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Romhacking => Personal Projects => Topic started by: Grimoire LD on February 13, 2014, 02:15:48 am

Title: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: Grimoire LD on February 13, 2014, 02:15:48 am
12/5/2014 -Demo Released, covering up to just before the Underworld. Now with various bug and oversight fixes.

Final Fantasy IV: Combat Boost! v0.19 (http://jmp.sh/irf9g0n)

WARNING: Must Be An Unheadered Rom!

NOTE: All pictures come from earlier test builds and will be updated when that point in testing is pertinent

To those who pay attention to the Rom Hacking Discussion area of the forum will know that I've been releasing patches that are meant to be part of a grand project... well that project is FFIV:Combat Boost! This patch aims to increase the challenge, but also give the player more options as well. All too often a hardtype hack will not do much to level the playing field, but instead just makes the foes or obstacles more difficult to bypass and there is little feeling of reward or achievement, this is especially true in RPG's.

So while I flirted with the idea of making a straight FFIV hardtype I got to thinking that it is a relatively boring idea that has already been done before to pretty good effect so why fix what isn't broken? To those who like the base game hardtype can play that to their heart's desire. What my hack aims to do is give the player more decisions to what to use in battle.

For instance in the normal game, it's pretty much a given that A: Whips are useless, B: Strongest Armor is normally the best to equip. C: Most Commands are Worthless.

My hack takes cues from later and earlier Final Fantasy games to give a unique experience to FFIV's combat system, hence the aforementioned "Combat Boost!" name.

It also uses Vivify93's incredible Project II as a base so all of the text will be using his terminology (which is Great by the way)

A Modified Basic Battle System! - Now certain weapons will randomly use a spell when you attack or may even use a Command!



11 New Commands from Scratch - Including several significant changes to normal battle like Dragon Speech, which enables Kain to learn spells from Wounded Dragons and Hunt which allows Rosa to Hunt wounded Beasts and gain unique items and opens up its own little sidequest (nothing too massive, but one large noticeable change in Troia), and Rydia loses White Magic, but does gain Geomancy, which works as you'd expect it to in an FF game.

The New Commands are as follows...

Dragon Speech - Dragoon Kain speaks to critically wounded dragons to learn wisdom from them, and in thanks let's them go.

(http://i112.photobucket.com/albums/n198/LastingDawn/DragonSpeech3_zps9e5de049.png) (http://s112.photobucket.com/user/LastingDawn/media/DragonSpeech3_zps9e5de049.png.html)

Bardsong - Taking a cue from FFIII NES and DS - Bardsong uses a Song dependent on the Harp you have equipped and in addition raises the attack of party members, used by Edward and Paladin Cecil.

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-HarpsongExample_zpsb115a899.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-HarpsongExample_zpsb115a899.png.html)


Advance - Cid increases his attack in proportion to his Strength stat, but loses defense in the same proportion.

(Picture Eventually)

ItemLord - Looks at the first usable item in your inventory and splits it or makes it a single target attack. A Command for Cid.

Caption: A Couerl Whisker is Split to hit all Foes.
(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-Salveissuccessfullycast_zps7c0c1534.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-Salveissuccessfullycast_zps7c0c1534.png.html)

Hunt - Inspired by FFT's Poach System, Rosa will automatically slay critically wounded Beasts (a new enemy type replacing, but including, Reptiles) by using this command, which dependent on the enemy's level can yield up to 24 different items.

Caption: Rosa slays a Basilisk with Hunt and earns an Item in doing so.
(http://i112.photobucket.com/albums/n198/LastingDawn/Hunt4_zps16f9b3f6.png) (http://s112.photobucket.com/user/LastingDawn/media/Hunt4_zps16f9b3f6.png.html)

Arrow Barrage - Inspired by FFIII, Rosa will use two arrows to attack Twice. Dependent on her Strength she can shoot more.

Caption: Rosa Prepares to Fire.
(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-ArrowBarrage_zps08dfb1b0.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-ArrowBarrage_zps08dfb1b0.png.html)


Elemental Weapon - Tellah draws in the elemental power around him, endowing his weapon with random elements. (Note: Tellah can equip Swords in this hack and is more akin to a Red Mage in his equipment set-up)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-ElementalSword_zps7d625041.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-ElementalSword_zps7d625041.png.html)

Coat Weapon - Looking at the First Inventory Slot, Cid uses his knowledge of Chemistry to reverse the healing powers of herbs and solutions and applies this to his weapon (example: Antidote - Poison Weapon).

(Picture Eventually)

Geomancy - Rydia can call up the powers of the Earth to assist her (with a chance of failure) and dependent on the background of the battle the effect will differ.

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-Geomancy_zps356ad8dd.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-Geomancy_zps356ad8dd.png.html)

Item Seek - A Weapon Only Command. When this Command activates on the enemy it hits, the enemy's drop percentage will jump from 5% to 25%.

(Picture Eventually)

Katana Soul - Inspired by FFT, Edge can call forth the latent powers hidden within his Katanas to use various effects on his friends and foes, there is a chance of the weapon breaking on use.

Caption: Only Katanas may be used in this command.
(http://i112.photobucket.com/albums/n198/LastingDawn/KatanaSoul1_zpsf5c768d3.png) (http://s112.photobucket.com/user/LastingDawn/media/KatanaSoul1_zpsf5c768d3.png.html)

The power of this Katana is a Full Party Psych!
(http://i112.photobucket.com/albums/n198/LastingDawn/KatanaSoul2_zps47f0b564.png) (http://s112.photobucket.com/user/LastingDawn/media/KatanaSoul2_zps47f0b564.png.html)

And every command that hasn't been radically changed has a new effect (except for Jump and Cover) and every school of magic has a couple of new spells, with an entirely new school in the Break Skills, inspired from FFT and several Dragoon skills, unique skill that Kain will learn from the Five Dragons should he use Dragon Speech at the right time.

Dark Wave is now Dark Omen - A Spell is cast dependent on Wisdom that Curses all foes and damages them a fair amount but deals 1/8 of Cecil's HP and turns him into a Zombie for the remainder of battle, meaning that HP healing will hurt him. So be ever cautious with its use.

Caption: Dark Omen is effecting all foes.
(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-DarkOmen_zpsd77a8c02.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-DarkOmen_zpsd77a8c02.png.html)

Focus has lost its defense dividers, and can deal full damage to foes in the Back Row.

Kick now has a special conditional, if you are not wearing any armor while using it it will deal double the damage (as an FFI reference)

Gird works entirely differently. Gird, when used, will change Yang's Level into his Defense and with a rare Master's Headband Speed is also added onto that amount. (Another FFI reference where the Absorb of the Monk was dependent on his Level.)

Twin can target allies or enemies. If allies are the target a Healing spell will be used on the party.

Steal's chance has been increased by 10% and will steal the fourth item in the table, rather than the first, meaning that the Rare Items are 1/32 rather than a 1/64 as they were before.  In addition with the Thief Gauntlets, Steal becomes Mug and using it will give you a free attack!

Regen is now a Spell, rather than a Command, but even there it is changed. The amount of healing done is dependent on the Spirit of the Caster.

The new spells are as follows...
Break Skills - Dark Knight Cecil/Tellah/Paladin Cecil (White Spell Menu)

Seal Break - Reduces an Enemy's Magic Defense by 25%.
Power Break - Reduces an Enemy's Attack by 25%
Speed Break - Reduces an Enemy's Speed by 25%
Armor Break - Reduces an Enemy's Defense by 25%
Mind Break - Reduces an Enemy's Spell Power by 25%

White Magic

Regen - (Explained above)

Piercing Sight - Inspired by FFIV:The After Years, Piercing Sight will get rid of an Enemy's status buffs and will randomly change their weakness, and use Scan at the same time so you can know what it has changed to.

Black Magic

Aura - Inspired by FFII. Aura will, dependent on the Caster's Wisdom, give the Target ability to deal Extra Damage to Enemy's depending on their Type.
Example: Rydia has 40 Wisdom and casts Aura on Cecil. Cecil will then have x4 Damage to Zombie, Mage, Slime, Giant, and Spirit. At 10 Wisdom though, if this spell were to be used, only Zombie would have x4 Damage applied. At 60 Wisdom all enemy types have x4 Damage. (Thanks to Chillyfeez for helping with the routine)

Ninja

Taunt - Edge can taunt a single foe into attacking him.

Dragon Skills (White Spell Menu)

Reis' Wind (Or WindR) - Will restore all Allies HP by 1/3 of their Current HP.
(http://i112.photobucket.com/albums/n198/LastingDawn/DragonSkill5_zps450a3f5a.png) (http://s112.photobucket.com/user/LastingDawn/media/DragonSkill5_zps450a3f5a.png.html)

Gale - Can deal good damage against flying enemies. Air Elemental.
(http://i112.photobucket.com/albums/n198/LastingDawn/DragonSkill2_zpse86174ce.png) (http://s112.photobucket.com/user/LastingDawn/media/DragonSkill2_zpse86174ce.png.html)

Dragon Breath (Breth) - Deals damage to foes dependent on Kain's current HP.
(http://i112.photobucket.com/albums/n198/LastingDawn/DragonSkill3_zps40294177.png) (http://s112.photobucket.com/user/LastingDawn/media/DragonSkill3_zps40294177.png.html)

Lancet (Lance) will do a normal attack with Kain that is Absorb Elemental, restoring 1/2 of the damage done.
(http://i112.photobucket.com/albums/n198/LastingDawn/DragonSkill4B_zpsae3dd470.png) (http://s112.photobucket.com/user/LastingDawn/media/DragonSkill4B_zpsae3dd470.png.html)

Sky Rave (SkyRv) - Kain Jumps into the Air and shoots Lightning down, dealing massive damage to all foes. Holy/Air Elemental.
(http://i112.photobucket.com/albums/n198/LastingDawn/SkyRave2_zpsd6df1afd.png) (http://s112.photobucket.com/user/LastingDawn/media/SkyRave2_zpsd6df1afd.png.html)
(http://i112.photobucket.com/albums/n198/LastingDawn/SkyRave1_zps76de0649.png) (http://s112.photobucket.com/user/LastingDawn/media/SkyRave1_zps76de0649.png.html)

But wait, there's more!

By equipping a certain helmet and ring you can emulate Item Lore and Chemistry from FFIII and FFX.

By equipping the Scholar Helmet you will deal double damage with attack Items (more important in this then they ever were before due to enemy Magic Evasion being fixed... for once in an FFIV release)

By equipping the Chemist Ring all healing you do with Potions will recover x2 their amount.

Finally by equipping Odin's Armor on Paladin Cecil his Cover command will act like Dark Omen!

Normal Cover command, nothing different there.
(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-OdinsArmor1_zpsdc66c3d7.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-OdinsArmor1_zpsdc66c3d7.png.html)

Yet by equipping Odin's Armor...
(http://i112.photobucket.com/albums/n198/LastingDawn/OdinsArmor2_zps0c84b033.png) (http://s112.photobucket.com/user/LastingDawn/media/OdinsArmor2_zps0c84b033.png.html)

Paladin Cecil can use Cover as if it were Dark Omen!
(http://i112.photobucket.com/albums/n198/LastingDawn/OdinsArmor3_zpsa2a8cb4d.png) (http://s112.photobucket.com/user/LastingDawn/media/OdinsArmor3_zpsa2a8cb4d.png.html)

And this doesn't even cover the sidequest that is accessed through Hunt!

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-Sidequest_zps1865ca94.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-Sidequest_zps1865ca94.png.html)

Nor does it cover the many different new weapons that one can find, or the completely revamped Item Tables.

Stay tuned for further updates! All that is realistically left on my part is maybe a couple more code routines, but the biggest part remaining will be changing enemy's stats and maybe some AI.

EDIT: 2/16/14 - Completed up through the Old Waterway, Octomamm can be a bit tricky now. He sports a new weakness, but he also has a new strength. Also in this battle, Cecil (or Tellah) may be his own worst enemy, use the Shadow Blade judiciously...

Staff now has a new spell called "HolyBeam" which deals a little less damage than the Rod's MageDart, but it has the potential of hitting twice, making it more powerful than MageDart. And true to its name it is Holy Elemental which might make taking out the Zombies (which you might want to do for their unique rare item) a bit of an easier time.

Here is where Dark Omen stops tearing through everything that moves. They have enough magic evasion or magic defense to mitigate the damage. That does mean now that the full power of Curse can be seen however...
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 75% Complete
Post by: Drakon on February 13, 2014, 07:14:38 pm
This looks awesome, I wonder if it's doable to write a new story line and add new quests.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 75% Complete
Post by: Ballz on February 14, 2014, 11:44:52 am
That is some amazing work you've put into it. Are there plans to revise or improve the script to go along with the improved gameplay?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 75% Complete
Post by: Grimoire LD on February 14, 2014, 12:11:36 pm
Thanks fellows! At your question Drakon it is Very possibly. FF4kster is an incredible tool that would give someone with enough time and motivation the ability to create an entirely new quest (a fellow FFIV hacker by the name of Chillyfeez is doing just that. He's even implemented a Limit Break system in his mod!) Unfortunately I'm a bit strapped for time and when I aim too high I end up falling halfway, so I thought this would be a good incentive to get a base product out and go on from there.

Thank you Ballz for the compliment. The script is already revised by Vivify93 though, this patch uses the fantastic ProjectII as a base, which was Vivify's attempt at bringing the game back to its FFIV (rather than FFII) roots. In it he also rewrote much of the script based on more proper translations and it works wonderfully. So thankfully that part is already done. No more, "It's a surprise." "They obviously didn't understand!" "What a surprise!"

There is one controversial change I may have made though... While testing, despite doubling enemy attack power, I noticed still while in the back row armored characters are pretty nigh immortal. As this is meant to be a balancing/difficulty hack I decided to get rid of the accuracy divisor for the back row. This means that an enemy could deal minimal damage to normal damage to those in the back-row rather than dealing always minimal to half damage with a x2 evasion. Evasion... is frankly broken in FFIV and so I added this to hopefully mitigate some of that. This does apply to players as well. They can attack back row enemies with the same conditions.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 75% Complete
Post by: Ballz on February 14, 2014, 08:05:22 pm
Oh, that's cool. I haven't played Project II but I like the idea behind it and it would certainly complement your project. I look forward to playing FFIV for like, the 60th time.  :)

One last question: any thoughts to reworking/expanding the menu windows and names of items and monsters? 
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 75% Complete
Post by: Grimoire LD on February 14, 2014, 10:31:09 pm
Unfortunately those things are a bit... beyond my knowledge base. I have some things in hacking that I excel in (lists and formula recording) while there are other things I struggle to grasp (text and graphics). Also FFIV doesn't have as much room as it should (for... anything) and finding new space for expanded names is nigh impossible.

However there is an empty space of over 2000 bytes in the Menu coding, that likely does belong to the removed menus you were referring to, that were present in the original version. Those other options are nice but... aren't 100% necessary (except ATB, if there was a way I knew how to let the player switch from Active to Wait, I would set that up) but all in all that is beyond the scope of this particular project, I'm afraid.

A bit of an update though I have tested through the Kaipo Guard battle and I think I've actually made the battle *gasp!* strategic. For the most part enemy's HP/Exp/Gil/Level all look as they do in FFIV:DS because I felt that was the closest FFIV ever got to truly balancing itself and most enemy stats are doubled or... +1/2 of what they originally were to assure that Cecil isn't just treating everything like a glancing blow. 
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 75% Complete
Post by: Drakon on February 15, 2014, 08:22:11 am
Would it be possible to expand ff4 to a larger rom?  I don't know how difficult or easy it is expanding snes games.  I've expanded gameboy roms for projects before.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 75% Complete
Post by: justin3009 on February 15, 2014, 11:25:17 am
I can tell you that the Battle Menu in FFIV is a BITCH. I was trying to help someone with it before but I had so many issues trying to get everything and I couldn't even find a good chunk of what was needed to expand them.

I'm sure it's possible and could be easier written though
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 75% Complete
Post by: Grimoire LD on February 15, 2014, 09:26:45 pm
I have no idea honestly. I've heard that there is some issue with expanding the rom, but I can't recall any specifics. I know there's a specific tool to expand FFVI, but nothing like that for FFIV. I think there might be some worth in it. FFIV has a fair amount of "dummied" maps which are maps that have an index, dta, but no actual sprite data to them. There are... 19 of those sorts of maps, three of those belonging to the old Programmer's Rooms. In the Lunar Subterrane there's also a reference to an unused map index and where this trigger would have been located...

Starting at CFCF9 there is a decent amount of unused space continuing until CFE5F. That leaves room for maybe... two decent sized maps. 166 (358) bytes left to use.

I think since it is just an index that you might be able to append more maps to the end of rom and use some of these unused indexes that the game already has.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 75% Complete
Post by: Drakon on February 15, 2014, 09:30:56 pm
That's strange, ff6 is one of the larger snes games ff4 is one of the smaller ones.  I guess the main engine would have to be reprogrammed to support extra bankswitching?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 75% Complete
Post by: Grimoire LD on February 15, 2014, 09:38:27 pm
That is quite likely. In my experience from within the game, there are only four programmed banks. 00 - Map Events, 01 - Main Menu - 02 Battle Menus (possibly other things in battle as well), 03 - Battle Routines. I wouldn't know how to make the game read extra banks on my own meager knowledge.
EDIT: 2/16/14 - Completed up through the Old Waterway, Octomamm can be a bit tricky now. He sports a new weakness, but he also has a new strength. Also in this battle, Cecil (or Tellah) may be his own worst enemy, use the Shadow Blade judiciously...

Staff now has a new spell called "HolyBeam" which deals a little less damage than the Rod's MageDart, but it has the potential of hitting twice, making it more powerful than MageDart. And true to its name it is Holy Elemental which might make taking out the Zombies (which you might want to do for their unique rare item) a bit of an easier time.

Here is where Dark Omen stops tearing through everything that moves. They have enough magic evasion or magic defense to mitigate the damage. That does mean now that the full power of Curse can be seen however...
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 78% Complete
Post by: Drakon on February 16, 2014, 11:45:02 pm
Yeah you'd probably have to change the engine to support extra space which would most likely be a fairly serious rewrite.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 78% Complete
Post by: Mauron on February 17, 2014, 12:54:13 am
You should be able to JSL into a new bank and RTL back.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 75% Complete
Post by: STARWIN on February 17, 2014, 08:02:42 am
reprogrammed to support extra bankswitching?

Most SNES games do not have bankswitching because PC is 24 bit instead of the 16 bit that NES had. For programming side you probably have to only take care of PB and DB registers (when necessary), and what Mauron said already takes care of PB.

I'm not so sure how to change the actual memory mapping though (just change the rom size byte in the header from 0A to 0B and pad the ROM image to double size perhaps?), and whether such changes break compatibility on real console or not (if that matters to the author). If an alternate mapping keeps all stuff in their original places (or just moves them around in a simple manner), I see no reprogramming of the game engine in such case.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 78% Complete
Post by: justin3009 on February 17, 2014, 09:53:57 am
You really shouldn't have any issues with any kind of 'mapping' with the SNES, especially Final Fantasy IV.  Pretty sure that was a decently small game so you'd have really no space constraints for whatevers needed.

The real problem would come up if all the spells were specifically made for one bank, IE: The bank is hard-set to say.. '$C2' or something.  If so, you'd have to write your own code to break off for other spells OR make it so it's NOT hard-coded for everything.  Doing that, you just need to JSL and you're able to throw anything anywhere in the ROM and you're set.

As for RAM, 7E:0000-7F:FFFF I think are the max you can have there.  It's just a matter of working with the code and moving what needs to be moved.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 78% Complete
Post by: Grimoire LD on February 17, 2014, 06:16:21 pm
As mentioned it should not be a difficult matter. There's several parts of the code that looks at some obscure place in ROM like 15XXXX to draw some actual routines from. However I can say that spells are initially hardcoded to bank 03. When a spell is used it goes through deciding what spell is used, draws up a list of pointers in response and adds a 03 to that to make it jump to somewhere in Bank 03. That part might not be difficult to change, but then getting it to look at a variable bank that is not set particularly may be a difficult matter.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 78% Complete
Post by: justin3009 on February 17, 2014, 07:28:29 pm
The simplest way to go about that (I THINK) is to have a table on where it sets the bank.

So it gets whatever spell it is, preferably the number, transfers to X and then does an LDA,x based on a table somewhere else that picks up the bank.  That way, you can set where EACH spell is in-game.  So if you ever created NEW spells, you could just tell the table to use bank whatever and you'd have the freedom to do it.  Though, you may have to do a few other things for it to return to it's original routine correctly.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 78% Complete
Post by: Grimoire LD on February 17, 2014, 09:20:34 pm
That's a possibility, let me check my spell notes on that regard... Yeah, if there are multiple parts devoted to magic there shouldn't be any real issue. Since the default game only holds 52 spell formulas in the first place.


EDIT: While play-testing I found it a little difficult to justify using any of the Break Skills for a chance that they might miss and waste Cecil's turn who is ordinarily your power at the start of the game. So I changed the Break Skills to deal a decent amount of damage each attack, however, and this is a little important, it is based on Physical Attack Power but it is also a Magical Attack so the enemy would guard against it with Magical Defense and Evasion.

After relatively breezing through Mt. Hobbs I realized that the speed of the enemy was significantly lower than the speed of my party, so I more than doubled their potential speed and now they seem to stand on more even footing.

I am also glad to see the Staff's new ability of HolyBeam working out great. It does Rod-like damage on normal foes but to enemies that are very weak against Holy it does roughly 200 damage, which is nearly enough to kill a foe (or kill some outright. Great against Skeletons) and if you happened to farm a little for a FlameRod from the MiniMages you can make quick work of the Skeleton group all together.

I still have to do something with the MomBomb boss fight, but that will come in time. For now everything looks to be going quite smoothly. Hunt is working great, Dark Omen is useful, as is Blind (which replaced the Sleep spell) actually mitigating enemy attacks that might have dealt significantly more damage to the party and Edward is a staple of healing with the Dreamer Harp healing 1/10 of an Ally's HP (and raising their attack to boot) each song. I also got to test out Aura and saw that it was working perfectly as well.

All in all I am pleased with this progress. I do worry though that I will have a hard time of keeping the constant "challenging, but fair" aspects of the game moving forward and fear it will become too easy. I also need to incorporate one of the new foes in Mt. Hobbs to allow the player a drop of the Master's Headband...

I think I'm also going to increase Dark Knight Cecil's Will to a default 20, making it so he can actually use his Break Skills efficiently. Because even at 127% hit percentage the enemies can still block it, and do so relatively frequently. While this will double the chance of it hitting.


EDIT 2: Here's an update you might enjoy! I made a method to switch Edge for Cid and Cid for Edge during the Endgame! It requires no messy hubs or anything like that. You simply use an Item and you're off to the races!

Here it is in pictures...

(NOTE: The picture is taken from a test build and does not reflect the actual product. There will not be a party arrangement of Tellah and Edge, nor will there be a palette changed Baron Town)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-Edge-Cid1_zpsa8c12fe8.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-Edge-Cid1_zpsa8c12fe8.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-Edge-Cid2_zpsc06eb059.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-Edge-Cid2_zpsc06eb059.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-Edge-Cid3_zpsa060d284.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-Edge-Cid3_zpsa060d284.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-Edge-Cid4_zps69cfa6cb.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-Edge-Cid4_zps69cfa6cb.png.html)

I was rather torn on who to choose... there is always Yang, Edward, even have it be a way for Cecil to switch back and forth between Dark Knight Commands and Paladin Commands (granted I've already done that in a much more efficient manner), but I gave too many cool abilities to Cid for him to just languish like that. So here's everybody's favorite Chief Engineer who can switch freely with everyone's favorite snarky Ninja!
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 80% Complete
Post by: Drakon on February 20, 2014, 06:04:00 pm
Looks great.  How far do you plan on taking this?  Going to work towards a new final fantasy completely or still not sure?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 80% Complete
Post by: Grimoire LD on February 20, 2014, 10:22:23 pm
Oh no, it's exactly what it says on the tin. Combat Boost. It moves a couple of treasures around, adds in several new enemies, some new events (The Daughters of Artemis" sidequest", and the Switch item for instance) changes most commands, equipment, and armor, giving some of them special effects based on new coding and makes the game more difficult by removing many of the benefits of being in the backrow, adding an entirely different element and feel to the game, and all enemies have had their stats increased and several enemies have some changes to their AI Scripts.


I'm afraid I don't have time at the moment for any Grand project like "what-if" scenarios or anything of that sort. When I aim too high I often fall halfway. So I thought to limit myself here and so far it's going great.

Also an update. I am right before Mt. Ordeals and everything looks to be working great. I may need to do something about Cecil's high defense though... I'm likely going to have several enemies that you can encounter Strike with the Dark Element and make Cecil's Dark Armor resistant to Holy (therefore by FFIV rules, Weak to Dark). This will fix the problem I have seen most recently of Cecil absorbing too much damage for my liking, but lowering the defense of armor wouldn't feel right, but I didn't want to increase enemy's attack too high or else they would one-hit-kill the leveled lighter armored character in one or two hits. That's not good game design...


EDIT: 2/21/14 - So I did end up lowering the powers of Armors because they are fairly insane as high as those defenses get. I also made it so Elemental Weakness on a weapon deals x2 damage rather than x1.5 x1.5 doesn't really show much of a difference. x2 makes a big difference though. Cecil is now a liability as you proceed up Mt. Ordeals rather than someone who can take hits. It is up to the Twins and Tellah to support him up the mountain.

I made Milon into a fairly challenging boss that could make the player pay for several careless mistakes. Tellah can equip Cecil's Dark Swords and with his Elemental Weapon ability he can exchange the Dark Element for a random assortment of elements. So you could use that as a possible strategy. Because of Tellah's more militant role, I decided to get rid of his stat decreases as he levels. This Tellah is a little more Red Mage like than an Aging Sage type. I am right before now where Cecil becomes a Paladin and progress is moving smoothly.

Without purposeful farming I had gotten a number of rather rare treasure. So far I have acquired the Thief Knife (which is the only other weapon Dark Knight Cecil can equip aside from the Dark Swords), the Item Seeker Knife, Dead Man's Clothes (served me extremely well on Mt. Ordeals), Flame Rod, Black Robe, Headband, (Since I altered all drop tables, I made a number of 1 time equipment or equipment that can eventually be bought, into acquirable battle spoils). I did not find the Scholar's Hat, the Chemist Ring, or the Master's Headband, as of yet though. This is good proof that the 1/32 drop works well as an actual acquirable item rather than the stupidly rare 1/64 drop where you're lucky to get anything useful the entire game if you're lucky enough to get a 1/64 drop in the first place.

EDIT 2/23/14 And I am back down the mountain! I changed the Dark Knight battle considerably. If you've been paying attention to the changes though, the battle shouldn't throw you too off-guard. I trained Paladin Cecil to Level 20 and along the way gained a Traveler's Knife which will be useful for a very long time, but not always the preferred weapon.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 81% Complete
Post by: Grimoire LD on March 05, 2014, 08:56:59 pm
This update has been a bit of time coming. I always liked that The After Years made the Devil's Road (Serpent Road in this) into an actual area so I took my own interpretation of it.

The party of Palom/Porom/Tellah is highly unique in that there is a strong focus on magic moreso than anything, but the problem with the party formation is that it's only around for half of a pretty small area. I decided to let this crew tackle another area called the Serpent Road.

The unique enemies here are inescapable and each one has their own powerful tactics against the player.

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-SerpentRoad2_zpsf85df3d5.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-SerpentRoad2_zpsf85df3d5.png.html)

The area is based around fake walls so there is a heavy element of trickery and because of this the place becomes labyrinthine with false leads and dashed hope (remember this Is a difficulty hack as well, hehe)

The enemies here are more geared towards this party, but I made one specific decision. Each enemy here would be resistant to Bio (Virus). Which will be the only spell in the game to be Immune Elemental. Which means that you may find it dealing 1 damage to some foes you might not expect it to.

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-SerpentRoad1_zps39dde95a.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-SerpentRoad1_zps39dde95a.png.html)


You may find your weapons lacking in damage...

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-SerpentRoad3_zpsb2e68a40.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-SerpentRoad3_zpsb2e68a40.png.html)

But there are ways around that! The unique enemies in the Serpent Road are mostly Mage types, which if Palom is sufficiently leveled or Tellah sufficiently geared he can cast the new spell Aura on Cecil and give him several Strong Against certain races of Foe.

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-SerpentRoad4_zps82999bca.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-SerpentRoad4_zps82999bca.png.html)

This makes Cecil's damage go from that to this....

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-SerpentRoad5_zpsc8934136.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-SerpentRoad5_zpsc8934136.png.html) (Note: In this particular picture Cecil is using the Traveler's Knife which has a chance to cast Scan on hit which it did here, and that is why Scan is displayed as if Cast... because it was cast along with damage)

If you find your lack of strong damage against these foes as worrying, you may use Tellah's Piercing Sight spell to randomly change the elemental weakness of the foe!

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-SerpentRoad6_zpsef0274f9.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-SerpentRoad6_zpsef0274f9.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-SerpentRoad7_zpsef3a692d.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-SerpentRoad7_zpsef3a692d.png.html)
Now it is weak to Fire which Tellah or Palom can exploit to the fullest!

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-SerpentRoad8_zps981d9e4e.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-SerpentRoad8_zps981d9e4e.png.html)

With these new tools at your disposal the harrowing Serpent Road will still be a trek, but it is doable, make no mistake about it.

However this is the point in the game where the player should adapt to their new toys or else they will be outclassed by many manner of foes moving forward.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 83% Complete
Post by: SirRob on May 31, 2014, 02:27:54 pm
Wow, a lot of work has gone into this so far. Liking some of the changes and influences from FFIV TAY and the other ideas. Looking forward to playing through again with these changes, it looks like it will surely be the "Combat Boost" to change up the game's replayability,
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 83% Complete
Post by: Recklessly Impressionable on June 01, 2014, 02:28:00 pm
I had to comment on how amazing your work is looking Grimoire. The Matrix Software version of FF IV may have increased the difficulty but everything else i think was done better in the SNES version, and with all the features in your hack, it would certainly be the new definitive version of the game.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 83% Complete
Post by: Grimoire LD on June 06, 2014, 12:58:21 am
Thank you very much Recklessly Impressionable and SirRob. I've been tweaking some things. I noticed that while I made enemies more powerful the new abilities and equipment don't quite stack up, so I changed the entire Glove/Ring "system" Of FFIV and made them all accessories that people can equip in the style of FFVI's Relics (sort of, not really) so a smart and observant player can say... equip a Star Pendant when fighting Hydra's or the Germinas Ring to prevent being Stunned from Guards in the Waterway. Proper status defense may be important but if you plan accordingly you should come out fine. Though I should note that generally you will only get 1 of a variety of Accessory from a new joining character, you can Win additional accessories from certain monsters though, after all every Drop Table has been revamped with an emphasis on variety.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 83% Complete
Post by: Grimoire LD on July 20, 2014, 11:00:31 pm
It has been quite a while, but I am fully done with testing... up until the same point. I had to do multiple run throughs to make sure everything worked optimally and it does appear now as if that is the case.

So yes, I am still just at Kainazzo/Cagnazzo, but all of the new commands are now working optimally. Because of the vast amount of rare items that can be collected from lucky enemy drops (or purposeful grinding with the Item Seeker Knife) each playthrough (to this point) has been quite unique.

Of note I have also disabled the Defense Multipliers from Shield Bearers when they equip Shields. That was making it nightmarish to balance because I was balancing it against Shielded Cecil who I also wanted to take damage just like anyone else, but the original setup of the game is not so thoughtful in that regard.

Just a slight update on saying what the holdup has been. The Accessory system mentioned above works great, equipping the right thing (if you were lucky enough to get it) could at times mean the difference between victory and defeat.

In addition the Twins now have a third Twincast Spell called "Dark Holy" (FFT Reference) It is Dark and Holy Elemental, has high damage output and can Blind foes.


EDIT: Baigan and Cagnazzo are now done. Though on the surface they may seem a bit simple, they are quite dangerous foes with several different new tactics that they utilize while battling them, they will not be the simple affairs of the original game.

Also Cid is now fully tested and his abilities work in an ideal fashion. Coat Weapon works perfectly, Advance effects his Attack and Defense in the order I had hoped and Item Lord is looking good as always.



July 23, 2014, 09:40:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The Overworld foes are now completely finished! The ones that you can get access to with the Airship are each challenging in their own respects.

Also instead of getting rid of Defense Multipliers (one every 16 Agility is not very plausible...) I changed the system entirely. Now instead of looking at every 16th Level and if you have a shield equipped Defense Multipliers are now One every 16 Vitality Period. So it increases the worth of Vitality as I had noticed that my system was sort of making Defense itself rather worthless on its own, but this increases the importance of Vitality by a ton.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 85% Complete
Post by: Grimoire LD on July 28, 2014, 01:46:06 pm
Alright, this mod is now complete up until the Dark Elf! While using Cid, I realized that he was not as useful as I had hoped. In some respects he'll be a late bloomer. His damage output at this point is... decent, but is helped immensely by his new ability Coat Hammer combined with the new item Homing Device. While testing out Coat Hammer (looks for a status inflicting item in the first slot, if it finds it then it applies the status that would be healed to Cid's weapon) For instance, if you use an Antidote - Poison would be applied to the weapon. I added two new functions to this command

If you use the former Gysahl Greens (completely worthless in this hack as Whistles are sold in every shop for a measly 10 Gold, making it so you don't have to worry too much about inventory space.) now called Homing Device (Accomplished by using, the now unused Wrench icon and writing "(Wrench) Homing".) Cid will have 255 Accuracy for the battle, which means that his other Coat Hammer Statuses will 100% apply to an enemy, if the enemy doesn't resist it.  They are available in every shop and  In addition Cid can use the Drain Item (VampFang in this hack) and apply that to his weapon to give himself Drain Elemental for the battle, giving him some much needed survivability, if you're lucky enough to have some (enemies throughout the game have a chance to drop it so finding them isn't that much out of the way). This should give him some of the early game versatility and make him different from Yang and Tellah enough to make him stand out.

Item Lord though really will shine late game. There are few items at the point in the game you get him that you would want to split (except status healing items when you're hit with an unlucky amount of statuses on the party at once). But late game Cid can use Hermes Shoes, Moon Veils, Elixirs, and Couerl Whiskers (Death) to change the tide of battle in a real and meaningful way (unfortunately I could not get Revives/Phoenix Downs to work with Item Lord unfortunately. That might have been a bit broken anyhow) but if you're willing to use one of those precious Drain Fangs you will likely be able to Drain back to full health as it hits all foes  (Kind of a reverse Sylph in some respects)

Also, I've changed the function of the Uncurse Potion (Cross in most other versions) to also remove Sleep and Stun. I got rid of the Eggtimer (Alarm Clock) early on and replaced it with a Frog-All item, but I've put in a fair amount of enemies that Sleep or Stun, and Panaceas (Unicorn Horns) are an expensive ware. This will be extremely useful with Cid's ItemLord ability early on, without a doubt.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 85% Complete
Post by: Recklessly Impressionable on August 02, 2014, 01:42:45 am
I'm always happy to see new updates; "Dark Holy" and the Cid changes all seem like neat ideas
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 85% Complete
Post by: Grimoire LD on August 19, 2014, 01:09:51 am
Well, I am now finished all the way up to the End of the Overworld section. That's nearly half the game down! These last few weeks have been spent fine-tuning and testing every foe to make sure they were defeatable and to assure that the challenge was consistent, but fair to the player. The Tower of Zot ups the ante once more, but should be kept level with the levels gained in the Magnetic Cave. Status effects, status guards, proper equipment optimization and knowing the roles you want your characters to play will be essential to win now. (Granted you weren't exactly coasting by in earlier areas)

Cid will become an incredible asset during boss fights now with the ability to split items, especially in those unlucky turn of events where Sleep and Stun may abound. Just toss one Uncurse through Item Lord onto the party and recover. While Tellah may have had the oomph to stand alongside Cecil with a sword, it is quite likely from hereon he will be relegated to magic use. His Strength begins to lag behind and his other roles of Healer and Magic User become paramount to success.

But this is only from the Magnetic Cave to the Tower of Zot (And Eblan, by extension) that these tips apply to.

I think I am in a comfortable enough position to release a demo with "Overworld Complete" as its tag to gauge the reaction of interested players.


Now a couple of hints...

1. Always keep in mind that this is a challenge mod. While your new skills and equipment should keep pace with the game, do not fear to grind, after all, most enemies now have a rare or unique 1/32 drop that may help you on your way whether it be a new accessory or a rare weapon, you can be sure it is likely worth the effort, should you feel up to it.

2. The beginning of the game is brutal for those who don't utilize Dark Omen to its fullest potential. Remember, Dark Omen is a dark elemental spell with a good damage potential instantly killing much of the early game foes without the bat of an eyelash. It will be a lifeline in the early parts of the game.

3. Stock up on all kinds of status healing items, you can't be sure what the next foe will inflict upon you so always come prepared. With Whistles being 10 GP you will no longer have to worry too much about Item Space.

4. Make use of the new abilities. Though you really can't use Kain's Dragon Speech in your first outing with him (unless you grind to a ridiculous amount to stand on equal terms with the 1/64 enemy Mech Dragon outside of Baron...) Rydia's Geo, Edward's Bard Song, and Yang's new Gird (eventually) are helpful tools indeed. Also don't forget Rosa's entirely new skillset. Hunt will be the key to getting many unique and powerful items.

5. Be aware of the new stat bonuses. Many items that were in the original game give stat bonuses and you can be sure the new ones will too. There isn't an Item Description for them (Yet) so make sure to check on your own.

6. Take advantage of enemy types! The Traveler Knife, if you are lucky enough to obtain it deals heavy damage to Beast-type enemies

And that should be all the hints needed! I think... if you have any questions, complaints, bugs (not visual though, I'm aware of many of the in-battle graphical anomalies which may occur with my hacks) please, post them here.

(I would have attached it directly to this post, but it seems I'm unable to do thaat for some reason)

Final Fantasy IV-Combat Boost! (Overworld Complete) (Beta0.03) (http://jmp.sh/MXucbtR)

WARNING: Must Be An Unheadered Rom!
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Recklessly Impressionable on August 20, 2014, 05:45:49 pm
Grimoire..... you're killin' me man :D I'm excited to test out this beta and give you some feedback but all the rpgs i've been looking forward to all year are coming out now all at once (Tales of Xillia2, Wasteland2, etc.) so it might be a bit before i try this but i surely will before long. FF IV is one of my fav games, although i don't think anyone has got it right yet with the remakes and revisions i've seen so far, but the work you're doing here seems excellent, thanks
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on August 20, 2014, 09:57:46 pm
Heh, no problem with timing. I'm just curious if I'm making a hack purely for myself and my tastes or if I'm making something some select others may also enjoy.

As for this "revision" I assure you it can't be considered as "getting it right". I gave nearly every character a bunch of new toys to play with and created scenarios of enemies where they can take full advantage of their new skills. I suspect the challenge will turn a lot of people off of it, if they were to give it a chance.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: NinjaTurtle82 on August 23, 2014, 02:22:16 pm
Final Fantasy IV's my favorite game in the series because it was the first RPG I've beaten. Well, that and the story was good. And now I see this, and looks like to be yet another fun way to play what's already a masterpiece. Good work so far, GrimoireLD, and I hope the final product will be a blast to play.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Chickenlump on August 23, 2014, 06:33:35 pm
I'm just curious if I'm making a hack purely for myself and my tastes or if I'm making something some select others may also enjoy.

Oh, no, I'd love to play your modification of this game. I'm going to wait until it's pretty much complete before getting too into it though.
I've read the thread a couple of different times, and love the changes you've made thus far.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on August 25, 2014, 12:48:23 am
Thanks for the encouragement NinjaTurtle82 and Chickenlump and while I do appreciate the sentiment that people would like to try a finished product, it would be a little heartbreaking to build this mod up to that state of development and see that it is virtually incompatible with anybody else's taste. As the maker my changes come across as natural to me and so because I created them I adapt to them very easily, but I don't know if anyone else will follow through with that same mindset or if the ideas synthesize well for anyone else.

Well no matter, I'm still debating whether I want to put random encounters in Eblan Castle (so the player can't just waltz up (to the trapped chests) and take the goodies inside) and I'm on the fence of adding another mini-dungeon like section in order to get the Magma Stone or possibly after the airship has crashed to be able to have the extremely short lived party of Cid, Kain, Rosa, Yang, and Cecil be able to show their abilities together.

Also gives the Gaea Hammer more room to breathe than a single room in the Tower of Zot, because that's how you design games, right? You make a weapon that you get at the End of the dungeon for a character you're going to be losing after a half of an hour! I love FFIV, it's my favorite game of all time, but sometimes the design philosophies do make me shake my head.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: KingMike on August 25, 2014, 12:09:59 pm
Also gives the Gaea Hammer more room to breathe than a single room in the Tower of Zot, because that's how you design games, right? You make a weapon that you get at the End of the dungeon for a character you're going to be losing after a half of an hour! I love FFIV, it's my favorite game of all time, but sometimes the design philosophies do make me shake my head.
Never gotten Aeris' Level 4 Limit Break. Didn't she also get her ultimate weapon for only a short time too?
(then again her Healing Wind Limit Break was so useful I never really used anything else. Wasn't it like 50% HP recovery for the entire party?)
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Mauron on August 25, 2014, 01:05:47 pm
Never gotten Aeris' Level 4 Limit Break. Didn't she also get her ultimate weapon for only a short time too?
(then again her Healing Wind Limit Break was so useful I never really used anything else. Wasn't it like 50% HP recovery for the entire party?)

Her level 4 limit break was stupidly powerful. It made the party invincible. I got it once.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 22, 2014, 12:57:20 am
Hey Grimoire LD,
I'm playing Combat Boost now.
Took me a couple of tries to figure out the patch should be applied to a nonheadered ROM  :o
Anyway. I'm only done with the Mist Cave thus far and I have a few bits of feedback...
1) seems both DK Cecil & Kain's special abilities are called "White." I'm thinking that's probably not what you had intended. My Kain doesn't have any abilities at all yet, but it definitely seems wrong for the Dark Knight to be using any ability called White, especially since the abilities therein are not spells but sword techniques.
2) as a habitual RPG grinder, I like that the rewards for doing so are tangible. I got the Cockatrice Summon orb unexpectedly, then I got two thief knives (from separate battles), and with a thief knife was able to obtain the Imp orb.
3) BUT... On the subject of the thief knife... Only Cecil seems to be stealing when using it. When Kain uses it, I get the first half of the Peep/Scan visual, but nothing else. Is this intentional? If so, what exactly is happening here? Because it's not really clear...

Anyway, I imagine this will take a while, so I'll check back in as more comes up.

:addendum: after Rydia summons Titan in Mist, the scene in the forest clearing takes place in the wrong x,y orientation.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 22, 2014, 01:28:16 am
Thanks for giving this a look Chillyfeez, please recall it is complete all the way up through the Overworld. Once the plot directs you to go to the Underworld the enemies and chests are unmodded from there.

Ah, yes that is intended *for the moment* the sword techniques are in the White Magic Spellbook (01-14) and you know the weirdness with trying to learn spells outside of their natural spellbook (doesn't seem to really work).

Kain's spellbook is White because he learns magic from wounded Dragons of which contains Dragon Magic and White Magic, there are no dragons in the first section with him (none that you would be able to actually fight without dying). There are two in the Overworld, one you'll likely come across. The other, you may need a Siren.

Yes, I tried to do my best to upgrade the drop charts to be useful, Imps drop Thief Knives and stealing is the best way to get several summons.

That Kain cannot use the Thief Knife (or any special command weapon correctly) is an unfortunate side effect of my Imbued Weapons routine only looking at the Right Hand. Palom has the same effect as well. I was very strapped for space so I couldn't include Left Handed functionality. I suppose I could just make Palom and Kain right-handed or not allow them to equip any Imbued Weapons. Or I could look at including left-handed functionality down the line.

The Forest cutscene being screwed up is an old bug in Vivify's Project II which I fixed... for Project II, I never got around to fixing it in Combat Boost since it was such a minor problem and didn't cause any adverse effects.

For basic hints on what some of the new commands do and the changes in battle system you may want to check out the Training Room, all of the text has been changed to accommodate the new player of this hack.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 22, 2014, 02:15:08 am
You've done a great job , by the way, of making it just hard enough that I die if I stop paying attention.
I'm used to blowing through the game at least until Octomamm. Admittedly, I lost to the Mist Dragon the first time around, and got dangerously critical against the Baron soldiers in Kaipo. I may have to consult with you when the time comes to seriously balance the monsters in my own hack.
:edit: OK, trying to keep Rydia alive when you first get her is REALLY frustrating. One hit from anything kills her, and I don't really make enough gold from the battle to sleep in the inn to reviver her AND buy a revive potion for next time.

