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Messages - Lenophis

1471
Ugh, well, I guess that makes sense. That also explains why Haste is a huge boost, and Slow is a massive penalty. I suspected the Plague hasting Haste on the entire party was to make the death countdown go faster, and this pretty much confirms it.

1472
Gaming Discussion / Re: Why Do I Bother?
« on: March 08, 2008, 02:36:31 PM »
Well, the guy had a legitimate counterpoint, which was consistant with the game.. for the most part. However, his point doesn't really prove/disprove success or failure.
Well, that could be disputed. How many times have you played FF6, gotten to the Magitek Research Facility, and noticed Proto Armor using TekMissile or Launcher, have them visually hit you hundreds of thousands of times, and that magical "miss" message still pops up? If later games are doing it, you know the earlier games are doing it. :tongue: Yes, that's a bit of a stretch... I have to admit though, seeing that brought up fond memories of "what can actually miss," regarding things that clearly hit you. "World Destruction Attack!" *miss* Sephiroth does Super Nova! *miss*

[/ramble]

1473
Gaming Discussion / Re: Why Do I Bother?
« on: March 08, 2008, 12:57:02 PM »
*adds programmer's lingo to it*

 :happy:

1474
Game Modification Station / Re: (Another) FF1 Hack
« on: March 06, 2008, 06:22:05 PM »
Well, the class selection screen is horribly broken. The second half of classes are all messed up, in terms of sprite and palette. Balance seems pretty good so far, though the equipment changes are taking me by surprise. :eek:

1475
Game Modification Station / Re: FF1 Project
« on: March 06, 2008, 05:38:52 PM »
Uhhhhh....



DTE does not work in battle, this has been a known issue since, well, forever. :tongue: You may want to take a look at that.

1476
Gaming Discussion / Re: My PSP now has custom firmware.
« on: March 05, 2008, 02:05:43 PM »
I have Metal Gear Solid 1, but right now I'm too busy going through Xenogears.   :laugh:
Oh, that'll only take you 90 game hours to do. :eek: Yes, the game is that long. Still a good game though. :happy:

1477
Gaming Discussion / Re: A Request To Dragonsbreathren
« on: March 03, 2008, 03:42:30 PM »
That looks strangely like the Data East logo. :whoa:

1478
Final Fantasy IV Research & Development / Re: Ignoring Split Damage...
« on: March 03, 2008, 02:06:50 AM »
How many spells is that? I only think of a couple, Quake, Meteo, and all of the summons. Any others?

1479
Game Modification Station / Re: FF1 Project
« on: March 02, 2008, 11:13:40 PM »
It's been updated in the patches, sorry it took so long to get it up. :sad:

1480
General Discussion & Support / Re: FF5 Multi Editor
« on: March 01, 2008, 10:16:03 PM »
The values neatly start at offset $100000+header , and each monster cramps up 32 Bytes in size. Bosses are located at offset +$2000, after the 256 "normal" monsters.
Other than location, that's exactly like the list in FF6. Come on, Squaresoft...

1481
Game Modification Station / Re: Lolo 2 hack release...
« on: March 01, 2008, 09:00:53 PM »
And of course I get stuck on level 2... :hmm: Looks very mind challenging so far. :happy:

1482
General Discussion / Re: The official "Happy Birthday" thread!
« on: March 01, 2008, 12:28:18 PM »
Now it's Googie's turn! Happy birthday man! :cycle:

1483
Game Modification Station / Re: FF6 misc ramblings
« on: February 28, 2008, 05:51:45 PM »
The "Relic" Sniper Sight was once used to ensure that physical hits would be unblockable. This was when Mblock was used for physical and magic hits. Now, from what I understand according to the Evade bug fix, that Evade is now usable. According to my own reasoning unless this relic was factored in to the bug fix that it no longer assumes that physical hits will be unblockable, because Sniper Sight ignores Mblock.

If this is the case, would that not make Sniper Sight useless for blocking physical hits? Would this relic be more appropriate for insuring unblockable magic? Would the name for this relic no longer apply?
No. It sets a general-use flag that basically ensures that the strike will land (in the case for attacking, fight). If something has the effect, anything related to that command (say you give it to a sword, it'll never miss with that flag set) will always hit). At least, that's how it should work, if I understand the bit correctly.

