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Messages - Lenophis

1456
Pandora's Box / Re: Suggestions
« on: March 15, 2008, 01:58:45 AM »
Leviathan Mist = 14 letters. Limit is 10, sorry. Leviathan Mist will not make it in as an esper. :sad:

1457
Methinks there was a priority order botch-up in the original, and they fixed it for FF4A? Was this not occuring in the US or Euro version of A?

1458
Gaming Discussion / Re: Movies of playthrus
« on: March 12, 2008, 05:09:01 PM »
Got a new one to show you, this one of Sonic 2 & Knuckles, but ending the Death Egg very quickly. The only code used is the level select to get to the Death Egg. Personally, I didn't know this was possible until recently, because I kept thinking the fire would kill me. However, there's enough clearance to do it, so it's very possible. :happy: Requires Gens+

1459
Final Fantasy IV Research & Development / Re: Steal/Sneak Command
« on: March 12, 2008, 01:45:59 AM »
All I know is that stealing sucks in FF4, as I've only ever gotten potions, and when I don't get that I fail 99% of the time. :sad:

1460
General Discussion / Re: The official "Happy Birthday" thread!
« on: March 12, 2008, 01:43:22 AM »
:omg: Conga rats! ....Wait, I don't have those. :sad: Happy birthday anyway! :happy:

1461
General Discussion / Re: The apartment people are retarded.
« on: March 11, 2008, 04:51:07 PM »
I don't know about tennent laws in Okla, but I know that kind of shit wouldn't be pulled here. It really sounds like an attempt to just squeeze money out of you. So, this is what you do. The two of you need to raise holy hell, state emphatically that it was paid on time (and if they haven't cashed it yet, ask for it and show them the date, showing you paid it on time, and that's it is their own damn fault for not cashing it). In the end, you owe them nothing extra.

1462
Gaming Discussion / Re: The Cute Chocobo > Old Man
« on: March 11, 2008, 01:26:23 PM »
Well, there's also a logical factor behind it. I'd be scared shitless if a 7-year old was summoning monsters to fight me, as no little child can normally do that. On the other hand, if there's an old man using magic against me, he's probably spent his entire life studying and learning it. So, there's an added :wtf: factor for Rydia. :happy:

1463
General Discussion / Re: The big move
« on: March 10, 2008, 10:39:03 PM »
I had a wrist injury (yeah, here we go). I woke up yesterday at 5 am and my wrist was in agony for the entire day. I couldn't grip anything, and I could barely turn it (though I could bend my fingers just fine). So for pretty much the entire day, I was left-handed. I wrapped it in a ghetto icepack for a few hours, and the pain went away at about 12:30 am last night.

1464
The stats that i was going to use for the new characters won't work, as they get over written when they get a level up and go back to nomral  :bah:
Been there. :sad: For a while, I thought they were compressed and tucked away somewhere (back when I didn't know anything), now I suspect it's a simple LUT (look-up table) that forcefully sets the stats (and yet accounts for tab use).

1465
Game Modification Station / Re: FF6 misc ramblings
« on: March 10, 2008, 10:23:08 PM »
Ahhh, crap. I forgot about the normal items. :blush: That's what I get for not realizing the full potential of a change. :sad:

1466
I guess that depends. Does Rydia ever learn Cure 2 through levels as a child? If so, then it might be an intentional oversight (more likely a "we quit caring, cause she can't use it anyway" deal), and that you'd probably be better off giving her something else to learn. Perhaps if you leave out the white magic she auto-learns as a child? *shrug*

1467
Game Modification Station / Re: FF6 misc ramblings
« on: March 10, 2008, 03:48:11 PM »
Magic power. Magic defense gets stored to....$3BB9,X/Y if I'm reading this right.

Code: [Select]
C2/2CA2: AA           TAX            (X = enemy # * 4 * 8.  Monster data block at $CF0000
                                      is 32 bytes)

C2/2CA3: BF 05 00 CF  LDA $CF0005,X (bottom = Defense, top = Magic Defense)
C2/2CA7: 99 B8 3B     STA $3BB8,Y
C2/2CAA: BF 0C 00 CF  LDA $CF000C,X (XP)
C2/2CAE: 99 84 3D     STA $3D84,Y
C2/2CB1: BF 0E 00 CF  LDA $CF000E,X (GP)
C2/2CB5: 99 98 3D     STA $3D98,Y
C2/2CB8: AD 46 3A     LDA $3A46
C2/2CBB: 30 27        BMI $2CE4     (branch if there was an enemy formation # switch, and
                                     it designates that the new enemies retain HP and Max HP
                                     from the current formation.)
C2/2CBD: BF 0A 00 CF  LDA $CF000A,X (MP)
C2/2CC1: 99 08 3C     STA $3C08,Y
C2/2CC4: 99 30 3C     STA $3C30,Y
C2/2CC7: BF 08 00 CF  LDA $CF0008,X (HP)
C2/2CCB: 99 F4 3B     STA $3BF4,Y
C2/2CCE: 99 1C 3C     STA $3C1C,Y
C2/2CD1: AD D4 3E     LDA $3ED4   (Battle formation)
C2/2CD4: C9 CF 01     CMP #$01CF 
C2/2CD7: D0 0B        BNE $2CE4   (Branch if not Doom Gaze's formation)
C2/2CD9: 8C FA 33     STY $33FA
C2/2CDC: AD BE 3E     LDA $3EBE   (Doom Gaze's HP)
C2/2CDF: F0 03        BEQ $2CE4
C2/2CE1: 99 F4 3B     STA $3BF4,Y (Set current HP to Doom Gaze's HP)
C2/2CE4: E2 21        SEP #$21    (Set 8-bit Accumulator, carry)
C2/2CE6: B9 1D 3C     LDA $3C1D,Y (High byte of max HP)
C2/2CE9: 4A           LSR         
C2/2CEA: C9 19        CMP #$19   
C2/2CEC: 90 02        BCC $2CF0   
C2/2CEE: A9 17        LDA #$17       (Stamina = (Max HP / 512) + 16. If this number
                                      is greater than 40, then the monster's stamina is
                                      set to 40)
C2/2CF0: 69 10        ADC #$10             
C2/2CF2: 99 40 3B     STA $3B40,Y    (Stamina)
C2/2CF5: BF 01 00 CF  LDA $CF0001,X
C2/2CF9: 99 68 3B     STA $3B68,Y    (Battle Power)
C2/2CFC: BF 1A 00 CF  LDA $CF001A,X
C2/2D00: 99 A8 3C     STA $3CA8,Y    (Monster's regular weapon graphic)
C2/2D03: BF 03 00 CF  LDA $CF0003,X  (Evade)
C2/2D07: 20 61 28     JSR $2861
C2/2D0A: 99 54 3B     STA $3B54,Y    (255 - Evade * 2 + 1)
C2/2D0D: BF 04 00 CF  LDA $CF0004,X  (MBlock)
C2/2D11: 20 61 28     JSR $2861
C2/2D14: 99 55 3B     STA $3B55,Y    (255 - MBlock * 2 + 1)
C2/2D17: BF 02 00 CF  LDA $CF0002,X
C2/2D1B: 99 7C 3B     STA $3B7C,Y    (Hit Rate)
C2/2D1E: BF 10 00 CF  LDA $CF0010,X
C2/2D22: 99 18 3B     STA $3B18,Y    (Level)
C2/2D25: BF 00 00 CF  LDA $CF0000,X
C2/2D29: 99 19 3B     STA $3B19,Y    (Speed)
C2/2D2C: BF 07 00 CF  LDA $CF0007,X  (Magic Power)
C2/2D30: 20 D6 47     JSR $47D6      (* 1.5)
C2/2D33: 99 41 3B     STA $3B41,Y    (Magic Power)
C2/2D36: BF 1E 00 CF  LDA $CF001E,X  (monster status byte 4?)
C2/2D3A: 29 82        AND #$82       (only keep float and enemy runic?)
C2/2D3C: 19 4C 3E     ORA $3E4C,Y
C2/2D3F: 99 4C 3E     STA $3E4C,Y    (turn them on in Retort/Runic/etc byte)
C2/2D42: BF 13 00 CF  LDA $CF0013,X
C2/2D46: 99 80 3C     STA $3C80,Y    (Special Byte 2)
C2/2D49: 20 C1 2D     JSR $2DC1      (load enemy elemental reactions, statuses and
                                      status protection, metamorph info, special info
                                      like human/undead/etc)
C2/2D4C: BE A8 33     LDX $33A8,Y
C2/2D4F: BF C0 37 CF  LDA $CF37C0,X  (get Enemy Special Move graphic) 
C2/2D53: 99 81 3C     STA $3C81,Y   
C2/2D56: E2 10        SEP #$10
C2/2D58: 20 99 2D     JSR $2D99
C2/2D5B: 7B           TDC
C2/2D5C: 6A           ROR
C2/2D5D: 04 B1        TSB $B1
C2/2D5F: 20 5A 4B     JSR $4B5A
C2/2D62: 29 07        AND #$07
C2/2D64: 18           CLC
C2/2D65: 69 38        ADC #$38
C2/2D67: 99 2C 3B     STA $3B2C,Y
C2/2D6A: BB           TYX
C2/2D6B: 20 50 26     JSR $2650   (deal with Instant Death protection, and Poison elemental
                                   nullification giving immunity to Poison status)
C2/2D6E: 28           PLP
C2/2D6F: FA           PLX
C2/2D70: 60           RTS

1468
Game Modification Station / Re: FF6 misc ramblings
« on: March 10, 2008, 03:10:34 PM »
Ram. The nice thing about the indexes (and the battle engine in particular), is that they often hold attacker and target index. However, they get swapped back and forth so often it's hard to say which is which without digging into it. Based on the comments, X at that point will hold attacker index (0, 2, 4, and 6 for characters in slots 1, 2, 3, and 4 respectively, 8, A, C, E, 10, and 12 for monsters in slots 1, 2, 3, 4, 5, and 6 respectively).

To find out what's in what, I think you can just look at the monster data (FF3usME helps here), and look at the magic stat for the appropriate monster. Though if it's x1.5, it'll be slightly higher.

1469
Game Modification Station / Re: FF6 misc ramblings
« on: March 10, 2008, 02:17:13 PM »
Question for ya. Would you also NOP out C2/18F8: A9 20        LDA #$20 ?

Since you're loading A again as follows, right after the new NOP code.

C2/18FD: A9 08        LDA #$08
You can, but it isn't necessary.

Quote
EDIT:  Awesome, I just NOPed out the code that you had stated and now the spells casts from items can be reflected and also blockable. But now the high damage factor needs to be resolved. I'm reading the code again, right now.
I'm not sure where the power is coming from, but based on previous experience, the power is put into $11A6. It doesn't look like it's set here, unfortunately. However, it is entirely possible that it isn't using that variable for this function.

1470
I can assure you, Disch did that quite intentionally. :happy: