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Messages - Lenophis

1486
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.

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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.

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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.

1487
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*

1488
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:

1489
Game Modification Station / Re: FF1 Project
« on: February 23, 2008, 12:03:13 PM »
Yikes, that's a wall of text. Just remember this, just because something new pops up, it doesn't mean that the old one needs to be taken down. Hell, if that happened there'd only be about 5 hacks a game. :whoa: However, if you still feel that it should be taken down, I'll do it a little later today when I get more time to do it.

1490
Pandora's Box / Re: I'm really anxious to show off some new material...
« on: February 23, 2008, 11:58:49 AM »
they prolly aren't going to do another demo because they are closer to final release that it would end up being most of the game and it would be better to just wait and do it all in one bang.
Any demo would show too much now. Just be patient, you'll know when we get close to being done. :happy:

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speaking of which, I know you guys don't do percentages, but you figure you have like 80% of the main content of the story playthough complete? or maybe all of it? and are just working on features and or bugs?
The only thing I am sure on is that we have most of the core tweaks in. For the menu, battle, and event cores, we have just about every tweak in them. The rest from here on out is mostly data. I have no idea of a % on that, so take from it what you will. Just remember, rebalancing a game is a slow and involving process.

Can we get a YouTube version, please?
My dialup cries when I upload 11 megs once, so I think I'll spare it the pain on a second upload for now.

--Edit--
 :wtf: @ "Battle the menu"

1491
Laziness ftw?  :tongue:
:omghax: Looks like a nice programming-esque representation of how they play out. This could translate to easily makable (yes, that's spelled correctly, even though it doesn't look like it) assembly code...

1492
Would a code tag help with that organization at all?

1493
Gaming Discussion / Re: My PSP now has custom firmware.
« on: February 22, 2008, 06:03:57 PM »
Which won't mean a whole hell of a lot until more things are playable on it. :tongue: But hey, there's always PSP games for now, right? :whoa:

1494
Slick News / Lots of NSFE news
« on: February 21, 2008, 09:42:12 PM »
blm07 has sent in a new NSFE, Ghostbusters 2. :omg: Picto sent in 4 new NSFE's, Fire Emblem, Fire Emblem Gaiden, Adventures of Lolo 2, and Adventures of Lolo 3. He also sent in fixes for both versions of Demon Sword, Zelda II, and Moon Crystal. My thanks for the submissions. :happy:

1495
General Discussion / Re: Got an MRI today on my shoulder
« on: February 21, 2008, 09:02:39 PM »
Pray for a sprain, as then your arm will be laid up for 2 weeks, which isn't nearly as bad. :tongue: Also, ouch.

1496
Game Modification Station / Re: FF6 misc ramblings
« on: February 21, 2008, 06:13:44 PM »
I made a discovery, not sure if anyone is aware of it or not. When I was messing with FF3USME, I noticed in the item editor that you can increase spell damage by 50%. This not only applies to a spell cast from an item, but also from spells cast by the user of the equipped item.  I don't have the editor in front of me as I am not at home. I do believe it's a "?" marked check box in "Special 2". It's the only unknown box in the category, so it's easy to find.
That makes sense, and it's probably the second bit the earrings use. The second bit is what makes the effect stack with itself, which makes magic insane. Never would've thought to use that on items, personally. This is a pretty neat find. :happy:

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I also have some questions for you guys.

I have decided to change W Wind to a level 2 Wind element spell. Is there a way to change the putrid looking animation to either Cyclonic or Aero?
Ok, you'll need this. Drakkhen's page appeared to be down at the time, so I'll link it directly for now. Open it up, and click on the 14-byte button. Scroll down to W Wind. To use Aero's animation, make the following changes:
Animation 1: A7 01 E1
Animation 2: 8D 01 AB
Animation 3: 91 01 32
Special animation: FF FF
Sound: 7B
???: 10
Repeat speed: 18

To change to Cyclonic:
Animation 1: 97 01 E1
Animation 2: 98 01 AF
Animation 3: FF FF 00
Special animation: FF FF
Sound: 73
???: 1B
Repeat speed: 18

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Also, I would like to know if there is a way to switch out one of the current learnable spells with a different one. One that will show up on the magic menu and able to be learned with a percentage, showing up on the Esper learned spells, etc? I've used to recent release that Lord J posted, it allows some animation change but I haven't figured out a way to change the animation to what I want. You do have a few choices, like the interesting random animation change from Fire to Drain, that was neat, etc.
Using Drakkhen's editor (linked above), you could rename the spells and swap animations around, which is probably the best you can do at the moment.

1497
Final Fantasy IV Research & Development / Re: "Sing" Command
« on: February 21, 2008, 04:43:37 PM »
Those look like really round numbers, now I'm wondering what the formula is. :hmm:

1498
Gaming Discussion / Re: Movies of playthrus
« on: February 19, 2008, 05:07:24 PM »
It's okay though, I'm pretty good with the keyboard these days
It shows, you pulled off some funky moves. A 2 hour run of SM is still pretty good, though I'm sure the hardcores will argue that it's not nearly good enough. Oh well, right? I was entertained, through and through. :happy:

1499
Gaming Discussion / Re: Movies of playthrus
« on: February 19, 2008, 01:53:19 PM »
Awesome, this should be a great watch. *watches*

--Edit--
part 1:  I'm a little surprised, you broked to get the first super missile pack, then go after Spore anyway?
part 2: "Here I go, bomb jumping my way up. Doo dee doo dee doo.......damn Geemer. Doo dee doo dee doo. G'ah, fuggit. *freezes Geemer and uses it as a stepping stone* I found that to be rather hilarious." I was more surprised at your ability to get the Ice Beam early, then getting out the long way. Overall, there are a couple of things you could've done to go faster, but overall I'm pretty impressed. :happy:
part 3: Ok, Maridia could've gone better. In that big room when you spark straight up, you could've optionally sparked diagonally up/right to get to that door quicker. Granted, that would've been faster on your first spark only, since your other two were pretty quick. Other than that, this was a good segment.
part 4: Went about as I expected it to.
part 5: This also went as I expected it to.

You're playing with the keyboard, right? You seem to be searching for your aiming buttons at times.

1500
General Discussion / Re: The youtube thread
« on: February 19, 2008, 12:27:07 AM »
I don't have the time to get a 3 minute youtube movie, so please save me the trouble and inform us of what it is? :happy: