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Author Topic: FF4A (E) Hacking Notes and Mod  (Read 11395 times)

Kea

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Re: FF4 Advance (E) Hacking Notes
« Reply #30 on: July 27, 2015, 08:44:07 PM »
That's good to hear. I'll look forward to the next release then.

I'm still working on the Antlion battle, but once I have it finished I'll put out a new patch. The patch after that will cover up to Fabul or Mt. Ordeals. Difficult enemies will definitely be worth more exp and/or gil than they used to be to make them worth fighting. I don't want to make grinding necessary at any point, though it won't be pointless.

The prospective fixed Agility change would help there once I get around to it eventually; even if you're facing a tough boss ten levels too early, at least it won't be getting double turns on you.

Grimoire LD

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Re: FF4 Advance (E) Hacking Notes
« Reply #31 on: July 27, 2015, 09:42:51 PM »
That's good to hear. I'll look forward to the next release then.

I'm still working on the Antlion battle, but once I have it finished I'll put out a new patch. The patch after that will cover up to Fabul or Mt. Ordeals. Difficult enemies will definitely be worth more exp and/or gil than they used to be to make them worth fighting. I don't want to make grinding necessary at any point, though it won't be pointless.

The prospective fixed Agility change would help there once I get around to it eventually; even if you're facing a tough boss ten levels too early, at least it won't be getting double turns on you.

I can't believe I never thought about that but a boss with too high Agility can really screw up a run that doesn't grind. That's something I never considered but it seems so reasonable and basic. I can understand now why you would prefer to remove that from the equation!

Kea

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Re: FF4 Advance (E) Hacking Notes
« Reply #32 on: July 27, 2015, 10:51:03 PM »
That's the idea; playing FF4 DS, when I first entered the Tower of Babel I recall being a little put out at my party being wiped by a Flame Hound encounter before I could do anything.

I discovered two interesting details of FF4's battle mechanics while fiddling around with the Basilisk: Gradual Petrification has three stages, not two, and the Petrification timer only matters for this third stage - it still counts down but doesn't do anything. So for it to be lethal you need to sting your target at least three times before they can be petrified - and the timer itself is very long once you get up in levels. I'm going to change that so that each stage can be advanced to the next through the timer, which will be shorter too. It might be cause for concern now!

The other thing is that Edward's Salve/Heal command doesn't exactly use a Potion on your whole party; it subtracts a Potion but casts Cure instead. When I revamp Salve to scale better I'll have to figure out how that all works.

Kea

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Re: FF4 Advance (E) Hacking Notes
« Reply #33 on: July 28, 2015, 03:08:46 PM »
Alright, here is the new version which includes changes up to Antlion, updated enemies in the desert and Underground Waterway, and a slightly tweaked Octomammoth.

Download
The OP has been updated with this link and will always be current from now on.

I've also started taking advantage of two-line descriptions for equipment to explain their properties ingame. Observe:


EDIT: Updated the download to fix a small bug: Antlion (and any boss) was immune to statuses applied by weapon hits due to a separate boss bit check; this check has been removed and so it is possible to apply Blind and Confusion to him.
« Last Edit: July 28, 2015, 09:43:12 PM by Kea »

Grimoire LD

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Re: FF4A (E) Hacking Notes and Mod
« Reply #34 on: July 29, 2015, 01:06:52 AM »
I am so envious of you that you have two lines to write a description and likely unlimited space! Haha!

So I decided to start a new game all in all, as I feel I may have grinded a little too much, not to mention you hadn't actually messed with Agility at the time (still not sure if you have). Interesting to see that you're reimplementing Gradual Petrification's timer. I think it was disabled because the GBA version gives no visual clarification of what stage it is in.

So starting up I see you put Echo Herbs into the shops now, great.

Any thoughts on what to do with the Dwarven Bread? As I'm sure you're aware Sight is useless.

Wow! Just wow! First battle I get the Goblin summon!

And it still looks to be it's rarest drop... hah.

Good to see the Bestiary is now showing the actual drops. Terrific work!

