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Messages - Dragonsbrethren

1
Gaming Discussion / Re: Gaming Progress Thread
« on: June 16, 2013, 01:49:48 PM »
Oh hey, I'm running the Four Job Fiesta:

http://www.letsplaying.com/FF5FF/players.php?player=Dragonsbrethren

As you can see there, so far I've gotten two of the best jobs and Beastmaster, which I'm not sure about, but hey, it's not Geomancer. I'm actually a little disappointed that I got Black Mage since that's what I had in my practice run. Glad I didn't get Berserker again, though. It's not that the job is hard at all, it's just incredibly boring and it takes forever to get Equip Axes (which my party didn't even need).

Outside the Library of the Ancients right now. Nothing really notable has happened so far, unless you count killing Magissa before Forza shows up without breaking the Frost Rod. I'm playing on my cart on my DS, so I can't post screenshots or anything.

3
Your best bet on the lunar sequences is to have an option to toggle between normal/lunar when displaying/editing a monster's sequence. This is more hacker friendly since any monster can use either set of sequences - which one is determined by the map they appear on, not the monsters themselves.

(The original game doesn't do it, but it's possible to make monsters that switch behavior based on location, for example.)

4
Final Fantasy IV Research & Development / Re: Some weird...thing
« on: April 29, 2013, 01:55:41 PM »
Missed that bit when I was watching the other night. Rubicant counters summon magic with Ice-2 on himself. Why is anyone's guess, but it's a part of his battle sequence. (Try using something fire elemental while his cloak is open, too. Rubi's bad at this whole "fire fiend" thing.)

5
I actually wrote, of all things, a Cartographer command file that can dump sequences. (The actual sequences, not conditionals.) They can be inserted by Altas. :omghax:

Code: [Select]
#GAME NAME: Final Fantasy II

#BLOCK NAME: Normal Attack Sequences
#TYPE: NORMAL
#METHOD: RAW
#SCRIPT START: $76900
#SCRIPT STOP: $771FF
#TABLE: sequence.tbl
#COMMENTS:              No
#END BLOCK

#BLOCK NAME: Lunar Subterrain Attack Sequences
#TYPE: NORMAL
#METHOD: RAW
#SCRIPT START: $736C0
#SCRIPT STOP: $73ACF
#TABLE: sequence.tbl
#COMMENTS:              No
#END BLOCK

