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Messages - Lenophis

Pandora's Box / Re: Screenshots!
« on: February 07, 2008, 12:02:30 PM »
Have you guys ever thought of modding font #3 a little?
*Attempts to point out that number 3 is the game's original font*

I dunno, but unless I say something about this, it'll bug me forever :eek:
Have you always thought this way about the original font? :tongue:

Does this mean Ghost #1 and 2 get a makeover?  :wink:
Indeed. :happy:

I'm trying to recall if there were any notable changes made to the PSX version of this game... or it's just a nice bonus... (FF4+5 could use that, but I digress)
A crappy bestiary (it's really not that good), a Colliseum guide (more like what you bet and what you win), mins/maxes of your party, the three FMV's, and some sketch art.

Any reason to have that? Like, for use for a spell or something? I never find those counters useful for any reason.
Because we are evil, evil bastards. Although you just gave me an idea... :omg:

Gaming Discussion / Re: Movies of playthrus
« on: February 06, 2008, 02:45:12 PM »
DKK, could you update your links to the FF6 movies?

Pandora's Box / Screenshots!
« on: February 06, 2008, 01:35:05 AM »
This post will get some more screenshots added in time,


Our 8 selectable fonts at work.

More than your garden-variety ghosts.

Novalia Spirit makes an appearance.

I can't put my finger on it...

This is what happens when you access new things.

Gau has friends.

Saving many times.

This is truely priceless.


but for now we'll concentrate on the newer stuff. Like this, for instance:


I always loved the Facility, personally. That might because of the multiplayer fun with it, but I dunno. The guard rails look pretty good, though I'm not sure a picture of Bond on the monitors is the right one to use. :tongue:

Final Fantasy IV Research & Development / Re: Odin Summon
« on: February 04, 2008, 02:42:45 PM »
I think the common factor is that if any monster in the formation is immune to instant death, Odin will always fail. Try finding a battle with one monster immune to instant death, and another not. Try summoning Odin when both are alive, and the one immune to instant death is dead. See what happens.

Final Fantasy IV Research & Development / Re: Jump Command
« on: February 04, 2008, 11:54:06 AM »
Fight an EvilMask, have Kain jump, and wait for it to cast Nuke--Occasionally the background effect will show and the sound will play but not the actual spell animation or effect.
Sounds like it had Kain set as the target before he jumped, and no "retarget if target dead/invalid" is coming into play. Many spells in the rest of the series would have this issue if not for a bit like that.

General Discussion / Re: Anyone ever see something like this in Firefox?
« on: February 03, 2008, 11:14:36 AM »
That looks like some extensive table brokenness. I've had smaller instances of that happen at RHDN, but it's rare.

for all i know, this place has dancing hamster wallpaper, your username isn't even "Dragonsbrethren", and the lot of you are really discussing baked goods recipes despite all the posts i supposedly see mentioning "ROMs".
That reminds me, I need to work on my "how to barbecue a flaming troll" recipe. :happy:

Game Modification Station / Re: FF6 - possible bug
« on: February 02, 2008, 09:32:58 PM »
what're your thoughts on the first paragraph?
Well then...

i notice it calls C2/62C7.  because you can input an Item turn at any point, including while somebody else's turn unfolds, isn't it technically possible that this code could run between Steal/Metamorph setting $32F4, and the $32F4 getting added to inventory at the end of the Steal/Metamorph turn?  maybe that won't change the results, but it still kinda bothers me.
It shouldn't be a factor, as $32F4 indexed will check the current character inputting, and steal/metamorph will have probably already executed. IIRC, those are calculated well before the animation even starts. If it were an issue, you'd need exceptionally good timing when entering the command at the moment steal/metamorph adds their items. Although, it's also possible the entering of a command is queued until after the previous is done executing. This is theory, and I have nothing to back it up with. :hmm: In the end, it shouldn't be an issue.

All the game does is switch the forms, but fails to deequip Older Rydia's incompatible equipment.
Somehow, I'm not surprised by this. You'd think that she would be unequiped, since logic says it.