Quote
That Kain cannot use the Thief Knife (or any special command weapon correctly) is an unfortunate side effect of my Imbued Weapons routine only looking at the Right Hand. Palom has the same effect as well. I was very strapped for space so I couldn't include Left Handed functionality. I suppose I could just make Palom and Kain right-handed or not allow them to equip any Imbued Weapons. Or I could look at including left-handed functionality down the line.
That sort of thing is kinda my specialty. I may be able to whip up a fix for that if you show me the disassembly of the imbued weapons code. If you want.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 22, 2014, 07:07:47 am
Thanks for the balancing bit, I'm not too sure how you'll feel when you get a little further though, heh.

Keeping Rydia alive is quite difficult, yes. I was wondering if I should just take the FFIV DS route and make her Level 5 or 10 by default, but it's all a matter of hitting the right amount of luck for the start. Dark Omen is your best friend though. If you can lower the enemy's stats with Curse you should eventually be able to take out the enemies from thereon while keeping Rydia alive.

If worst comes to worst you can run into the Old Waterway, grab Tellah, and use him as a buffer. While it may make leveling take a little longer (sort of, I balanced Exp. to be higher all around) it may be less frustrating in the long run.

Sure, I'll send you the routine, if you can make it work within the same amount of bytes that I have the current Imbued Weapons Routine in (since nearly all other free space is used up) that would be wonderful.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 22, 2014, 10:02:10 am
Yeah, I finally figured out I should be using Dark Omen early on. A suggestion - I won't be offended if you toss it right out - maybe increase Rydia's HP growth ever so slightly for the first few levels? It could even be balanced out by reducing it for the next few levels... Just something to get her more quickly past the ~45 HP hump so she can withstand at least one hit. The most frustrating part about the experience was that she remained a one-shot wonder for every enemy in the area until level 4 or 5. So the routine of Fight Battle, Use Dark Omen, GoBack to Kaipo to Rest, Repeat... dragged on a bit too long.

Question about Cecil's Sword Skills - is there any indication of success? I have not once had a visible reaction when using one. I'm not playing through on Geiger's (to discourage myself from cheating and thereby bastardizing my true reaction), so I can't just open the hex viewer to check the target's stats.

I'll take a look at that routine. What I'll probably end up doing is plugging in a "quick detour" out of the 3/0000 block into some empty space to do a "handedness" check, then decide which hand to check for weapon imbuement based on the result. It'll work. I ran out of space in the 3/0000 block in my own hack ages ago, so I've employed that method before. Won't take too long, but I probably won't be able to work on it until tomorrow.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 22, 2014, 05:18:46 pm
Giving Rydia more HP from the start and than decreasing it for the next few levels would be a good idea for that. That is a good observation you've made on the amount of HP she needs to survive. I might give her 60 or so and let her go from there.

There should be a graphic when the Break Skills succeed, but it won't work against enemies that have less than a certain percentage of stats (to prevent overflow) or bosses.

To be honest I'm not 100% sure I like the way the skills turned out. Early game they are, unfortunately, nigh useless as far as I can make out. They do later become more useful but I'm wondering if my "non-canon" set of Break Skills would have been better. They do some damage when they hit as well though.

My non-canon set of skills were things like Claw Break (sets their inflict Status Byte to 00), Elemental Break (set their resistance to 00) and Fate Break (random status to inflict in Status Byte 1, (1-40))

As of now the Break Skills take a stat and decrease it by 1/4.

Power - Attack Power
Armor - Defense
Speed - ...Speed
Seal - Magic Defense
Mind - Spell Power

I hope that clear it up a little. a lot of early game enemies don't have high defense so Armor Break likely is not doing much of anything.

November 23, 2014, 06:15:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Thank you very much Chillyfeez for the Left-Handed weapon fix, I just tested it out and it works Wonderfully! I was unaware of free space in that area.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 24, 2014, 12:46:30 am
You're welcome!

Wow, man. This game is hard.
It's weird, because I'm so used to it being so much easier. Octomamm took me three or four tries. Had to go back to Kaipo to load up on potions.
It's good, though. I keep thinking this is no good, it's too hard, but then I get past whatever part is giving me fits and I realize it's not too hard - it's just hard.

Anyway, long story short, so far so good.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 24, 2014, 01:18:20 am
Yes, I tried to strike a distinct balance where the player will have the feeling of real accomplishment when they conquer the next big foe, that all of the grinding paid off in more than just Exp, but some rare and useful items as well. The real difficulty of OctoMamm is its Magic Defense. Even in the normal game it is unusually high and with Magic Evasion actually factored in it's a little difficult to get a hit in, but this is where the Staff can come into a decent amount of play as OctoMamm is weak to Holy the use of either a weapon activated HolyBeam (since weapons used from fight ignore Magic Evasion as I recall) or a lucky hit with an Item Use HolyBeam can start to whittle it down.

That said you'll likely find the Antlion silly easy, I couldn't think of anything too creative with that fellow so all that is different with him are a status infliction, upgraded stats all around,  I might revisit that fight down the line.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 24, 2014, 02:06:58 am
Oh, I'd say the big challenge with Octomamm was the paralyzing effect of his hits. Heck, for most of the battle, Rydia and Tellah's job was potions... When they could move at all.
When they did have the chance to attack, I found myself using those bomb parts I had stolen so much of in the waterway... I didn't know he was weak vs. Holy. Guess I should pay more attention to elemental affinities.

Oh, also: the idea to have Dark Omen be the imbued power of the Shadow Sword is questionable. Considering Cecil can use the ability any time he wants, and the attack power is the same as the thief knife, there really is no reason to ever equip the Shadow Sword, except for the one-time novelty of seeing Tellah use Dark Omen. I avoided it, in order to avoid unintentional zombie status (which undermined one of my Octomamm fights).
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 24, 2014, 06:57:29 am
The Shadow Sword has +3 Vitality which could be newly crucial at certain stages as Defense Multipliers are no longer tied to Shield Bearers(Only) /Level 16 but instead are tied now to Vitality /16.

Ah yes OctoMamm has a paralyzing effect, and that is a bit tricky to deal with but Blink is Very useful in this fight and is probably best to save a fair amount of MP for that.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 24, 2014, 08:45:03 am
Yeah... I don't think I even noticed Tellah had Blink. Again, though, my fault, and a byproduct of my not being used to the challenge.

I still don't know if the Shadow sword is worth the trouble if it makes the character unhealable. I'd use it for sure if it had no special ability at all.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 24, 2014, 10:46:33 pm
Well only if Dark Omen activates is the character unhealable, not to mention it is Dark elemental which alone has its strengths. For instance, say Tellah has 13 Vitality, you can give it to Tellah to give him a possibly crucial Defense multiplier. Not to mention this weapon is the only weapon for a Long time that will apply the Curse status, you may not see the benefit of it at the moment, but you may come across ways to get by Zombification which can help you (Tellah also came with Regen which will heal a unit regardless if Zombified or not) and may make using the Shadow Sword more worthwhile.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 24, 2014, 11:27:41 pm
It's a relatively minor detail. It's certainly not going to change my overall opinion of the hack, but given the context in the game in which the weapon is acquired, I would most likely not ever use it.
But hey, if you like the Shadow Sword, that's cool. I've got other options if I don't want to use it.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 24, 2014, 11:38:32 pm
It's a relatively minor detail. It's certainly not going to change my overall opinion of the hack, but given the context in the game in which the weapon is acquired, I would most likely not ever use it.
But hey, if you like the Shadow Sword, that's cool. I've got other options if I don't want to use it.

Very true, it is fairly minor. I believe its use is more "long term" than anything immediately apparent. It's an immediate option for those who didn't get Thief Knives (or the other two weapons that Dark Knight Cecil can equip at this point either) though, with all of the downfalls that come with excessive use of it.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 25, 2014, 12:08:19 am
I'm digging the bardsong ability so far.
Question... I know you developed an improved Item Lore ability. Did that not make the cut, or does somebody besides Edward use it?
He seems a bit light on skills, but then again he's also probably the shortest-used playable character, so I think I support your decision there.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 25, 2014, 12:45:25 am
I'm digging the bardsong ability so far.
Question... I know you developed an improved Item Lore ability. Did that not make the cut, or does somebody besides Edward use it?
He seems a bit light on skills, but then again he's also probably the shortest-used playable character, so I think I support your decision there.

Indeed, characters that don't have long staying power (Edward, Twins, and FuSoYa) have lost their unique abilities (How will the world live without Cry?!) and other central characters now have them.

I should mention that Cid is newly "central" with an item you get very late at the start of the Giant of Babil which can switch Edge out for Cid and vice-versa. In this case Cid got Salve, now known as ItemLord and because of this he has a lot of versatile use when you get him. When you do get to that point perhaps you can help me with a couple of modifications to ItemLord as it's working well, just not 100% to my original design or liking.

If you were referring to classic Chemistry in FF (x2 healing from Potions), there is a special accessory which can drop from various enemies throughout the game which will give the one equipped with it x2 healing from Potions and there is a special Hat that you need to make use of your new abilities to attain (you might recall what I'm referring to) which will give Battle Items x2 Damage.

Bardsong is rather wonderful, it can make any battle go from unwinnable to a rallying hope, if you can survive long enough to continue getting the boosts.

How has your item space been so far? Is the Whistles being 10 Gil from shops helping out at all?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 25, 2014, 02:15:46 am
Oh, yes, I forgot to mention the whistles. I've been using them quite a bit, and it's a good, simple fix for a rather obnoxious problem with the original game.

As I recall, Item Lord splits any item instead of single targeting, but the catch is it automatically works on the first item, which means it fails if the first item can't be used, right?

I think I got the potion x2 accessory and Rydia has it equipped right now. I meant to try it out but I don't think I've needed to yet (I've been grinding outside Damcyan for Edward, where the toughest monsters are sand worms, and damage is healed for free in the castle).

I think you're referring to a poach ability, right? Yes, I talk a lot, but I was paying attention! I'm kind of excited for that one - I loved poaching in FFT (but oddly was never into the Ragnarok esper in FFVI).
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 25, 2014, 09:39:27 am
Oh, yes, I forgot to mention the whistles. I've been using them quite a bit, and it's a good, simple fix for a rather obnoxious problem with the original game.

As I recall, Item Lord splits any item instead of single targeting, but the catch is it automatically works on the first item, which means it fails if the first item can't be used, right?

I think I got the potion x2 accessory and Rydia has it equipped right now. I meant to try it out but I don't think I've needed to yet (I've been grinding outside Damcyan for Edward, where the toughest monsters are sand worms, and damage is healed for free in the castle).

I think you're referring to a poach ability, right? Yes, I talk a lot, but I was paying attention! I'm kind of excited for that one - I loved poaching in FFT (but oddly was never into the Ragnarok esper in FFVI).


I'm glad to hear the Whistles are working out, since status recovery is So important in this mod (since there is no Esuna/Heal) I didn't want to have people's very limited inventory filled with status recovery items.

You are correct about Item Lord, but somewhere along the lines some odd things happened...

Well No. 1 isn't that odd. It's how its programmed. Part of the idea behind Item Lord was to take a multi-hit Item as well and turn it into a Single Target, so a concentrated Bomb Arm to deal massive damage to a single enemy, for instance. Unfortunately that's not the way the game has that working. It can Single Target, but it will still only do damage as if it had been split, which makes that particular functionality worthless in many cases.

No. 2 is somewhere along the way it lost the ability to Revive en masse, which was supposed to be one of its highest appeals. Now it acts... well like those old pictures you showed of trying to revive multiple characters.