Eh? Sword Rat's are referred to as Magic Beast, is that a new race you made out of an existing one?

Heh, I like how the Eyemoths have an attack called Poison Powder which Blinds! I'm not sure if that's an unfinished change or if it was always like that.

Last time I fought the Mist Dragon I was at a grinded Level 16, this time I am at Level 12, let's see how different it turns out...

That's an odd change from the SNES version... when you reach the Mist Dragon, Suspicion is supposed to play, it adds tension to the scene. This is absent in FF4A for some reason.

Not very different. Ah well, still dealt 40 or so damage per hit and I imagine ColdMist is now much more powerful.

There we go! Desert Sahagins and Hundlegs now have respectable strength, dealing a decent 30-40 damage to Cecil per hit. Quick question though, does FF4A still use that awful attack/defense/magic defense table that FFIV uses or do they use their wider space to just put that into the monster's stats?

Barely survived through the desert! And that's how it should be. There is such a greater feeling of accomplishment when you face comparable odds.

Wow! The Baron Soldiers do not fool around! This is Combat Boost level of trickiness right here, hehe. Thank goodness for Hourglasses!

Did you increase the Exp. gain from the solo fight? I have to admit taking out the General with even just one soldier was rather tricky after the Hourglass wore off!

Alright, now I always use this time for a little bit of mandatory grinding for Rydia up until Level 10 so she can survive at a decent tick. It should be a more fulfilling task this time around.

Oh... I just noticed another significant change... there are no Phoenix Downs at shops... Is this an FFIII reference and will I need to be very careful with the use of my current Phoenix Downs?

Maybe it's because I just got done dealing 120 or so damage to the Sand Worm but the Cyclone only did one damage.

The Desert Sahagins with 4 Magic Defense are being dealt 48-84 damage with the Rod.

Geez! I go to cast Thunder on all Vile Shells to check the damage and I get hit with a new counter which puts my party to sleep! So well devised! I never noticed, until I saw that you gave them an attack called "Lick" that the thing sticking out of the shell was a tongue! I thought it was a claw or something.

An interesting little fact, you can run while your entire party is asleep in FFIV but not in FF4A meaning that it is likely a bug that you can do so in the original.

I am also glad to see some actual defense put on the Vile Shell.

Killer Fish at 17 Strength (possibly 3 multipliers?) are a much worthier foe now. They are designed to be the opposite of the Vile Shell and possess no defense but have high Magic Defense for this point, how interesting...

Rydia is now Level 10 so it is time to move on.

Tents are not sold in Shops anymore either... I will have to be careful from hereon out, thank goodness I've been healing at the Inn. This does make those lucky drops of Tents and Phoenix Downs from foes all the more meaningful though and it adds back in a bit of the survival aspect of the earlier FF's.

Yes, I just fought another Sand Worm who had a bit more HP, maybe 30 or 40 left and he dealt 14 and 16, I imagine it will be quite high if it ambushes you!


To foes with higher Magic Defense the Rod deals 24-42 which is a very fair amount for it being defended against. Good balancing.

You raised Life's MP cost to 20, making it more inline with FFIV DS, interesting choice and makes sense with the rarity of Phoenix Downs.

Do Vile Shell's secretly resist Lightning or something? It says they're weak to it, but it doesn't deal nearly as much damage as it does to the Killer Fish who have a much higher Magic Defense.

...Did Vile Shell's just react with Drain to Dark Wave? Oh my... I'll need to be more careful!

Well that was quite a joy, I don't think Tellah has ever nearly run out of MP on the way to the first save point!

Incidentally that water drop effect may be the only sound that is better on FF4A...

Gigantoad's seem dangerous. I didn't really give them a chance to fight, but the one turn one got did use Toad. But that may be because they were on their own.

Toadgre's have a bit more HP, a possibly random AI where they will use either Toad or Attack (maybe Blizzara's in there?) and have decent defenses all around. A foe to be dealt with immediately with its weakness.

I noticed you increased the MP cost of Chocobo as well, it seems you may have made Goblin a twinge better, it's difficult to say.

So I dealt with TinyMage's and Sahagins. TinyMage's real weakness if Dark Wave, they have no counter to it thankfully but if you give them time they will wreck the party with hard hitting Thunder spells!

Sahagin's have no treasure? That's... a little odd.

Wh-wha? Rod deals 1 damage to Zombies...? Did... Cecil just deal 105 damage with a Critical Hit to the Backrow Unarmed? I take it you changed the way Unarmed works then? Maybe they defended against the Rod so well because they have 12 Magic Defense?

Hand Axe is now a little weaker than the Shadow Blade and it reduces Agility by 5 making it a risk to equip. A much better tradeoff.

...Looks like Bomb Fragments were made more powerful, dealing 800-1000 damage to Mousse, though they may be x4 weak to Fire.

Hmm... is it such a good idea to have some of these rare drops be so worthless? It is something I tried to do with Combat Boost was to have every foe a drop worth getting. To me there would be no benefit to fighting Red Mousse again when they have nothing I'd actually want. Though I imagine a lot of this is still in the planning stages and more normal type foes will end up having a drop table more akin to the Sword Rat with a unique or powerful item.

Well I stupidly used magic on weakened TinyMage's and it wasn't enough to take them out so they proceeded to Osmose Tellah down to nothing... and I was in the waterfall section, so instead of using an Ether like a sane person may do I used Osmose on several foes to try and get back up, with some bumps along the way, in any event I did manage to snag a Silver Apple from an Alligator! Giving Rydia a crucial +50 HP!

Whew, it looks like OctoMammoth does some sort of desperation attack near the end, he must have attacked at least 5 times! He dealt 110 damage to Cecil but both Rydia and Tellah were under Blink so they were fine. - He was beaten at 17 Cecil, 14 Rydia, 20 Tellah

All in all a very satisfying boss, I love the remade area, so much more satisfying in every single way!

Did you fix that bug where Misses don't keep the Auto-Battle script going? Because I recall reading somewhere that was a bug in FF4A, maybe only the original version of it? Also when Tellah attacked barehanded the animation looked slightly glitchy.

I know it's not the Barehanded Graphic which is glitchy because I used Cecil to punch a couple of Zombies in the face.

Ruby Ring now protects against Poison? Good to know.

Hand Axe sells for 0 Gil still, hehe.

Well, I bought 99 Potions and I'll grind Edward up to Level 10 as I did with Rydia.

Well that was a little disastrous went back to the Waterfall and ran into 4 Toadgre's I use Dark Wave and my entire party is Toaded, thankfully I used Song of Toad and blasted them again with Dark Wave. Still... ouch.

...A Soma Drop from the Tiny Mages! Tonight really is lucky for me!

Edward is now Level 10 so let's head off to the Antlion's Den!

Adamantoise lives up to his name with great defense all around!

Yikes, you were not kidding about the Speed of that Petrification! Turned Rydia into Stone in roughly three turns. I'll need to head back to Kaipo to pick up some Gold Needles.

I see some random AI use here with Leshy using confuse, interesting idea.

Hmm, I wonder if the Exp. adjustment is shared here, a battle with a challenging Adamantoise and Basilisk only yields 100 some exp. at the end of it, where a battle with four Sahagins and two Tiny Mages is worth around 250, I'm not sure the benefits outweigh the cost here.

Looted the first room and then was forced to retreat, off to heal at Damcyan.

Wow, Leshy's have a bit of magic, using a Blizzard that dealt over 100-150 damage! Song of Silence is actually quite useful here!

Ah, Leshy's have that Spectral Robe...

Does the Dreamer Harp have x4 to Spirit or something? An attack dealt 84 damage to a Leshy.

I had my doubts but Edward is exceptionally useful here! His Dreamer Harp can put difficult foes to Sleep and his Songs are actually useful on certain foes.

I do think the combination of Paralyze/Gradual Petrify is a bit much though, especially since Basilisks don't yield anything that impressive anyhow.

I also feel that the Poison/Paralysis from the Yellow Jelly is not worth it. Because of their higher magic defense and HP they can't be wiped out with one Thunder spell, meaning that to take them out (really only for the Bestiary entry) you have to use attack items, and if you're unlucky multiple attack items. And their drop table, exp, and gil are not worth the effort in the end, especially considering the real possibility that they could Poison and Paralyze the entire party, let alone Paralyze the only character that can damage them.

So onto the Antlion...

Let's see... no Counter, interesting... Slow, Restore (ouch), Poison and a normal attack, should be interesting. Counter Horn... for a Summon? Hmm... he didn't do it the first time. Digestive Acid as well, this fellow really has the picnic basket of moves! Since he restores for 270 that must mean he has 2700 HP... Vampire as well, because why not? (A weaker version of Digestive Acid)

And the entire party is Paralyzed by both Gaze and Entangle...

And I lost... Well, let's try that again.

Talk about an intense fight! His random AI continually keeps you on your toes but you can mitigate a few of his tricks. First, equip Ruby Rings, neutralizing Poison is a god-send (and probably part of the reason why you gave Ruby Ring poison resistance) they also give some much needed Magic Defense and Evasion to Rydia and Edward who can even shrug off a few of his attacks due to this evasion. All in all it is an exciting battle! You never know when he'll bust out with Restore and undo your hard work or use Entangle and force you to turtle while (likely Rydia) is incapacitated.

My levels were Cecil 18, Rydia 15, Edward 12.

I am Loving this mod so far! You are bringing FF4A into the next generation of FFIV hacking standing strong with the likes of Unprecedented Crisis and Threat From Within!

 :edit: I was on my way out of the Antlion's Den and ran into an encounter with 2 SandWorms, after dispatching them I got Another Silver Apple!
« Last Edit: July 29, 2015, 01:12:40 AM by Grimoire LD »

Kea

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Re: FF4A (E) Hacking Notes and Mod
« Reply #35 on: July 29, 2015, 12:26:03 PM »
Board ate my last post, so I'll make this quick:

-I'll try to make the stages of Gradual Petrification visible somehow; I do want it to use the timer since it's otherwise not much to worry about.

-Not sure what to do with Dwarven Bread. Might make it into a rare Protect-casting item.

-Rare drops are a little more common than usual:
#1:    50% -> ~44.5%   0x8C10A 7F -> 72
#2: 31.25% -> 31.25%   0x8C12C CF -> C2
#3: 17.19% -> 18.75%   0x8C134 FB -> F2
#4: 1.652% -> ~5.08%

And Sand Worms have a base 15% chance to drop an item at all, owing to their rarity. So it's easier to acquire rare drops than it used to be.

Magic Beast is supposed to replace Reptiles, but I might make it into a "Flying" family instead, tie Arrows/Lances to that and free up the Wind element. Not sure yet.

Monsters in FF4A have their Defence/Evade/Evade M values stored in their own data, thankfully.

Do you think the Baron Soldiers battle is too harsh? I don't want a mandatory fight to require using the Hourglass since it is a missable item, and this battle must be fought before you can freely enter Kaipo. As for your question I did increase the Gil reward from the General  - it makes sense for a royal officer to be wealthy after all. Experience is untouched IIRC.

Phoenix Downs and Tents will not be sold for a while, so you will want to conserve them for now.

Cyclone (aka Monster Tornado) uses the caster's Current HP/2 for damage, but I might change it into a regular Wind-elemental spell for Edge to use. I'll also have to think about what to do with abilities that damage based on the target's Max HP (Flame, Piercing Laser, etc).

Vile Shells had 99 Magic Evade and 3 MDF multipliers, so they defended well against anything but the Rod magic. I've toned that down, since they've already got a counter to magic anyway.

Toadgres cast Toad in response to damage and MT Blizzara when alone. I have no idea why Cecil did 100 damage on an unarmed critical, but remember that monsters don't have back rows in this port. Zombies are immune to the Rod magic thanks to their 12 MDF.