However, I don't see that as an ill side effect since the options for Younger Rydia still suck.
Given where her line stops, this is actually very beneficial, since she'd probably get slaughtered without the good gear. Although, if you tried to swap equipment during the trial, then things can get really hairy. :tongue:

Game Modification Station / Re: FF6 - possible bug
« on: February 02, 2008, 12:32:53 PM »
i also had a fear of this code happening in between some other character's Item input and their execution; i thought it would cause the used item to always be restored to inventory (because it's still held in $32F4), even when it should be consumed.  but after more thought, i realize i was wrong, as the other character won't have their $3A8C flag set until the actual turn execution..  so an intervening 62C7 call shouldn't wreck anything.
Yeah, the determining factor was $3A8C. It's also because of that is why an item may remain in limbo after death/revival. :tongue: This should fix it, and with the few tests I did it was fixed. I'm still waiting on some more verification though.

I would imagine it's in the item data, half of the buying price. Although, FF2 had a large table of mess for it's buying and selling prices, so I'm not sure if it wasn't reused a couple more times.

Game Modification Station / Re: FF6 - possible bug
« on: February 01, 2008, 12:13:38 PM »
Well, I have a feeling that it will need an update, but a patch is released. I tested a couple of ways to lose items, and so far I haven't lost any with it yet. I'm not sure if I tested all methods, though.

Dbi News / Re: The glorious return of my contentless site!
« on: February 01, 2008, 12:06:04 PM »
:omg: Glad to see the return!

Game Modification Station / Re: FF6 - possible bug
« on: January 31, 2008, 11:55:57 PM »
Ok, there is a fix in place. Kejar gave me concept code last night, and for some reason I didn't think to switch indexes with where I needed it. :tongue: However, it's not a perfect fix. The item will not be lost, but it can be.....misplaced. Explanation:

Character A uses item, but dies before item can be used. Character A gets revived, but since the item wasn't used, the "re-add to inventory" bit was never set. Therefore, the item remains on character's person. However, if character A uses a different item, the original will be re-added. In short, if character A uses another item, the original is returned. If battle ends, the original is returned. However, until one of those two (or steal/metamorph occur), the item will not be re-added back to inventory. This is especially annoying if there is 1 item left, and you desperately need to use it. Unfortunately, I don't think I can work around that, as that would drastically change how the battles flow.

Also, this fix needs to be applied to a few areas (steal and metamorph, specifically), so there's bound to be a few versions of this patch. Freaking bugs...

Game Modification Station / Re: FF6 - possible bug
« on: January 31, 2008, 10:18:44 PM »
It's very difficult to address, because in the case of a character dying before they can use the item, there's no practical way to check, "Was their turn unable to execute?".  It's not like you know for a fact that their turn will have completed within X seconds if it's going to complete at all, as there are so many possible intervening factors.  Besides, a timer would be tedious and difficult to set up anyway.
Not to mention completely impractical.

But you said that already! Hooray for reading ability! :happy:

how about _before_ C2/4DB0, you preserve A, check the character's current $32F4,Y value, and if it isn't FFh, then call a routine to put its contents back into inventory?  (you'd want to code a custom version of C2/62C7
Ugh, I was hoping I could avoid making another 62C7. :sad:

to focus on one character, as calling the entire function would mess with other characters' $32F4 values.)  that oughta take care of any aborted Item usages from the character's previous turns.  as you said, you wouldn't be able to use $3A8C here, but i think that'll be alright, unless $32F4 somehow gets misleading garbage in it.
On the other hand, I may have no choice. And instead of looking at 3A8C or B1, I would check the item data directly, and if it's re-addable, re-add to inventory. I suspect I may need to make a duplicate of 54DC as well. :hmm:

still, there's the matter of if a character is killed while attempting to use Tonic, then they are revived, why should they have to wait til the end of battle to get that Tonic back into inventory?  it's not like the Tonic rolled meters away from them and they have to scour the ground for it.  obviously, the end-of-battle check serves as a catch-all, but there's no good reason that restoral shouldn't happen sooner/immediately.

at one point, i think Imzogelmo suggested cutting off all the ways a character can be taken out of commission (e.g. dying, being petrified, being Sneezed, etc, etc), and adding an item restoral call to each one.  if the character died before they can use an item, it's presumably still on their person, so the party shouldn't even have to wait for the character to be revived just so they can have access to the item -- rigor mortis aside.
All of this for one simple bug. :bah:

Oh well, planning begins.