Code: (sequence.tbl) [Select]
01=Hold\n\n
02=Mute\n\n
03=Charm\n\n
04=Blink\n\n
05=Armor\n\n
06=Shell\n\n
07=Slow\n\n
08=Fast\n\n
09=Bersk\n\n
0A=Wall\n\n
0B=White\n\n
0C=Dispel\n\n
0D=Peep\n\n
0E=Cure1\n\n
0F=Cure2\n\n
10=Cure3\n\n
11=Cure4\n\n
12=Heal\n\n
13=Life1\n\n
14=Life2\n\n
15=Size\n\n
16=Exit\n\n
17=Sight\n\n
18=Float\n\n
19=Toad\n\n
1A=Piggy\n\n
1B=Warp\n\n
1C=Venom\n\n
1D=Fire1\n\n
1E=Fire2\n\n
1F=Fire3\n\n
20=Ice-1\n\n
21=Ice-2\n\n
22=Ice-3\n\n
23=Lit-1\n\n
24=Lit-2\n\n
25=Lit-3\n\n
26=Virus\n\n
27=Weak\n\n
28=Quake\n\n
29=Sleep\n\n
2A=Stone\n\n
2B=Fatal\n\n
2C=Stop\n\n
2D=Drain\n\n
2E=Psych\n\n
2F=Meteo\n\n
30=Nuke\n\n
5F=$5F-Dummy\n\n
60=$60-Dummy\n\n
61=Gaze\n\n
62=Bluster\n\n
63=Slap\n\n
64=Powder\n\n
65=Glance\n\n
66=$66-Charm\n\n
67=Tongue\n\n
68=Curse\n\n
69=Ray\n\n
6A=Count\n\n
6B=Beak\n\n
6C=Petrify\n\n
6D=Blast\n\n
6E=Hug\n\n
6F=Breath\n\n
70=Whisper\n\n
71=Entangle\n\n
72=$72-Weak\n\n
73=Disrupt\n\n
74=ColdMist\n\n
75=Explode\n\n
76=DullSong\n\n
77=Hold Gas\n\n
78=Gas\n\n
79=Poison\n\n
7A=Maser\n\n
7B=Vanish\n\n
7C=Demolish\n\n
7D=Blk.Hole\n\n
7E=Dancing\n\n
7F=$7F-Disrupt\n\n
80=Storm\n\n
81=Magnet\n\n
82=Reaction\n\n
83=Hatch\n\n
84=Remedy\n\n
85=Absorb\n\n
86=Heal\n\n
87=Big Bang\n\n
88=Vampire\n\n
89=Digest\n\n
8A=Pollen\n\n
8B=Crush\n\n
8C=Alert\n\n
8D=Call\n\n
8E=$8E-Dummy\n\n
8F=$8F-Vanish\n\n
90=Search\n\n
91=Fission\n\n
92=Retreat\n\n
93=$93-Heal\n\n
94=Beam\n\n
95=Globe199\n\n
96=Fire\n\n
97=Blaze\n\n
98=$98-Blitz\n\n
99=Thunder\n\n
9A=D.Breath\n\n
9B=Big Wave\n\n
9C=Blizzard\n\n
9D=Wave\n\n
9E=Tornado\n\n
9F=Laser\n\n
A0=$A0-Explode\n\n
A1=$A1-Quake\n\n
A2=Emission\n\n
A3=Heat Ray\n\n
A4=Glare\n\n
A5=Odin\n\n
A6=MegaNuke\n\n
A7=Needle\n\n
A8=Counter\n\n
A9=(Increment invincibility counter)\n\n
AA=(Decrement invincibility counter)\n\n
AB=Recover\n\n
AC=Remedy\n\n
AD=(Suicide, bring in next monster)\n\n
AE=(End battle)\n\n
AF=$AF-Dummy\n\n
B0=<$B0>\n\n
B1=(Something happens to adult Rydia)\n\n
B2=<$B2>\n\n
B3=(Anna appears)\n\n
B4=(Edward/Tellah appear)\n\n
B5=(Palom/Porom appear)\n\n
B6=(Yang/Cid appear)\n\n
B7=(Golbez/FuSoYa appear)\n\n
B8=(Images disappear)\n\n
B9=<$B9>\n\n
BA=(Revive all enemies)\n\n
BB=(Zeromus shake)\n\n
BC=(Damage all allies 20)\n\n
BD=(Modify speed 248)\n\n
BE=(Restore all HP/MP)\n\n
BF=<$BF>\n\n
C0=Fight\n\n
C1=Item\n\n
C2=White-command\n\n
C3=Black\n\n
C4=Call-command\n\n
C5=Dark\n\n
C6=Jump\n\n
C7=Recall\n\n
C8=Sing\n\n
C9=Hide\n\n
CA=Heal-command\n\n
CB=Pray\n\n
CC=Aim\n\n
CD=Power\n\n
CE=Kick\n\n
CF=Bear\n\n
D0=Twin\n\n
D1=Bluff\n\n
D2=Cry\n\n
D3=Cover\n\n
D4=Peep-command\n\n
D5=Airship\n\n
D6=Dart\n\n
D7=Sneak\n\n
D8=Ninja\n\n
D9=Regen\n\n
E1=Do nothing\n\n
$E8=<Set type>,1
$E9=<Set attack>,1
$EA=<Set defense>,1
$EB=<Set magic defense>,1
$EC=<Modify speed>,1
$ED=<Set elemental defense>,1
$EE=<Set magic power>,1
$EF=<Set elemental weakness>,1
$F0=<Change gfx>,1
$F1=<Battle dialogue>,1
$F2=<Battle dialogue-suppress next attack name>,1
$F3=<Music>,1
$F4=<Set condition>,1
$F5=<Set reflex>,1
F900=Target ID 00\n\n
F901=Target DK Cecil\n\n
F902=Target Kain\n\n
F903=Target young Rydia\n\n
F904=Target Tellah\n\n
F905=Target Edward\n\n
F906=Target Rosa\n\n
F907=Target Yang\n\n
F908=Target Palom\n\n
F909=Target Porom\n\n
F90A=Target Tellah2\n\n
F90B=Target Cecil\n\n
F90C=Target Tellah3\n\n
F90D=Target Yang2\n\n
F90E=Target Cid\n\n
F90F=Target Kain2\n\n
F910=Target Rosa2\n\n
F911=Target Rydia\n\n
F912=Target Edge\n\n
F913=Target FuSoYa\n\n
F914=Target Kain3\n\n
F915=Target Golbez\n\n
F916=Target self\n\n
F917=Target all enemies\n\n
F918=Target all other enemies\n\n
F919=Target all enemies-1st type\n\n
F91A=Target all enemies-2nd type\n\n
F91B=Target all enemies-3rd type\n\n
F91C=Target party front row\n\n
F91D=Target party back row\n\n
F91E=Target one paralyzed enemy\n\n
F91F=Target one sleeping enemy\n\n
F920=Target one charmed enemy\n\n
F921=Target one critically injured enemy\n\n
F922=Target one random enemy or character\n\n
F923=Target one random enemy or character-other than self\n\n
F924=Target random enemy\n\n
F925=Target random enemy-other than self\n\n
F926=Target random front row party member\n\n
F927=Target random back row party member\n\n
F928=Target whole party\n\n
F929=Target all dead enemies\n\n
FB=Attack chain divider\n\n
FC=End attack chain\n\n
FD=Start attack chain\n\n
FE=Wait for next turn\n\n
FF=<END>\n\n\n\n