I wasn't sure what to give Red Mousses and Sahagins that would be interesting and not overpowered. Originally Sahagins, Leshies, Gargoyles and Domovois had not drops due to appearing in scripted/Fabul battles (I assume that's why), so their drops had to be invented out of whole cloth.

Chocobo costs more MP since it pierces Magic Defence and ignores Magic Evade; I'll have to check if the other summons have the the same behaviour (I assume not, since Mad Ogres take little damage from them).

FF4A 1.1 fixed the Tellah/Edward bug I believe. I'm aware of the unarmed graphics thing, it's probably related to my repointing the weapon animation table. Should be an easy fix.

Agreed on the Yellow Jellies and Basilisks, I'll tone down their attack statuses. The Basilisk Paralyzing is a remnant of when they had no petrification abilities, but it's too much for an early game monster vs. three party members. The Yellow Jelly x4 encounter will probably be replaced with something else since it's almost a repeat of the Red Mousse encounter. I didn't consider that enemies in Antlion cave appear in fewer numbers than the Waterway enemies, so I'll adjust their xp rewards to compensate.

Edward's harps were, for some reason, not classified as Back Row OK weapons. Now that I've changed that Edward might be a little too close to Cecil damage-wise, so I'll be sure to tweak the harps' attack power.

Glad you had fun with Antlion, I enjoyed writing and designing his AI script. Here it is in full, for reference:
Code: [Select]
Condition: Status(Confusion){
No Interrupt:
(
Digestive Acid
Digestive Acid
Digestive Acid
Set Target: Self
Attack
Attack
)
}

React: Summon, Dark Wave, Condition: (HP < 550):
{Counter Horn, Counter Horn, Entangle}
React: Magic{
Shell
}
   Action Script:
Poison
{Glance, Digestive Acid, Attack}
{Restore,Restore,Protect}
{Slow,Slow,Attack}
{Attack,Vampire,Entangle}
{Attack,Digestive Acid,Attack}
Attack

Kea

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Re: FF4A (E) Hacking Notes and Mod
« Reply #36 on: August 02, 2015, 01:17:14 PM »
Still plugging away at this...mostly working on more ASM edits to the battle logic when I have time. One such edit makes units not evade spells cast by their allies unless that ally is Confused. Additionally, Cure/ra/ga/ja and Esuna will never be evaded unless the target is Undead. Before, player characters would never evade spells cast by player characters, and monsters would always attempt to evade spells, even those they cast on themselves. Antlion won't dodge his own Protect spells anymore!

Statuses inflicted by physical attacks have a different formula too; the success rate is now
Code: [Select]
(Attacker Int - Defender Spi + 70) out of 150...for each hit attempted. I want to try the same sort of thing for Solo hit status spells but haven't been able to come up with a formula that satisfies me.

Spells that inflict multiple status effects at once will no longer be thwarted by resisting just one of their effects. Equipping a Twist Headband will only stop Bad Breath from confusing you; you'll still be a blind mute poisoned toad.

The unarmed graphics bug continues to mystify me, even after stepping through all of the relevant ASM routines. As long as it looks fine for Cecil and Yang I'm content to leave it alone for now.

I hope to have a version in a few days - I have lots of ideas for the Fabul siege  :laugh:.

Grimoire LD

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Re: FF4A (E) Hacking Notes and Mod
« Reply #37 on: August 02, 2015, 02:57:54 PM »
Still plugging away at this...mostly working on more ASM edits to the battle logic when I have time. One such edit makes units not evade spells cast by their allies unless that ally is Confused. Additionally, Cure/ra/ga/ja and Esuna will never be evaded unless the target is Undead. Before, player characters would never evade spells cast by player characters, and monsters would always attempt to evade spells, even those they cast on themselves. Antlion won't dodge his own Protect spells anymore!

Statuses inflicted by physical attacks have a different formula too; the success rate is now
Code: [Select]
(Attacker Int - Defender Spi + 70) out of 150...for each hit attempted. I want to try the same sort of thing for Solo hit status spells but haven't been able to come up with a formula that satisfies me.

Spells that inflict multiple status effects at once will no longer be thwarted by resisting just one of their effects. Equipping a Twist Headband will only stop Bad Breath from confusing you; you'll still be a blind mute poisoned toad.

The unarmed graphics bug continues to mystify me, even after stepping through all of the relevant ASM routines. As long as it looks fine for Cecil and Yang I'm content to leave it alone for now.

I hope to have a version in a few days - I have lots of ideas for the Fabul siege  :laugh:.

These are some fantastic changes. I especially like the idea of a more intelligent person being able to use their weapon with more efficiency thereby inflicting foes with the weapon's special attributes. In that respect it would be the same to defend against these would be to one's Spirit or "Will". Good work!

Solo hit status spells... What spells count as solo hit status spells? I was always under the impression that it was applied for each magic multiplier?

Your plans for the Evasion sounds like it would be great in the SNES version as well, but i haven't really looked into it.

I am so glad to hear you fixed the multiple status protection! Will this also work for the Golbez fight to make sure you can't be... i think it was Mute which prevents you from being Paralyzed?

Kea

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Re: FF4A (E) Hacking Notes and Mod
« Reply #38 on: August 02, 2015, 09:59:03 PM »
For Solo hit spells, I referred to Deathlike's Algorithm FAQ; basically, spells with the Solo bit force the Magic Attack Multiplier and Magic Defence Multiplier to 1; it's used mainly for status spells, HP-based magic and other spells with similarly binary effects.

Poison preventing Paralyis being applied is a separate issue with status priority. The priority goes roughly like this:
Code: [Select]
Death -> Petrify -> Toad -> Mini -> Pig -> Silence -> Blind -> Poison -> Curse -> Float -> Paralysis -> Sleep -> Confusion -> Berserk -> Gradual PetrifyThough some statuses will ignore priority. I will fix that by the time the mod gets around to the Golbez fight (and it will be a fight!)

Kea

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Re: FF4A (E) Hacking Notes and Mod
« Reply #39 on: August 04, 2015, 12:51:48 AM »
I managed to fix the unarmed graphics bug; it turned out to have been caused by an edit I had made to weapon animation code to allow for more than 325 items.

While trying to make Cyclone usable by player characters, I also discovered that FF4 Advance has a system, completely unused, for making a spell with the default "Magical damage" formula vary its base power according to the caster's current HP. All spells in vanilla that operate off of caster HP use a simple Damage = CurrentHP / Divisor, modified by elemental attributes. By assigning a nonzero value to a spell's alternate damage byte, one can make a spell whose power is:
Code: [Select]
Power = Current HP / Alternate power
This has the distinction of factoring in the caster's Intellect and the defenders' magical defences.

Grimoire LD

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Re: FF4A (E) Hacking Notes and Mod
« Reply #40 on: August 05, 2015, 11:25:56 AM »
I managed to fix the unarmed graphics bug; it turned out to have been caused by an edit I had made to weapon animation code to allow for more than 325 items.

While trying to make Cyclone usable by player characters, I also discovered that FF4 Advance has a system, completely unused, for making a spell with the default "Magical damage" formula vary its base power according to the caster's current HP. All spells in vanilla that operate off of caster HP use a simple Damage = CurrentHP / Divisor, modified by elemental attributes. By assigning a nonzero value to a spell's alternate damage byte, one can make a spell whose power is:
Code: [Select]
Power = Current HP / Alternate power
This has the distinction of factoring in the caster's Intellect and the defenders' magical defences.

I am so jealous of such capability, hehe. These advancements they made to the game system though strangely enough seemed to go nearly completely unused. Does FF4A have more ability slots than FFIV, or is it still set to BF?

Kea

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Re: FF4A (E) Hacking Notes and Mod
« Reply #41 on: August 05, 2015, 12:44:29 PM »
AFAIK FF4A has the same number of ability slots as the original (the Lunar Ruins commands like Dbl Jump, Miracle, Deadly etc share a slot with the commands they upgrade from), but it would probably not be too arduous to expand the number of possible commands.

