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.

Messages - Lenophis

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

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?

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:

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...

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:

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:

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.

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.

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.

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*

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:

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.

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:

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.

 :wtf: @ "Battle the menu"

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...

Would a code tag help with that organization at all?

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:

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: