Aslickproductions.org/forum/index.php?PHPSESSID=r0e5ot1kl2j2gnb125tpg94il2&action=profile;area=showposts;sa=topics;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexfe6e.htmlslickproductions.org/forum/index.php?action=profile;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexfe6e.html.zx¼g^ЋLOKtext/htmlISO-8859-1gzip0|LTue, 10 Mar 2020 16:30:17 GMT0 0P¼g^(L Show Posts - Pinkpuff

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Pinkpuff

Pages: 1 2 3 »
1
Final Fantasy IV Research & Development / FF4kster's mystery flags/bytes
« on: January 07, 2018, 06:47:24 AM »
I seem to recall that some of the information that FF4kster has labelled as "mystery byte" or "mystery flag" or such had later been identified but I foolishly neglected to update the labels at the time and now I don't know where to begin looking. I don't suppose anyone remembers any of them off hand?

Thanks

2
I know something like this has been suggested before but I think I have an idea for how to make it in an actually very straightforward way.

The Goal

The idea of this program would be to take FF4 and change it from a linear plot-based standard JRPG game into a randomly-generated dungeon crawler. You would (probably) have a scene at the beginning where you can select/configure your party, and from then on, it's floor after floor of randomly generated content. No plot to speak of, no characters joining and leaving, whoever you pick at the beginning is your team for the game, no idea what's coming up. Probably a final boss or something at the end; in fact we can even punctuate the dungeon at fixed intervals with certain boss fights (e.g. the fiends) or something.

Changing the code of the game to randomly generate dungeons would pose quite the task and I have no expertise in how to go about that whatsoever; rather, my solution is more akin to something like the FF6 randomizer where you input a seed and an FF4 rom and the program does some stuff, then outputs a changed rom that has all the randomizations done ahead of time. From the point of view of the user, it would be hard to distinguish the end result from something that was generated on the fly.

Generating Dungeons

Ok, so there are a couple of ways the layout of the maps could be generated. The two main categories would be:
  • Fixed list: Essentially, we would create ahead of time hundreds of map layouts and the program would shuffle them and take the first X to be the floors of the dungeon (X being the number of total dungeon floors in the game).

  • Dynamically generated: Basically we would implement some sort of standard technique for creating randomly generated dugneons using simply "floor" and "wall" tiles, then have filters that would be applied afterwards to "polish" off the dungeon, putting in corner tiles, caps, details like torches or stones, etc.

The advantages of the fixed list strategy are that it will be easy (trivial) to program, and the maps will definitely look natural as they were made by hand by a human. The advantages of the dynamically generated strategy are that it will be much more random (no matter how many fixed maps we make, they will eventually start to look familiar), and won't involve the drudgery of having to design hundreds and hundreds of maps by hand. Personally, after having experienced quite enough of the Lunar Ruins, I'm more inclined towards the latter.

In either case, the dungeon layouts at first will not contain chests. This is a separate step. After the map layouts have been generated by whatever method, then we litter them with chests in places where said chests can be accessed (no orphaned chests that are inaccessible). There are known and documented ways of doing this. During this process we will be careful to track the appropriate "treasure indexes" for the maps so nothing gets messed up in that regard. Save points would also be randomly littered throughout the dungeon in a similar manner.

Generating Treasure

Just because the treasure is random doesn't mean it has to be possible to get, f.ex. a Crystal sword in the first chest. We can make a "smart" algorithm that populates the chests based on the dungeon level. For example, we can take, say, all the weapons in the game and assign them an index of how "powerful" they are relative to each other (or otherwise how early in the game it would be acceptable to receive such an item) manually beforehand. Then, when generating chest contents, it would only put a given weapon on a floor within a certain margin of its assigned index. So the Wooden Rod would only be possible to be found on the first few floors, say, whereas the Crystal sword would only be possible to be found on the final few floors.

Most consumables would be generated at pretty much any point in the dungeon, but we can apply a similar strategy for when it starts to generate Hi Potions or X Potions as opposed to regular Potions, or Cabins as opposed to Tents, etc. We can even undummy all the cool items and litter those throughout as well.

Generating Shops

In a similar manner to chests and save points, NPCs can also be littered throughout the dungeon. We can have a variety of events to pick from, but I think certainly at first it would mostly just be shops. So you go up to the NPC and talk and up comes a shop. Shop contents can be generated in a similar manner to treasure. Alternatively, we could have a bunch of preset shops, and when it generates a shop in the dungeon, it will randomly pick one within an appropriate power level range.

NPCs could be made to do other things too, though. Fat chocobos might be something you encounter from time to time. What about summons you can optionally talk to and fight and if Rydia is in your party she'll learn them.

Other Changes

It might be necessary (or prudent) to make some slight changes to the content of (presumably vanilla) "FF2" in the name of making all the characters viable from beginning to end. Dark Knight in particular won't be a very good character if the content is unchanged, or even if all we do is undummy everything. Deathbringer is pretty solid with its OHK ability but still, his HP growth makes him pretty squishy late game and he can't use any late game armor except I think Glass Mask and Adamant? Can he even use the ribbon? Cid might be able to get by with axes maybe but he'll be pretty meh, and let's not even get started on Edward. Then there's the Yang HP. Tellah will have to have some mechanism for learning his spells... and for casting them... and for not losing stats as he levels up... and then there are some characters that, if nothing is changed, would be pretty broken early on like Edge and FuSoYa (if he's even included).

Independent of all that, though, I do think the dummied items should be restored, and the commands I guess would depend on how we go about balancing the characters.



Anyway this is all just a concept right now. Who knows if I'll have gumption to make it, especially after having basically abandoned FF4kster, but the thought struck me so I figured I should at least share the idea. That said, I feel like this is something I have much more in the way of existing skills to be able to do as opposed to making an overworld editor. Maybe it's something we can work on together?

Thoughts?

3
I tried making Yang "neither handed" in Unprecedented Crisis in the hopes that he could equip two rings and still attack with his martial arts bonus. I had to go before I could test attacking but it seems that he can only equip a ring in his left, not his right. Is there a simple fix to this? And does anyone know off hand whether that would break martial arts?

Thanks

4
Aznblusuazn has provided me with a list of the major bugs typically exploited by speedrunners. It would be nice if we had patches for these, as I think it would make the game better as a game, but at the same time, I'm hesitant to build them into, for example, Unprecedented Crisis, as there seems to be a speedrunning community that might not be so keen on playing it if these are fixed. Thus, I think these should be separate individual patches (or maybe a single "FF4 Bugfix Patch" akin to the one for FF6).

I don't have the skill to tackle these, but I figured I'd list them here in case anyone has the skill and/or desire to attempt it:
  • Mist clip: There's a way to use a tent mid-step to mess up the hit detection of the map. This can be used to walk completely over Mist village and enter from the back. Unprecedented Crisis detects and punishes this, but it's not a fix for the bug itself.

  • Item duplication: By equipping in a certain way mid-battle and then fleeing and re-equipping after battle, you can end up with multiples of an equippable item. You can also create multiples of the "blank" item this way and sell them for tons of money. I was linked to a document relevant to this, but again, I don't have the skill to tackle it: https://dl.dropboxusercontent.com/u/19404607/ff4/Dupe%20code.rtf

  • Raising a dead monster: By targeting a monster with a Life/Raise effect as it's dying, it won't respawn the monster, but it will still add an additional instance of its rewards after you win the fight.

  • Reacting to reflected spells: Monsters don't react to reflected spells and/or damage the same way they normally do. This means you can manipulate monster A.I.s in strange ways, such as killing the first half of the fiends without them changing forms by reflecting flare, etc.

  • MP Underflow: I forget how to trigger it, but in any case, you can somehow in the menu cause a character to have way more than their Max MP.

  • Warp stack: By continuously teleporting and building the warp stack up to 256 and then warping, you go somewhere strange instead of where you should go. This is determined by whatever's in ram where the pointer is mistakenly looking, such as vehicle locations, menu colors, battle speed settings, etc.

5
At long last, my masterpiece is complete. A few minor things slipped by, and I'm sure there are more bugs just waiting to be found but I decided it's in a good enough state to release a 1.0 version to the world at least.

Thank you so much to everyone who helped with this, especially Grimoire LD and Chillyfeez. You guys are the best.

With that, I feel like it's time to move on to something a little different as my main project. I'm going to try my hand at NES homebrew assembly programming. This means I will probably not be making many more updates to FF4kster. I'll still be hanging around these forums, and I will be happy to fix any bugs as they come up, especially if they are easy to fix or if they are particularly severe in nature. I will probably make one more update to the RHDN version in the near future to keep it up to speed, and then that will probably be it for a while. If there is any demand for it, I will be glad to release the source code; however, it's (a) a horrible, poorly-commented mess, and (b) written in FreeBASIC, not a very mainstream language.

When I got the idea to start making FF4kster back in late 2011, I never expected it would come this far or be anywhere near as expansive and as popular as it is, and I have you guys to thank for a large part of that.

Cheers, and enjoy the hack!

http://www.romhacking.net/hacks/2461/

6
Final Fantasy IV Research & Development / Modifying orbiting VFX
« on: June 14, 2015, 07:26:02 AM »
Ok I know I'm asking for a doozy this time... but is there any way to delete one of Earth's moons from the "Mysidian Legend IN SPACE" visual effect?

7
Ok so, I tried to create a battle that had Zeromus start in his "large" form... it worked but... my characters never get turns! Any idea what's going on here and/or how to fix it?

8
There are some battles with the "no change" music option that award exp/money and play the victory theme (e.g. Cagnazzo battle, MomBomb battle) and others that don't, even if the monsters themselves have rewards... The mystery flags in the formaitons don't seem to have any bearing on this as far as I can tell; does anyone know how this is determined?

9
Is there some special code somewhere telling the game to age Rydia when she rejoins? What if I want her to still appear as a child when she rejoins?

10
Final Fantasy IV Research & Development / Damage + Sap = Can't absorb??
« on: February 07, 2015, 03:22:34 PM »
So I had made Bio a dark-element spell in my hack, and when I created the Shadow Fiend, who of course should in theory absorb dark-element damage, he instead took full damage from it. At first I thought perhaps there was something special about Bio in particular so I swapped indexes with another spell and it didn't affect the behaviour. I then swapped it back and instead tried making it into a normal damage spell. The behaviour was as it should be; it healed him. Then I tried making the monster immune to dark instead of absorbing it and put the routine back to "damage + sap" and sure enough it dealt only 1 damage, as it should. So is there something special about the "damage + sap" spell routine that causes it to not be absorbed by things that should absorb it?

11
Final Fantasy IV Research & Development / Screen tint numbers
« on: August 08, 2014, 09:45:16 AM »
One of the types of event script entry is "Toggle screen tint" and it takes one byte as a parameter.

Does anyone know how that number corresponds to the color the screen gets tinted?

12
In the mist cave, it seems like it's displaying the mist "background" in the foreground somehow. When I try to do this with a normal map though, it doesn't seem to work. It always displays the background in the background; even if it has the "translucent" flag set. I was hoping to make a "misty moutains" dungeon/area for my hack, and it would be cool to have the mist effect on the mountain...

Any ideas?

13
General Discussion / I got my marks back
« on: December 20, 2013, 09:34:36 AM »
I did my first semester of Office Administration this fall and just got my marks back. My lowest mark was a 90! The rest were all 95!! BOOM!

 :banonsmash:

14
Final Fantasy IV Research & Development / Actor names in battle
« on: August 27, 2013, 09:48:08 AM »
It appears that actor names are stored differently in battle than they are outside of battle. Is it known where this data is? I'd like FF4kster to automatically change both names when you change an actor name.

15
I seem to recall that Phoenix released a patch that allowed enough shadow slots to save the data for all the characters in the game. However, I think it was only for version 1.0, and I also seem to recall it didn't quite work correctly.

It would be a dream for me (and probably others) to be able to make a version of this game that operates more like FF4A near the end and be able to configure your party, or at the very least, even in a more linear plot hack, not have to worry so much about the logistics of different characters sharing a shadow slot.

If we can figure out how exactly he went about it and maybe get it working (preferably for v1.1)  I might be able to put something into FF4kster to detect whether the patch has been applied and if so have the editor accomodate the new slots.

Pages: 1 2 3 »