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Messages - Deathlike2

1231
Final Fantasy IV Research & Development / Re: Spell Learning List
« on: January 16, 2009, 05:40:03 PM »
With JCE's permission, I am happy to post this...

If anyone is willing to address those issues in a separate patch, feel free to do so and I'll give credit and include the patch.

 :edit:

Links and readme in later post...

1232
I was strolling along merrily with JCE's translation of FF4j.

Don't you mean J2e's?  :tongue:

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I find this at 9399D:

It looks like the offsets are different in FF2US (both revisions) and FF4ET...

That should be 0x939AB (headered, all SNES versions excluding FF4, 0x9399D FF4 headered)

$926FB-$9275D controls which spells Tellah recalls on Mt. Ordeals, if anyone's interested.  Might be nice to give him the Holy, Flare, or Quake spells in exchange for less useful fare.

0x92712 (headered, all SNES versions excluding FF4, 0x926FB FF4 headered)

 :edit:
Mega late edit for FF4 info

1233
Game Modification Station / Re: Goblin Summon Improvement
« on: January 16, 2009, 03:59:20 PM »
I was thinking a little darker...

1234
Game Modification Station / Re: Goblin Summon Improvement
« on: January 16, 2009, 09:07:36 AM »
I wonder if that can be made more grinchy green....

1235
Final Fantasy IV Research & Development / Float Status
« on: January 16, 2009, 06:58:06 AM »
You probably know this already, but it's worth citing.

Float status in the SNES versions of this game can work with a number of other statuses visually..
Image (both versions), Poison, Piggy, Toad, Mini, Jump (kinda),  Charging, Parrying, Stop, Reflect/Wall, Hide (probably)
There could be more...

Every other status overrides Float status.. although this excludes Critical status. I'm not entirely sure why.
You can tell if a character is in critical by the inability to perform their command actions while they are "standing up" in mid-air.

It's actually amusing that you can apply Float status onto a dead/stoned character outside of battle.

These issues are corrected in FF4A..

1236


It's hard to tell because Image uses alternating frames, but you can see the characters look like they are a step back..

When the Mist Dragon summon is used with the Mist Ring, characters in Death or Stone status get Image (1) applied visually, even though it's not actually applied to them.

This was not fixed in any GBA version.

1237
Game Modification Station / Re: Goblin Summon Improvement
« on: January 15, 2009, 10:38:36 PM »
Any updates Dragonsbrethren.. or still busy?

1238
General Discussion / Re: RIP Ricardo Montalban
« on: January 14, 2009, 08:00:57 PM »
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Kaaaaaaaaaaaaaahhhhhhhhhhhhnnnn

1239
General Discussion / Re: Gamefaqs + eternal stupidity
« on: January 14, 2009, 05:10:11 PM »
Hooray Minerva madness. Actually, for whatever reason the topic shifted to Tonberry not being rageable. I had a nice, somewhat lengthy reply ready to go, but stopped short of sending it for whatever reason.

In any event, I think ebmid2 has some strange misconceptions about this game. Measuring it solely on potential is curious enough.

My ultimate guess is that he's never played it on the real console.

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Why must the FF6 boards be hoarded by trolls and morons? :sad: The SNES board has been atrocious lately...

I don't visit them, so I don't have to suffer.  :childish:

1240
Final Fantasy IV Research & Development / Re: FF4A - Slowing Petrify
« on: January 13, 2009, 10:30:21 AM »
I've finally confirmed that Slowing Petrify still relies on Stamina (Vitality in FF4) to slow down the timer. I had to force the Black Lizard's counter to physical damage to attack everyone... which made this much easier to test.

1241
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: January 07, 2009, 07:50:55 PM »
The following special cases are missing from the Critical Hit modifier section:
- bow OR arrow equipped

I believe it follows the fists critical hit formula.

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- Edge w/ one weapon, other hand empty

It follows the regular critical hit formula like all characters... half the weapon's attack power.

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Also, according to the algorithm, the spell multiplier does not affect spell damage at all, only hit rate.  Is this correct, or an oversight in the formula?

The spell multiplier certainly does affect the spell damage (it assumes the spell is deals damage of course)... however if the spell power of a spell is 0 (Venom/Poison and the Cockatrice summon's attack), it's going to deal 1 damage regardless.


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"There is a bug where monsters count the dead in the algorithm, found in one rare instance. This only applies to the SNES version of the game."
What is the rare instance?

If I hadn't mentioned it in the bugs section, the tallest Magus Sister (from the Tower of Zot) casts Cure2/Cura to every living sister (the middle sister is dead to perform this). It happens that factors in the dead... which reduces the overall healing dealt.

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"Cure4/Curaja - When an enemy target takes more than 16383 damage, this spell will heal the MP of that target instead due to overflow."
What happens if the MP healing overflows (say, if over 34000 damage has already been dealt)?

I'd rather not find out, I'm sure someone will come along to answer that (or I perform a test of that)...

1242
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: January 06, 2009, 07:43:57 PM »
Consistency question - do  you have any issue with me renaming / reordering things for consistency?

It depends, I'm sure I get off tangent (as evidenced by all the random-ish posting on thoughts).

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For example, when referring to bows and arrows, in one place you refer to the setup as "arrow in primary hand" whereas later it's "bow in recessive hand."

The check for Bow+Arrow attack power is dependent on where the Bow is placed, but that was late in the findings (past the point when I started writing said document).

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Also, the order in which you present the formulae for standard/unarmed/edge/yang/bow&arrow/monsters differs by section.

Yea, I'll have to look at that... when I started writing the sections, I didn't actually put an order together. Unarmed should go first, then standard, then Bow+Arrow, then character specific (Yang first, and then Edge). Monsters should always be last.

The last part is addressed... because there should be a logical order of sorts... although I wonder if I should Bow+Arrow ahead of the standard...

1243
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: January 06, 2009, 03:59:06 PM »
minor legibility suggestion: indent all formulae slightly (3 spaces?) to offset them from the descriptive text.

I don't like it.. I need the space, but a more creative answer would be fine if I think it through some more.

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i'm going to do an anal proofreading readthrough during my down time here today.

Hopefully, the update goes online soon (1.51)... I'll upload a copy here anyways (I've changed the posting legal mumbo jumbo because it didn't have to be there).

 :edit:
I have no plans to update a version until Friday at the earliest.. if there isn't anything major needing changes.

1244
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: January 05, 2009, 05:11:35 PM »
Ah, okay then. I'm surprised they actually bothered to do it that way, I'm pretty sure FF5's wasn't random (I seem to remember it always changing into the same monster in the same battle, and I know it had its own versions of the monsters it turned into).

FF5 does multiple copies of the same monster, but having different fixed battle scripts.

1245
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: January 05, 2009, 05:07:49 PM »
What I'm wondering, does it actually randomly change, or are there just four different formations, like there are two different trap door formations?

There's only one formation (it's nice how there are cheat codes to force any battle formation). I originally thought the way you did, but after seeing only one formation and testing the randomness of it, it's pretty random.