Quote
I was doing some experimenting. With Gau having a controllable Rage patch, I think it would be good to have some type of balance factored into the host of spells that he gets to use. I was wondering if it's possible for any spell that Gau or any other character uses to use MP. I have tried to change some spells for "0 MP" usage to some variable number and it doesn't make a difference.  I have also tried this with "Tools", Blitzs, etc. Changing the MP usage isn't factored in at all. Does anyone know?
King Lettuce tried to get this to work with Blitzes long ago. He successfully managed to make Blitzes subtract MP, but the command won't stop if there isn't sufficient MP remaining. If memory serves, he just made the Blitzes cost MP, and the MP would update properly.

Quote
Also, I am wondering if it's possible to specifically allow or not allow some characters to equip Espers. While the "Always an Esper" is a very useful patch. It allows all to equip Espers, when I only want certain ones to equip them. For example, Mog I have decided is going to be a Summoner, without the Always an Esper patch, I can't equip Espers. Celes I am debating about not allowing her to equip Espers because of the fact that she was infused with magic, doesn't necessarily mean that she can communicate with Espers. This would effectively make her more like a Red Mage, in my opinion.
Oh, absolutely. You'd just want to make some changes to the patch. Something like this:

Code: [Select]
C3/F091: B90000  LDA $0000,Y    (load character index)
C3/F094: D02E      BEQ $F0xx      (branch if character is Terra)
C3/F096: C901    CMP #$01       (is character Locke?)
C3/F098: D02A    BEQ $F0xx      (branch if so)
C3/F09A: C902    CMP #$02       (is character Cyan?)
C3/F09C: D026      BEQ $F0xx      (branch if so)
C3/F09E: C903    CMP #$03       (is character Shadow?)
C3/F0A0: D022    BEQ $F0xx      (branch if so)
C3/F0A2: C904    CMP #$04       (is character Edgar?)
C3/F0A4: D01E      BEQ $F0xx      (branch if so)
C3/F0A6: C905    CMP #$05       (is character Sabin?)
C3/F0A8: D01A    BEQ $F0xx      (branch if so)
C3/F0AA: C906    CMP #$06       (is character Celes?)
C3/F0AC: D016    BEQ $F0xx      (branch if so)
C3/F0AE: C907    CMP #$07       (is character Strago?)
C3/F0B0: D012    BEQ $F0xx      (branch if so)
C3/F0B2: C908    CMP #$08       (is character Relm?)
C3/F0B4: D00E    BEQ $F0xx      (branch if so)
C3/F0B6: C909    CMP #$09       (is character Setzer?)
C3/F0B8: D00A    BEQ $F0xx      (branch if so)
C3/F0BA: C90A    CMP #$0A       (is character Mog?)
C3/F0BC: D006    BEQ $F0xx      (branch if so)
C3/F0BE: C90B    CMP #$0B       (is character Gau?)
C3/F0C0: D002    BEQ $F0xx      (branch if so)
C3/F0C2: 38      SEC            (mark esper to keep disabled)
C3/F0C3: 60      RTS

Successful branches go here
C3/F0C4: 18      CLC            (mark esper to be enabled)
C3/F0C5: 60      RTS

Now, this is a bit extreme since it's checking each character individually. You don't need to do that here. Esper by default is disabled for every character coming in, then re-enabled if the conditions are good. If you wanted specific characters to use espers, you'd only want their ID checks. So, say you just wanted Mog, Terra, and Relm, you'd want the initial BEQ, CMP #$08/BEQ, and CMP #$0A/BEQ.

If you have any questions about how to implement that, let me know.

1484
Game Modification Station / Re: Lolo 2 hack release...
« on: February 28, 2008, 12:09:52 PM »
 :omg: The Lolo levels look pretty good, though I must admit I was never any good at the games. *gets*

1485
Pandora's Box / Re: I'm really anxious to show off some new material...
« on: February 23, 2008, 02:20:03 PM »
No, it's not. You guys are at ??%.
See, it's simple. :wink:
Bwahaha, that's awesome. You just made my day right there. :happy: