Final Fantasy IV Research & Development / Re: Apropos of nothing (except of course FFIV)
« on: December 12, 2014, 01:39:53 AM »And now everything it does is available to do with FF4kster, so now I use it exclusively as a reference tool.
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Ah, that is interesting to know, unfortunately FF4Tools no longer work for me since Phoenix's site has gone offline and I could never get the actual tool to work independent of that.Really? It's just an HTML file (and a bunch of images). I've run it successfully on a bunch of different devices...
Remove edge of Kaipo Oasis
Remove top two rows of Mysidia
Remove bottowm two rows of Damcyan sub basement
Extend east wing of Fabul 1F
Clear out post-mist forest clearing (make all grass)
blank out top row of mt hobbs west
blank out top row of mt hobbs east
blank out 5x10 rectangle in northeast AND bottom four rows of mt hobbs save point room
blank out top three rows of mt. ordeals entrance
blank out bottom row, top row of mt. ordeals third station
blank out bottom row, southwest 4x11 rectangle, last four spaces of next to last row and last three spaces
of third to last row of mt. ordeals summit
remove bottom row of tower of zot 6f
remove bottom row of tower of bab-il entrance
eliminate the top 13 rows, the 9 westmost columns and the 8 eastmost columns of the bab-il crystal room
blank out southwest 6x13 rectangle in Giant of Bab-il stomach
remove bottom row of Giant Lung
blank out top three and bottom 13 rows of Two Connected Airships
Yikes! I wonder if I cut it close with the Serpent Road then.Yeah, I thought about that kind of situation, too. The game must have some way of knowing, besides just Overworld/Underworld, which 10000 block to look in for map info, since pointers only indicate a place in ROM indexed a maximum of 0xFFFF bytes away, and map data actually spans almost 0x18000 bytes (which represents three different 10000s in LoROM - $17/8000 into the $19/8000s). But FF4kster allows a hacker to easily add massive amounts of data to an Overworld map without messing up anything in the Underworld or Moon sets. I did notice, when tracing map data pointers, that the game compares the current map pointer with the pointer of the next map (which is completely unrelated oftentimes) before loading map data... Maybe it's looking at several pointers to determine where the pointing leads? I may look into that at some point, simply out of curiosity.
Yes, that did work, my concern there though is that it marked a ten in a place that had already used it's 10 bit, which leads me to believe that Treasure Indexes may be generated at game file start in the best case scenario, worst case scenario though is that Treasure Indexes are set and by adding or removing chests I've screwed up some order. I really hope it's not that way.My guess is that it has something to do with you editing and testing within an already-played save.
I fear though that people will say the world then feels too "barren"I agree. I wonder how much could be freed up just by eliminating parts of locations that are never seen...
OK, well, treasure flags were super easy to find. They're immediately after event flags - 7E:12A0 - 7E:12DF.
2 You're mostly right about the problem with extra maps being lack of space, unfortunately. Map formation pointers are at B8000 (or B8200 with header) through B82FF, and map formation data is B8300 through CFE5F.

First, is there a data table with the same number of elements as there is different monsters (excluding special forms) where the palette and graphics offsets are stored?I think you might be looking for this info:
Second, where does the monster palettes are stored?Don't know this one, but the answer is almost certainly out there somewhere...
Third, is there some tile mapping data for regular monsters? FF6 uses 8x8 and 16x16 stencils and the tile mapping is done inside the stencil (so the tile mapping data is either 8 or 16 bytes). Is it the same for FF4?There's no mapping, so to speak. The aforementioned table identifies a rectangular shape and the tiles fill in that rectangle from left to right, top to bottom, starting with the first tile pointed to by the graphical pointer.