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Messages - Lenophis

1456
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:

1457
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:

1458
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.

1459
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:

1460
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.

1461
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).

1462
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:

1463
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*

1464
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

1465
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.

1466
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.

1467
I can assure you, Disch did that quite intentionally. :happy:

1468
Game Modification Station / Re: FF6 misc ramblings
« on: March 10, 2008, 01:26:10 PM »
Code: [Select]
Tools
C2/1885: A5 B6        LDA $B6
C2/1887: E9 A2        SBC #$A2    (carry was clear, so subtract 163)
C2/1889: 85 B6        STA $B6     (save unique Tool index.  0 = NoiseBlaster,
                                   1 = Bio Blaster, etc.)
C2/188B: 80 11        BRA $189E

Throw
C2/188D: A9 02        LDA #$02
C2/188F: 85 BD        STA $BD     (Increment damage by 100%)
C2/1891: A9 10        LDA #$10
C2/1893: 14 B3        TRB $B3     (Clear ignore increment on ignore defense)
C2/1895: 80 07        BRA $189E

Item
C2/1897: 9C 14 34     STZ $3414   (Set ignore damage modification)
C2/189A: A9 80        LDA #$80
C2/189C: 14 B3        TRB $B3     (Set Ignore Clear)
C2/189E: BB           TYX
C2/189F: A9 01        LDA #$01
C2/18A1: 8D 12 34     STA $3412
C2/18A4: AD 7D 3A     LDA $3A7D
C2/18A7: 20 C1 19     JSR $19C1
C2/18AA: A9 10        LDA #$10
C2/18AC: 14 B1        TRB $B1     (clear "don't deplete from Item inventory" flag)
C2/18AE: D0 05        BNE $18B5   (branch if it was set)
C2/18B0: A9 FF        LDA #$FF
C2/18B2: 9D F4 32     STA $32F4,X  (null item index to add to inventory.  this means
                                    the item will stay deducted from your inventory.)
C2/18B5: BD 18 30     LDA $3018,X
C2/18B8: 0C 8C 3A     TSB $3A8C      (set this character's "add item to inventory" bit)
C2/18BB: A5 B5        LDA $B5    (Command #)
C2/18BD: 90 24        BCC $18E3  (Carry is set (by the $19C1 call) for:
  - Skeans/Tools that don't use a spell
                                  - normal Item usage
                                  which means it isn't set for:
                                  - Equipment Magic or Skeans/Tools that do use a spell )
 
C2/18BF: C9 02        CMP #$02   (Carry will be set if Command >=2, which means it'll
                                  be set for Throw and Tools, but not plain Item --
                                  or apparently Item Magic, which also uses Command 1)

C2/18C1: AD 11 34     LDA $3411
C2/18C4: 20 37 2A     JSR $2A37
C2/18C7: AD AA 11     LDA $11AA
C2/18CA: 89 C2        BIT #$C2    (Check if Dead, Petrify or Zombie attack)
C2/18CC: D0 12        BNE $18E0   (if so, branch)
C2/18CE: C2 20        REP #$20    (Set 16-bit Accumulator)
C2/18D0: AD 74 3A     LDA $3A74
C2/18D3: 0D 42 3A     ORA $3A42
C2/18D6: 25 B8        AND $B8
C2/18D8: 85 B8        STA $B8
C2/18DA: E2 20        SEP #$20    (Set 8-bit Accumulator)
C2/18DC: A9 04        LDA #$04
C2/18DE: 14 B3        TRB $B3
C2/18E0: 4C 7B 31     JMP $317B

C2/18E3: C9 01        CMP #$01    (is command Item?)
C2/18E5: D0 07        BNE $18EE   
C2/18E7: E6 B5        INC $B5     (if so, bump it up to Magic, as we've reached this
                                   point thanks to Equipment Magic)
C2/18E9: AD 10 34     LDA $3410
C2/18EC: 85 B6        STA $B6
C2/18EE: 64 BD        STZ $BD
C2/18F0: 20 51 29     JSR $2951
C2/18F3: A9 02        LDA #$02
C2/18F5: 0C A3 11     TSB $11A3   (Set Not reflectable)
C2/18F8: A9 20        LDA #$20
C2/18FA: 0C A4 11     TSB $11A4   (Set unblockable)
C2/18FD: A9 08        LDA #$08
C2/18FF: 14 BA        TRB $BA     (Clear "can target dead/hidden targets")
C2/1901: 9C A5 11     STZ $11A5   (Set MP cost to 0)
C2/1904: 4C 7B 31     JMP $317B

The code at C2/317B executes a person's turn. It looks like it'll be easier than even I thought. I wasn't entirely sure the settings were being set here. :tongue: Ok, so if you wanted to remove the "ignore reflect" and "unblockable" properties, it looks like a series of NOP's are in order from C2/18F5 to C2/18FC.

assassin and Terii Senshi documented a lot about the C2 bank (the second bank that involves battle, C1 handles a lot of animation stuff, so this could be considered the guts). Last time it was updated? I dunno, you'd have to ask assassin.

1469
General Discussion / Re: The big move
« on: March 09, 2008, 11:41:06 PM »
Welcome to the forum. ...Your avatar looks like ET after a trip in the microwave. :eek: Your username is unique, which I have to say is something that is rare, almost a lost art nowadays. :happy:

--Edit--
Typos suck, especially when typing with only one hand.

1470
Game Modification Station / Re: FF6 misc ramblings
« on: March 09, 2008, 03:18:04 PM »
Ok and I have a question for you guys.  Damage is really high from a spell that is cast directly from an item. From what I understand, steps 6 and 7 are skipped when calculating damage. I would like to know if it's possible for a spell that is cast from an item to calculate defense so that the damage is not so high. To see what I mean, take any of the three element rods and cast the spell from the item, which could be Bolt 2, Fire 2 and Ice 2 respectively. The damage is high and I'm pretty sure that defense is ignored.
Ignores defense, ignores reflect, and I think doubles damage. It's extremely overpowering. To answer the question, yes. Most likely you can, I'm just unsure of the steps to do so at this time. :sad: