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Messages - Dragonsbrethren

61
Game Modification Station / Re: vivify93's FFIV hacking questions
« 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.

62
Yeah, that's really cool! We're definitely getting to the point where the game's engine can be used to make something entirely different.

63
Game Modification Station / Re: vivify93's FFIV hacking questions
« 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.

64
Attempting to edit Lunar sequences is a bit of a minefield, too. When you hit enter on a part of the sequence to edit it, which command comes up is incorrect. As an example, try editing the Tricker's reaction sequence: the two messages will give different commands when selected, and Cast Fast will crash the editor.

65
Stop should correspond to Stone in the normal list, not Toad. I just tried it out and it looks like Stop works fine with other statuses or no statuses set, so who knows what Toad is there for. (Might make a difference on enemies; I only tested on the party.)

66
Certain lunar dungeon attack sequences are making the editor crash. Select the D.Bone and scroll up the sequences to 50 or down to 79. I haven't put together a full list of bad ones yet, but those two are easily reached.

 :edit: More bad sequences:

120
135
232
247

---

Also, it only appears to be cosmetic, but hitting page down without anything selected in the number/condition/sequence windows will place the text at the bottom of the box, creating blank selectable entries (selecting them does nothing but make the window flash). Hitting page up after this will fill the box with these blank, fake entries - the real text can be brought back, at the bottom of the box, by hitting page down again.

67
Final Fantasy IV Research & Development / Re: Pinkpuff's FF4 wishlist
« on: August 17, 2013, 11:23:17 PM »
I set this as sticky for you, since otherwise it'll always end up falling behind the other threads anyway.

68
Final Fantasy IV Research & Development / Add Reflect/Add Blink statuses
« on: August 17, 2013, 02:19:42 PM »
So I noticed a while back that the Wall spell, StarVeil (Light Curtain) and MoonVeil (Lunar Curtain) items had statuses set, despite using their own "Add Reflect" effect. I decided to see if having a status set mattered, and it does. These statuses were already documented in the old Tower of Bab-il docs:

Code: [Select]
05     7   D        magnetized
05     6   Stop
05     5   D        egg
05     4   D        defending
05     3   D        charging
05     2   D        twin casting
05     1   D        jumping
05     0   Count

06     7   D        hiding
06     6   D        hp leak
06     5   Wall
06     4   Barrier  can't be hit with physical attacks (except Jump?)
06     3   D        image high bit
06     2   D        image low bit
06     1   D        covered
06     0   D        critical

Add Reflect can successfully add Wall, Barrier, both levels of Blink/Image, and Hiding (cannot be hit with magic, physical attacks redirected to other party members). Nothing else appeared to work, but it seems Add Reflect may actually be a generic effect to add statuses from this "06" set, at least.

I tried the same with Add Blink, however that spell only seems to work with the two Image statuses and Barrier. When Barrier is used, however, it doesn't add Barrier status but instead just acts like Blink had been used.

69
Yeah, but you could easily write your own subroutine to do different values (regardless of whether or not that one's used, you'd need to do any expansion elsewhere anyway).

70
The formula for the amount subtracted? That's in that disassembly I commented above. Nothing says you have to use 1/8th, could easily use a smaller amount or a fixed value.

71
LoROM and HiROM just have to do with addressing. FF4 is a LoROM game, and some hex editors (like WindHex) can be set to display the same offsets you see in your trace instead of the normal binary offsets in the ROM. All I was getting at were those offsets from the trace and the second set you posted were technically the same. $0000-1FFF is also WRAM (a mirror of $7E:0000-7E:1FFF). Further reading:  http://romhack.wikia.com/wiki/SNES_ROM_layout

I took a quick peak at Easy Type, but while things have been changed, none of it seems to be directly related to the Avenger branches (but I didn't look into every subroutine, either).

72
I'm being nitpicky but that's not RAM, that's just actual SNES LowROM addressing. 7E2204 is RAM. Also, comparing this to Easy Type would be interesting, provided the Zeromus fight bug fix is here and not somewhere else entirely.

73
Zyrthofar's editor can do the spell/weapon palettes (they're shared, so ff4hackster doesn't currently have all the possible weapon palettes, just the intended ones), so those are easily tracked down via edits in that at least. And I know most of the others are documented somewhere, but finding them again is pretty painless.

74
I'm not sure if the moon is in there, but yeah, should be those graphics.

75
Final Fantasy IV Research & Development / Re: Can -Sort- be moved?
« on: August 16, 2013, 03:34:38 PM »
Code: [Select]
$00/82EF A9 FE       LDA #$FE                ; -Sort-
$00/82F1 8D 9C 14    STA $149C               ; bottom left item
$00/82F4 A9 FF       LDA #$FF                ; TrashCan
$00/82F6 8D 9E 14    STA $149E               ; bottom right item
$00/82F9 A9 01       LDA #$01                ; 1
$00/82FB 8D 9D 14    STA $149D               ; bottom left quantity
$00/82FE 8D 9F 14    STA $149F               ; bottom right quantity

1440 is the top left slot, 1441 top left quantity, etc.