It's definitely pretty hackish, but it works, I've actually done a little editing this way. Again, it's just the sequences though, I haven't played around with conditionals. Like Grimoire suggests, Zyrthofar's editor can parse them (to some extent) so you might want to compare your output to that. I seem to remember his editor's output being a little off in the case of certain enemy attacks, which my table gets 100% correct AFAIK.

 :edit:

Example output:

Code: (Mist  Dragon sequences output) [Select]
Fight

Wait for next turn

Fight

Wait for next turn

Fight

Wait for next turn

Start attack chain

<Battle dialogue><$00>Do nothing

Attack chain divider

<Change gfx><$01>(Increment invincibility counter)

Attack chain divider

<Set condition><$81>Do nothing

End attack chain

Wait for next turn

Do nothing

Wait for next turn

Do nothing

Wait for next turn

Do nothing

Wait for next turn

Start attack chain

<Battle dialogue><$01>Do nothing

Attack chain divider

<Change gfx><$00>(Decrement invincibility counter)

Attack chain divider

<Set condition><$80>Do nothing

End attack chain

<END>



ColdMist

<Battle dialogue><$02><Battle dialogue><$03><Battle dialogue><$04><END>

6
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: March 21, 2013, 04:12:55 AM »
It's probably a range check like the others, but I've never actually looked into it.

8
ff4.txt that comes with FF4Ed, in the Docs folder. It does't look like weapon/spell palette data is documented there, though. Zyrthofar's docs might've had it, but I seem to have misplaced those (again :blush:). Yousei actually also wrote a palette editor, snespal, if you want to search for them yourself. (GBA utils should work too since they use the same palette format, hence why there are so many color restoration GBA hacks.)

9
Weapons and spells do share palettes, I'm not sure what else does. Most things have their own palettes, though. They're documented somewhere, probably Yousei's doc like chillyfeez said.

10
I'm almost certain that cursor data does affect certain commands (or there's more somewhere else which I've forgotten).

11
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: February 11, 2013, 02:01:12 PM »
Yeah, there's code that draws all of those strings using that block of text, I think I modified it in Easy Type, but maybe not the released version. Unfortunately I don't think I have my notes for that anymore, a lot of my Easy Type stuff got lost somehow when I was reorganizing my files.

12
Gaming Discussion / Re: Final Fantasy IV Complete Collection
« on: February 09, 2013, 04:19:52 PM »
Or write new events entirely. It's not that hard. All of these "homages" to the original are incredibly :lame:

13
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: February 05, 2013, 05:30:59 PM »
You can dump the entire 01 bank from the Japanese version into FF2 to get the original menus and it'll (seemingly) function perfectly, amazingly enough. Of course then you've got to redo all of the text since it's also stored in that bank. I never bothered actually documenting that code since I figured restoring the menus would be more trouble than it would be worth.

14
Pretty interesting stuff. Like Deathlike asked, does this only apply to Kain, or is that all you tested it with? It seems to me like the bug in the Zeromus battle is related to Zeromus's shaking removing the auto berserk, causing the sword to utilize this old mimic behavior. That would imply the wielder will copy anyone's actions, though.

15
I'm sure they're pushing the accuracy values to the stack so they can pull the original values back later in the routine.

The TDC instruction transfers the direct page register to the accumulator. I guess FF4 always uses 0 (or this code can break horribly) and they were trying to be efficient here.

Your call's as good as mine on storing 0 in the temp accuracy, only thing I can guess is that they make use of it later in the routine.