: Project II: Final Fantasy IV
Post by: dudejo on July 28, 2016, 10:21:38 PM
I've been playing this for a while and I like what's been done!
Also, was I imagining things or was Edward the Bard...useful?
From what I could tell, his Salve skill healed useful amounts of HP and his attack power was a match for Cecil.
Title: Re: Project II: Final Fantasy IV
Post by: vivify93 on August 06, 2016, 07:27:43 PM
I don't recall boosting his attack power, but Salve should be super useful now. It consumes a Tonic but its effect is that of a Potion.
Title: Re: Project II: Final Fantasy IV
Post by: dudejo on August 07, 2016, 07:19:06 AM
Huh...so I guess the parody from the old Adventurers webcomic must have been based on the harder Japanese version.