Ah, good work. Yes the "Chemist Ring" is the item. I should note that the Memento protects against Instant Death and can only be equipped by Rydia. It also gives 3 Strength which has its uses down the line (depending on how you build her)

Well the entire setup is based on "Poach" but I always found that to be an odd name. It's not as if those ravenous monsters were in a preserve or anything, so it was changed to Hunt.

Ragnarok was a bit... eh... Too late in the game, and not that much interesting that could be morphed and your morph chances were fairly abysmal in the first place. Very neat idea, not a great application.

Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 25, 2014, 11:37:45 am
Little thing(s):
The Exit and Siren items have "D" as their item description.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: vivify93 on November 25, 2014, 12:57:56 pm
Project II's descriptions of these items are:
ExitDoor - "Leave dungeons fast"
Siren - "Alerts rare enemies"

If it helps!
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 25, 2014, 10:37:40 pm
Indeed, I never actually changed their description yet, mainly because I'm not sure whether the Emergency Exit will be staying in the game.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 25, 2014, 11:27:55 pm
Another very minor thing... I think that either the Tonic (item) cures too many HP, or Cure1 (spell) is too weak.
By the time I get Rosa (first character with Cure1), I already have a billion Tonics, which are far more potent than her only cure spell. I mean, it's fine, she has some fun other abilities to play with, but it renders Cure1 another element of the game I'll never use because of its context.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 26, 2014, 12:08:59 am
...Yeah, it is probably too weak. I can change that. Especially when you compare it to the Dreamer Harp and how powerful that can get. I might want to raise the MP cost to compensate its new power then.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 26, 2014, 02:38:47 am
Regarding the Dreamer Harp... Why is it that, when it casts vitalize in conjunction with its attack, sometimes the result is massive (>1000 at level 15 or so) damage? I can see this happening against undead foes, but in fact it happens against water hags, turtles... Very unexpected enemies...

Also, I think I found a legitimate bug. Problem is I'm not 100% sure of its cause. I had just gotten out of Mt Hobbs and was walking to Fabul (luckily I had just saved) I got into a battle that was taking a while because there were six monsters. All of a sudden, mid battle, my characters started doing their "get hit" animations, but not taking damage. And furthermore, nobody was hitting them. After this happened (at least) once with every character, the game just froze. I reset and tried again. It happened again. I THINK the cause is Rydia's Calm Wind Geomancy skill, because that was a skill I used both times, and it didn't happen when I used geomancy in caves or forest (which I did quite a bit because ColdMist and Air Blade kick ass). Also, when I stopped using Geomancy, the glitching didn't occur anymore.

I do like the animation for Calm Wind, by the way. Is that from a normally existing spell, or did you find an unused animation somehow?

Ah! Continuity check: After Golbez and Kain take Rosa and the Crystal in Fabul, Rydia "heals the party with a Cure Spell," despite the fact that she can't use White magic in this version of the game...
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 26, 2014, 11:33:58 am
Vitalize can be a very powerful weapon for the patient. when it is used in its normal attack it can deal 1/10 of any enemy's HP. Which can be very useful for boss fights. It comes from the odd side effect of when a healing magic is used from an attack never setting the "cure" flag for some reason.

CalmWind is still broken? I had thought I fixed that, let me look...

Hmm, I wonder if it might be because it is set to Damage, status to living creatures formula rather than Damage, immobilizing status? I would suggest you go into FF4kster and change that (it's right underneath W. Meteo) and change it to Damage, immobilizing status (Mage's Formula basically) and go ahead and max out the Hit Rate and see if any other oddity shows up, but... modern FF4kster (basically anything after the 3/5/2014 version) will break several of my hack's commands (it is the irony that I provided the information that would end up making the tool more or less useless for me, eh heh...)

I'm glad to see Geomancy getting some use! Yes, Rydia is a rather powerful character despite losing White Magic she's still rather useful, any luck with getting any of the Whips yet? (Hint: Child Rydia can get two of the Whips)

Despite how broken CalmWind may be at the moment I have always been proud of CalmWind's animation.

It uses Flood's sound, Palette 018, Magnet's Sequence (that may not actually do anything) but what it really is, is Shiva's Ice Storm, recolored through the palette.

Wow, you're already through the Fabul Battle? Whenever I tested my game I had to be very careful at that portion and sometimes ended up losing multiple times before I made it through. Any comments or complaints about the sequence?

I guess you're heading onto the end of the Dark Knight's portion. Here is where the difficulty really picks up. You will want to talk to people in Mysidia to get a glimpse of what you may have to do in Mt. Ordeals, also the "puzzle" at the top may be a bit vague so please let me know.

Continuity... hmm... any suggestions? Rydia has no healing abilities any longer so she can't heal them with her magic and there's no guarantee that the player picked up the Dreamer Harp for Vitalize or I would have Edward heal the party.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 26, 2014, 12:43:25 pm
... Cure potions? It's the only thing I can think of. She very realistically could have gotten some from Fabul's supply, so as not to deplete the actual player's supply.
Alternately, since a stop at the inn is mandatory, maybe she doesn't heal the party at all... Maybe somebody just says, "let's rest up (or whatever)."

I did die once in the first battle at Fabul. But I had a StopTrap and used that the second time around. Oddly enough, the second battle against General and Soldiers didn't give me as much trouble. On the whole, I'd say the difficulty there is just right. By the time Kain shows up, Edward had just died in the last battle, but I knew I wouldn't need him anymore so I left him dead (besides, it's his fault you have to fight that battle, stumbling and making you go back to fight. For all his dexterity, he sure is a klutz).
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 27, 2014, 12:36:38 am
Ah, I'm glad to see things are moving pretty smoothly then.

If I can ask, what rare items have you picked up so far from enemies?  I made a record of all of the rare equipment and items one can attain before the party split and it was over 15 items.

Yes, I think no one using any kind of healing would work bes,t as they are going to the inn, as you mentioned.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 27, 2014, 01:42:01 am
Let's see...
Imp, Cockatrice and Bomb orbs, thief knife, item seeker knife (still not sure what it does, but great attack power), silver shield (not rare per se, but an early grab, and I'm looking forward to having it after The Great Metamorphocecil). That may be it. No whips, and of course a bunch of attack items like bomb parts and vamp fangs (holy moly, >1000 damage plus draining?). I didn't get a lot of good use out of Rosa's Hunt ability, largely due to how much time was devoted to keeping everyone alive. I imagine I'll use it more later in the game.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 27, 2014, 02:47:37 am
I *think* I added a little thing about the Item Seeker Knife in the Training House. What it does when it activates is moves an enemy's drop rate to +40. Giving an enemy a 25% chance to drop their item rather than the default 5%.

What are your general levels currently?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 27, 2014, 03:27:47 am
All they say in the training room is that item seeker (and thief knife) can activate skills.

Well, I am up to becoming a Paladin.
Cecil 28
Tellah 28
Palom 25
Porom 24

Undead Milon was a great challenging battle... The only thing I would say there is, I assume (because of what he says) that he's only supposed to use that uber-powerful counter attack if you use fire magic on him, but I got it from some (or at least one of) Cecil's sword skills. Having two characters with blink was definitely the key to winning that one for me.

I have no clue how to beat the dark knight. I thought maybe it was telling me to use an uncurse, but that doesn't seem to help. He attacks so quickly I can't get much in before I die. I do the most damage by using a potion on him after he uses dark omen, but it's still pretty hopeless. I went back to Mysidia to talk to all the people like you said, but I don't think I got any info I can use.
So, yeah... The puzzle is kinda vague, like you said.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 27, 2014, 11:07:38 am
Those seem reasonable levels, yeah.

Ah... maybe I do need to change it. It was meant to be used in a classic FF sense "what immediately kills a Zombie"? Since that is what the Dark Knight becomes from in-game data. That probably gave it away, hehe.

Here is the normal hint...

"When Darkness holds sway over your heart what must be done to rid the evil from your body?"

Any thoughts on how to make that clearer without giving it away?

The hints in Mysidia were about using Dark Arms moving into Mt. Ordeals with the vast majority of all foes being Undead, hence Dark Elemental and in Combat Boost the Dark Armor resists Holy hence making Cecil weak to Dark, at first this didn't make too much of an impression since elemental weakness is only  x1 1/2 of damage, in Combat Boost it is x2 Damage. Which makes Dark elemental foes extremely effective against Cecil. Also something that could be done to effectively use the Death Sword in Mt. Ordeals would be to pair it with Tellah's Elemental Sword ability to overwrite the Darkness Elemental and since Fire is 01 there's a very good chance of it attaching to the sword and being very effective against enemies in Mt. Ordeals.

And yes... the way the Break Skills work is the formula looks at the skill's elemental and applies the rest from there. The Power Break in particular is Fire Elemental.

Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 29, 2014, 12:16:58 am
Yeah, so I probably would have spent a very long time on that one if you didn't kind of give it away.
To tell the truth, I didn't even know life potions (or spells) killed zombies in FFIV. I really thought that was something that started with FFVI (which was notorious for its not-so-secret super easy ways to kill stuff).
But, assuming people know this trick (maybe somebody in the training room should address it?), there's still the problem of how to hint at it... I like the sound of "When Darkness holds sway over your heart what must be done to rid the evil from your body?" but I'm not sure it properly hints at the solution.
... Actually, if you want to have the answer available without slapping the player in the face with it, simply making the "revive kills zombies" and "Dark Omen makes you a zombie" information available in the training room would suffice. Then, where you currently have "When Darkness holds sway over your heart what must be done to rid the evil from your body?" you could put in some hint about using the dark knight's weaknesses against him instead.

So I guess I'm on to the Serpent Road next, huh? A legitimately new area should be fun. I hope it's not fully modeled after TAY's version, though. I wasn't a huge fan of that. Or maybe it was just that TAY made you go through it roughly 5000 times. Give or take a thousand.

November 29, 2014, 12:32:17 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh, I keep forgetting to bring this up - while it's a clever use of how yes/no works in FFIV event structure, I question the choice of "Shop 1 - Yes; Shop 2 - No." Unless you really needed to free up an event (I'd be surprised), it seems like it would be a better choice to just have two merchants.
Or if you changed the verbiage of the Yes/No choice, but that would have implications in many other preexisting events...
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 29, 2014, 01:54:36 am
It's kind of bizarre. FFIV does have that work... for a single undead enemy. All but the VampLady in the Sealed Cave have immunity to KO, but the Life formula has "If Undead - set KO status on enemy".

I think you're right that I should hint at it... but the problem with making Undead being killed by Life Potions and Life spells is that they would need to have them not being KO immune, which would make them weak to the Death Sword. I could change the effect of the Death Sword, but that is one of Dark Knight Cecil's legacy weapons, and it may be wrong to change it. I think making it clear that it is Zombification might help... I can't think of a good way to phrase it though.

The Serpent Road is an experiment, it is based on hidden passages which may be too vague and annoying to deal with. I originally planned on Treasure Chests there, but we didn't know how at the time.

The problem with two merchants is the necessary for another NPC in all of those maps which would make me remove several other NPC's from other areas and my luck with adding NPC's has never been good.

I can make it cleaner at least, like...

"Would you like to shop at the First Item Shop?" Yes/No

No -

"Would you like to shop at the Second Item Shop?"
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 29, 2014, 02:58:30 am
Here's a thought: your two item shops are selling exactly eight status healing items. So you could rearrange what's in each shop and ask, "would you like to buy healing potions?" (Yes/No), then "Would you like to buy other sundries?" (Yes/No).

The monsters in the serpent trench are tough! I figured out that I can mini the mad mage, and the grudgers have a lot of HP at least I can deal decent damage. Those serpents, though...
This is another one of those situations where I think you may want to consider having the monsters drop a bit more GP... or make the inn (at Mysidia) cheaper. I feel like if I can't go more than two battles without having to run back to heal, I'm OK with that as long as those two battles yield enough money to heal. But maybe I'm just being a whiny brat about it.

What about something like, "to defeat your dark side, you must bring to life the light inside." I donno, maybe that's more obvious than what you want.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 29, 2014, 11:04:58 am
That's a good idea. I'll probably end up going with that.

The enemies in the Serpent Road are legitimately tough due to this being the point where the player should learn how to take advantage of all of their new spells.

Serpent's can be Blinded and Muted, thereby cutting their effectiveness pretty severely, but their heavy weakness is their Low HP. You seem to be leveled enough where you have Quake with Palom who can take them out pretty effectively.

Another thing you can take advantage of dealing with them is that they are not vulnerable to any element at first, but they do innately have x4 weakness, so if you use Piercing Sight their weakness will always be a "very weak" setting.

Also if you ever obtain a weapon called Traveler's Knife it is a powerful weapon against Beasts (among other enemy types) which make the Serpents a fair amount easier to deal with.

Alternatively the Flayers and Mad Mages are... Mage Types hence Palom and Tellah can use Aura on Cecil (or Tellah could use Aura on himself) to let him deal Tons of damage to the mage types.

But yes... there's no reason for the Inn to be that expensive. I'll cut it down to 50 GP. I suppose they put it as that expensive still to show the dislike the Mages had for Cecil.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on November 29, 2014, 11:36:03 am
Huh... I thought I tried status spells on the Serpents and they failed. I'll try it again. I do have the traveler knife. Right now Tellah's got it, and I think I did find that it deals heavy damage to them, but I didn't understand why till now. Re: piercing sight - I tried that too, but I'm not sure it worked properly (yikes... Is that code I helped clean up?). It was supposed to make them vulnerable to fire, but Palom's Fire2 still did 1 damage... Quake did work for me, but with the 200 GP inn, I thought you had intended for me to be frugal with my MP.
I'll re-test that other stuff and let you know for sure what works and what doesn't.

November 30, 2014, 11:38:54 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I think the Serpent Road might be a little to hard for where it is in the game.
I understand you want the player to make use of all the new spells now available, but there isn't really time in the course of a battle to figure out what is going to work. I can beat the two serpents (which is good, considering they're a "can't run" battle - was that intentional?), though I basically accomplish that by hitting them with the strongest nonelemental spells in my arsenal, which leaves me with 0 MP. The other battles I already mentioned are fine enough, though it's pretty much all I can do to get through one. The Flayer, same story. The wood bot/mage/[couerl type, whatever it's called - I forget] battle is just about impossible. The Couerl type dies quickly with a quake (even virus might do it). I can mostly neutralize the mage with mute, but it doesn't matter. The wood bot gets me no matter what I do. Status attacksdon't seem to work. I can slow it, but part of its routine involves fast, so that helps little. If I kill the mage first, the wood bot uses fury and I'm dead. If I try to kill the wood bot first, it uses Fire3 on itself when its HP gets low ans reverses all the damage I've done. By the way, I tried Prcn, and it said it made the wood bot weak against fire, but it wasn't. So it got to me running every time that battle comes around. Then I got into a battle with three ogre types. I didn't even try. The first one hit one of my characters for over 1000 and I ran. I also "fought" a great drake. All it did was cast slow on me over and over, but I might as well have been using weapons made of aluminum foil, and it's seemingly impervious to all my magic. I could have sat there and used physical attacks to slowly but surely deplete it, but my guess is that once it gets down to a certain level of HP, then the "real battle" begins, and I seriously doubt I would have survived that.

So anyway, my suggestion is this:maybe try lowering the agility of the monsters in the serpent road. At least give the player a chance to figure out which spells will work to get them through because where it stands now, the options are 1) throw out the heavy artillery and deplete all MP so you have to go back and rest, or 2) try a couple of support spells and if/when they don't work, run, then go back and rest anyway because you're almost dead.

As for me, I'm going back to Ordeals to grind up to lv 35 or so. I think it's my only option. The humor of that situation is that it's less than what I usually do in a normal game of FFIV. I like to get Meteo for Palom before Tellah gets it so I can chuckle when he's so amazed that Tellah learned Meteo.
(True FFIV nerds, represent.)
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on November 30, 2014, 05:42:51 pm
This was a highly amusing post, but also displays my carelessness. The WoodBot is supposed to be an enemy that Yang is supposed to be great against. It is there because the place uses some formations from the Magnus Cave and when I added the WoodBot to Magnus Cave I forgot that one of those formations were also used in Serpent Road. My mistake.

As for the "GrtDrake", I forgot to actually program them, (1/64 chance by the way!) so literally they have "If No Condition Fight" - "If Only Monster Left - Use Slow". Eh heh... a bit silly of me.

I actually forgot I included them already.

I know that Piercing Sight works correctly... considering that I have several pictures of it in action in this topic, hehe. Here is my two cents on what likely happened... the Serpents use Shell as part of their attack patterns and that can quickly get out of control to where even matters they may be weak to could result in 1 Damage and with 30% Magic Defense there's a possibility that several of the multipliers that Palom had fizzled.

I may have to completely rethink my plans for the Serpent road. The idea behind it was to give a Mage-Heavy focus since Palom and Porom have so little utility and are quickly joined by Yang in Baron, I'm now not so sure I actually succeeded.

I think I will lower their agility a bit as you suggest.

Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 04, 2014, 01:38:50 pm
So, umm... Any hints about how to reach the second floor of the Serpent Road?
I've leveled up enough (P/P 31, T 30, C 25) that I can survive traversing the whole first level, but I have no idea how to get to that warp point. I can get about five spaces away from it using the false wall at the top, but then I'm stuck. I've also looked for ways to hit it from the left right and bottom to no avail. :banghead:

I may have to cheat and open the ROM in FF4kster to view the map...

December 04, 2014, 01:48:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
OK, I cheated. I see it now. How did I miss that?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 04, 2014, 10:40:55 pm
Those seem like decent levels, not too high, but not the average either. Good work figuring out how to get through most of the Serpent Road. Do you think the place could do with treasures to make the alternate dead ends serve more purpose or do you think the single path that has to be followed through is the best way to go about it?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 05, 2014, 12:40:01 am
I do think treasures would be nice... A tincture or two could serve as its own reward in making the journey a bit more survivable, and maybe the big payoff could be some kind of magic rod that either can can cast a worthwhile spell or gives a good wisdom boost... Well, that's just a thought, but yes, it could do with a couple of chests I think.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: vivify93 on December 05, 2014, 02:40:23 am
Tomato is playing Combat Boost, or was tonight. Not sure if you guys stepped in. Hope he continues.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 05, 2014, 03:14:42 am
Yikes! It is rather rough around the edges and I never expected anyone to stream it. He is aware of how difficult it is, right? I mean I've made the Serpent Road nearly impossible in its current incarnation due to an oversight.

How far did he happen to get?

If he needs any more assistance I'll be happy to help where I can, I'll have to check out the streams after I wake up tomorrow morning. It's now 3:00 AM, hehe.

Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: vivify93 on December 05, 2014, 05:04:55 am
Not sure how far he got. I felt sad that I missed it because he's also playing Project II due to playing Combat Boost. One of my idols streamed me, and I missed it! :banghead:
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Tomato on December 05, 2014, 09:22:05 am
I'm on my way to Octomamm! But here's a quicker summary:

(https://pbs.twimg.com/media/B4EnjS1CMAA2nYn.jpg)

I've been watching this project for a long time so I know it's not meant to be easy :P My experience so far is pretty much exactly the same as chillyfeez's. It's a really neat spin on the original game, so I look forward to playing (and dying) more soon!

EDIT: I haven't put it on YouTube yet, but you can see my first 2 hours here if you're interested: http://www.twitch.tv/clydemandelin/b/595806173
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 05, 2014, 10:41:52 am
I am glad to see you and Chillyfeez have been enjoying yourselves. This semester is nearly finished and all that's left to attend to is finals but I Finally have two days to myself without classes or work so I will work on fixing some of the more egregious glitches (I'm looking at you CalmWind, WoodBot in the Serpent Road, Only-Slow casting GrtDrake as well in the Serpent Road!). I will also add in Chillyfeez's newest User Options patch and I might touch up the Shadow Blade if I can think of something to use that with because quite likely by the time you get the Shadow Blade you likely have something else and Dark Elemental isn't exactly That beneficial in this game.

I may also need to touch up the Antlion, I was thinking of using Bardsong as a possible requirement? I'll have to brood on that one for a bit. Thanks for the link! I'll watch it now.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 05, 2014, 11:17:44 am
Might as well wait on the new User Options four a couple of days. I'm getting some feedback on the Project II page about some dash-related bugs I'll be fixing soon. I'll let you know.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 05, 2014, 01:36:09 pm
Oh? I always thought that screen mess-up was some screw-up with Combat Boost, phew, that's kind of a relief.

Alright Mato, I really enjoyed your stream and many of your grievances are well founded... I expected people to run over and get Tellah, then grind, but it seems more reasonable to try and level her when you get her first, more Exp. that way.

I must say I am a very large fan of your work and am honored that you would even pick up this work-in-progress hack!

First: I always preferred Eidolon to Esper, but I forgot that Esper is what Vivify93 used in his initial Project II, so that oversight will be remedied.

Second: Yes, Mist Dragon does not count as a dragon type monster, thereby there are no magics to learn from her (also it would be next to impossible to not kill her and have the story proceed).

Third: It is a more difficult hack, that much is certain and it was the main crux of the work put into the game. Good fast thinking with the BombPart against the Zombies though.

I like the idea of having the Item chart next to an enemy (I had originally conceived of an idea of using a scan-like spell or item which would tell what items the enemy had, but could never get it right)

Are you aware of rb.thundaga.com? That is an FFIV Hacking reference site which has a lot of useful information. I would suggest that you also include the Race of an Enemy as well since that will play an important part in things to come. (Just remember that the Reptile enemy type has been changed to Beast!)

Also yes... those early pictures are from testing versions, hence why Kain has 1900 HP and is talking to a fairly-later enemy, the Wind Dragon.

I realized that I didn't have a tip on Regen, since it works fairly differently than default FFIV.

Instead of restoring 10 HP and locking down the character that uses it, Regen restores the HP equal to the amount of Will the user has.

In addition, as you were going over your silly theory on FF (FFXII was fantastic, XIII was rather terrible in all respects in my opinion) you missed Tellah's mention that he can wield any blade (except the Holy Swords). Tellah is no longer the brittle old man he is in the normal FFIV, he gains Strength and Vitality stats as he levels up. He is a quasi-Red Mage who can't equip Armor for all intents and purposes.

While not terribly important yet (as you haven't come across any new weapons yet. A bit of bad luck), it will be very important later.

I should also throw out a few stat changes on the items you currently have...

Dark Sword - +3 Wisdom
Shadow Blade - +3 Vitality (A Very important stat in Combat Boost, much moreso than the original)

Memento Ring - Protects against KO - +3 Strength. (Can only be equipped by Rydia)

Glasses - +3 Wisdom

Also keep in mind the Dark Armor resists Holy which Makes it Weak to Dark. Keep that firmly in mind as you move forward.