I've finished up Mt Hobs and the Mom Bomb, but sorting out the item drops of Bloodbones has gotten me sidetracked towards recoding spellcasting items. In the base game, there are three weapons (Abel's Lance, Lightbringer and the Fiery Hammer) that can cast a spell to follow up a successful physical hit. Of course, these items are hardcoded by their item IDs to be able to cast a spell; not only that, the spell ID they cast is hardcoded, the spell formula to use is hardcoded, and the actual spell routine to use is hardcoded too!  :lame:

Abel's Lance in particular is notable for being able to proc Tornado on bosses; that's because the "was target hit?" byte is not reset from the physical attack preceding the Tornado spell, so even though it fails the Boss Bit check it succeeds anyway. So, I'm going to have to reinvent this system to make it more generalized.

Kea

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FFIVA Mod - Alpha 3
« Reply #42 on: August 06, 2015, 09:47:01 PM »
Alright, the patch up to Fabul is completed - download it here.

Most of the time in this one went into backend changes; for instance, any weapon can cast a spell after attacking, with its own chance of doing so and the option of making the spell bypass magic evasion and the boss bit. Only two weapons in the demo so far make use of it (both optional rare drops), but you'll be seeing a little more of them later on.

Kea

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Re: FF4A (E) Hacking Notes and Mod
« Reply #43 on: August 07, 2015, 12:19:21 AM »
Just heads-up...I missed a few things in the last minute: in particular flyers weren't weak to arrows and lances, and there were some text mistakes from changing the Projectile element to Wind. Re-download the patch to fix those mistakes.   :sad:

Grimoire LD

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Re: FF4A (E) Hacking Notes and Mod
« Reply #44 on: August 07, 2015, 08:01:02 PM »
I am glad to hear that you've managed to incorporate your own version of "magic weapons" into FF4A. I wonder is it similar to how I did it? That was done through it using the default magic of the weapon. The SNES version had a bit of a trick with that though. If the item's power is labeled as 0 the spell would not activate when used as an item. But when spells are called through normal attack they run through the normal routine instead of the magic item routine which uses that preset power. It lent itself to being useful as per the Wisdom/Will of the user itself.

I have a bit of time tonight so I will play through up until... wait a second, is this up until Fabul, as in Fabul Battles? Or does this patch end at Fabul Castle proper?

 :edit: Well, looks like the Edward vs Sahagin fight wasn't any different.

No real training for Rosa before Mt. Hobbs since she does well at Mt. Hobbs anyhow.

Well, first battle against Bombs and GrayBombs went pretty terribly. I managed to win, but it hurt quite a bit.

Time to leave and head back to Damcyan to heal.

Well, at least the Bomb Summon can be obtained before the Moon in this.

I won my first battles against Cockatrice pretty handily, was the Gradual Petrification slightly scaled back? I expected both of those afflicted were going to be turned as such by the end of the fight..

Bombs are susceptible to Sleep and Confusion... but the wonky aiming of this version threw me off enough that putting them all to sleep didn't buy me as much time as I had hoped, only myself to blame on that one though.

Pray doesn't seem that great still...

It would appear I got lucky the first time fighting the Cockatrice since they can seem to randomly use Peck.

Finally, Spirits! Terrible RNG for me, at least a dozen battles of nothing but Bombs and Cockatrices.

Oh, the Spirits have Ghoul Rings as their common drop? It may be worth hanging around trying to find one.

Either Lamia Harp is Holy Elemental or it is strong against Spirits!

Ah, you must have made Gargoyle's resistant to Petrify... which makes sense considering they're Gargoyles.

Flying is now its own type, hmm? What was replaced for that I wonder?

That would leave Skeletons to find...

No treasure from the Skeletons? That seems a bit odd considering they're wearing Armor and are wielding a Sword. They deal massive damage to Cecil who is clearly weak to Darkness (is there a way to set a x4 Weakness to an element in FF4A? Because that seemed to be about as much damage as they were dealing).

Still grinding here a bit, but I need to take some time out to eat. I'll get back to it afterwards.
« Last Edit: August 07, 2015, 09:03:01 PM by Grimoire LD »