As per Chillyfeez's request to make the Dark Sword more useful the Attack of the Dark Sword has been increased to 25 and can now Blind foes.

CalmWind is now fixed and working properly.



The hacking on FFIV has mostly in recent days been by Chillyfeez and myself. PinkPuff has figured out a bit as well and adds a lot of our work to her program FF4kster. Much of my work is on Slickproductions which is down at the moment, so hopefully we'll be able to retrieve it soon. I have my main hacking topic backed up, but my other notes are a bit scattered.

Seeing the stream I can see you're growing a bit anxious, but it may be to your benefit to fight enemies. You won't be handed everything on a silver platter as the original FFIV does but enemies have their 1/16 drop be a rare and powerful item in many cases. You've already heard about the Thief Knife and if you can get the Item Seeker as well you can really start raking in the rare items.

I'm looking forward to seeing the implementation of the item charts in your stream.

OctoMamm is difficult, perhaps exceedingly so. If you do go into the battle with the Shadow Blade just remember the power of Regen and Blink to help you through it.

Rydia's HP has been increased to a starting 80 and than her next few levels have decreased her HP gain rate to compensate.

Typo of package has been fixed, Mysidia's Inn is now only 50 GP instead of 200.

I'm a bit leery on the changes of the shop text because I am strapped for Text already (probably due to that old FF4kster bug which doesn't fully delete old text...) and when I tried to change it I was up against that wall again.


I will be uploading these fixes later today, thanks for the input fellows!






December 05, 2014, 02:59:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And here is the upload!

Pretty much everything I mentioned above has been fixed, I have removed the Great Drake from the Serpent Road as I couldn't think on what to do with him at the moment.

Though the hack currently ends at the Underworld there are still some things to do with Rosa and Kain right before you leave for the Underworld such as obtaining two Dragon spells from two rare foes and you can obtain some new and powerful gear with a regained Rosa's Hunt command.

I also have been thinking about a way to re-enter the Tower of Zot. My thought was to have a door in the basement of the Baron Waterway which is locked until reobtaining Kain which leads to a warp back into the Tower of Zot. Not sure if I want to do that though.

Like I gave a dungeon to the use of Palom, Porom, and Tellah party, I was also thinking of having another dungeon for the party of Cecil, Kain, Rosa, Cid, and Yang. Question is where it could be and for what purpose.

Any thoughts to these two matters, fellows?

Final Fantasy IV-Combat Boost! (Overworld Complete) (Beta0.04) (http://jmp.sh/G26D0kO)

Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: vivify93 on December 05, 2014, 06:17:07 pm
Grimoire LD, would you need my help at all to more smoothly integrate Project II updates into Combat Boost? I wouldn't at all mind helping, especially since--barring any more User Options updates or typos to be found--I should be done with it by now.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Tomato on December 05, 2014, 07:28:23 pm
Grimoire LD: Thanks for the tips and info! I'll re-read it and try to absorb it all - as you can imagine, coming from an outsider's perspective there's a ton of new stuff to learn all at once  :D

Thanks for the Thundaga site. I've also been searching through the slickproductions forum on archive.org for info - most of what I'm interested in is RAM addresses. I'm finding FFIV is much more of a pain to understand RAM-wise than FFVI was, so I'm scrounging for any scrap of info I can find, including Japanese sites.

I've archived last night's stream on YouTube, and future FFIV streams will be added on too:
https://www.youtube.com/watch?v=tLEq6HiJQpk&list=PL8fufren85t_4wKyFUruf6UD1EmQSIaEM

And no worries, I plan to continue with the hack little by little!
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 05, 2014, 08:34:04 pm
So after the Serpent Road, the game goes from damn-near-impossible back to just challenging enough.
I just got through the Baron Waterway (made a side trip back to Mist and picked up the "Fung Shui" rod). About to face Baigan...
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 05, 2014, 08:42:31 pm
Grimoire LD, would you need my help at all to more smoothly integrate Project II updates into Combat Boost? I wouldn't at all mind helping, especially since--barring any more User Options updates or typos to be found--I should be done with it by now.

I might... because of very specific code changes I made to the Commands (well in many cases the new command doesn't resemble what it's replacing at all), the current FF4kster overwrites some crucial aspects of my command hacks making it unusable past a certain point. I know Chillyfeez gets around this by using a patch every time he wants to make a change in FF4kster but that just seems like far too much of a pain to me.

All I think I am missing from Project II at the moment is some extra tutorial text on running and the airship toggles as well as the rest of the item descriptions and if you can manage that without using FF4kster then that would be great. Though could you tell me what I changed the warp x and y to near the end of the Bomb Ring event in Project II? I can't actually recall.

Or is there more that I'm unaware of?

Grimoire LD: Thanks for the tips and info! I'll re-read it and try to absorb it all - as you can imagine, coming from an outsider's perspective there's a ton of new stuff to learn all at once  :D

Thanks for the Thundaga site. I've also been searching through the slickproductions forum on archive.org for info - most of what I'm interested in is RAM addresses. I'm finding FFIV is much more of a pain to understand RAM-wise than FFVI was, so I'm scrounging for any scrap of info I can find, including Japanese sites.

I've archived last night's stream on YouTube, and future FFIV streams will be added on too:
https://www.youtube.com/watch?v=tLEq6HiJQpk&list=PL8fufren85t_4wKyFUruf6UD1EmQSIaEM

And no worries, I plan to continue with the hack little by little!

Haha, I had always worried I hadn't gone far enough and people would see it as just a hardtype hack, though your stream said that I used some "roguelike" aspects to my skills, I suppose that's true, but I thought making some skills and spells that got better as your character's stats increased was a lot more interesting than just basic stuff which has been done so many times before.

I had Really wanted to include descriptions for the weapons and armor, but unfortunately I always ran out of available space to work with. For basic things like +3 Vit, +3 Str. easy, simple. But say for the Dead Man's Clothes...

+3 Vit. Resist Zombies, Spirits, and Curse. That's too much to mention... Also as far as weapons go they would need specifics. Even just "Can Use Command" would be fine if several of them didn't also have stat bonuses meaning that even more text would be used up. It is my deepest regret with this project that I don't have those bonuses visible without checking stats after equipping anything. I'll probably release a Readme version with all of the item bonuses eventually to compensate. I know some hacks of FFI do that for instance.

Ah, interested in RAM addresses? They are a bit tricky to deal with. 7E1000-1280 is out-of-battle stat records while in-battle is 7E2000-2680. 2680 is then the Attacker's stats as they are changed by various stats, but I imagine you know all of this...

I have some notes about some rather out there sections of RAM. What did you want to know? Maybe Chillyfeez or I can help you?

I am glad to see the initial difficulty didn't kill the project for you. I can't promise it will get easier, but I like to think that there's a greater feeling of reward through smart actions in battle.

So after the Serpent Road, the game goes from damn-near-impossible back to just challenging enough.
I just got through the Baron Waterway (made a side trip back to Mist and picked up the "Fung Shui" rod). About to face Baigan...

I think that about settles it. I may need to do something about the Serpent Road, I did lower the Mysidia Inn to 50 GP but I think my original mission of making a dungeon that encouraged the use of the new spells got a skewed somehow.

Also did the rematch in Mist surprise you at all, or catch you off guard?

December 05, 2014, 09:33:06 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also another update, I've changed the MP cost and spell power of Cure1 and 2, so they are more powerful, about equal to a Tonic and Potion respectively at lower levels. Their MP cost have gone from 3 to 5 and 9 to 12. In addition (I forgot to note this) the power of Level 1 spells have been increased to 8, making them of viable use, rather than of a weak attempt.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 05, 2014, 10:40:44 pm
Ah, those changes to the level 1 spells are welcome ones.
The rematch with... (A certain boss) did catch me by surprise, but the Serpent Road left me way too powerful for the battle to be a challenge. The transparency was a nice touch. Baigan and Cagnazzo ended up being a little easier than I expected, too (though Cagnazzo was always the easiest Fiend).

So now I'm at my favorite part, first airship access! Should I be on the lookout for any new easter eggs?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 05, 2014, 10:45:25 pm
Oh it's never really that powerful when you reach it. It's just meant to be an interesting reminder of how powerful you've actually become.

Let's see, Airship access...

Silvera may sell some things of interest and the items scattered about the town are different. In Troia you'll find the Daughters of Artemis, but you won't be able to do anything with that until you get Rosa back. So not too much there, I'm afraid... actually... if I recall right some of the more obscure Chocobo Forests have some interesting items I placed there.


Ah! Of course, Eblan. I really wanted to put encounters in Eblan to make it more of an area, but unfortunately I couldn't figure out how to do that without the editor. But the new chest fights in Eblan Will Be Tough! Make no mistake about it. You are very high leveled though so you might stand a chance if you use some good strategy. Also there are some new foes around the Eblan fields and Troian forests.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 05, 2014, 11:07:58 pm
Daughters of Artemis, huh? Sounds interesting. I'll look forward to that.

Maybe it's more that you care to insert, but you know what might be fun? Some sort of challenge dungeon that first becomes accessible now (in a somewhat hidden location) and becomes noticeably harder the deeper you go... Maybe certain levels are even inaccessible until reaching specific points in the game, so you have to keep going back.
Just a thought - I love optional side quests.

Re: monsters in Eblan - It's easy enough to add the possibility of encounters to an area, though I used to reference a specific conversation between you and Phoenix on slickproductions, so I'm not sure how readily available the info is currently. Without FF4kster, though, specifying which monsters show up would be a lot of work.
You know, making that patch so you can continue to use FF4kster really only takes about 10 minutes...
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 05, 2014, 11:30:47 pm
I've been thinking about that, but map space in FFIV is already so tight. The Serpent Road was made from devouring the first floor of the Chocobo Stables (why were they underground anyhow?), for instance...

When I look through the maps I might see a few I can cut...

Astro Tower Main Hall, Professor Kory is the only important thing there and even he's not really anything. But he can keep his telescope, but that first floor with his wife and assistant can be cut.

Troia Castle Room w/ Random Pots, I don't think that adds anything and it's not a difficult room to remove.

And that's it for the Overworld.

I do love sidequests as well and two maps of space may enable me to make something work. My only problem is suitable rewards... I do still have the Sight Spell Item to be used on the World Map under the name "???" because I have no defined purpose for it yet. If it is available at this point in the game what can I do to make it interesting and engaging? Hmm...

Having played this far do you have any particular thoughts on a suitable prizes that this place could offer?

Hmm, I had thought you would have patch it Every Single Time you made a change with FF4kster? Is that not the case then? Since the way you seem to be describing it, it's a one time affair.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Digitsie on December 05, 2014, 11:38:52 pm
Can't like, you stick all the serpent road addons in an expanded ROM? Put all the Project II and such modifications in the original rom, then attach everything else in the newly expanded space?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: vivify93 on December 05, 2014, 11:40:02 pm
I might... because of very specific code changes I made to the Commands (well in many cases the new command doesn't resemble what it's replacing at all), the current FF4kster overwrites some crucial aspects of my command hacks making it unusable past a certain point. I know Chillyfeez gets around this by using a patch every time he wants to make a change in FF4kster but that just seems like far too much of a pain to me.

All I think I am missing from Project II at the moment is some extra tutorial text on running and the airship toggles as well as the rest of the item descriptions and if you can manage that without using FF4kster then that would be great. Though could you tell me what I changed the warp x and y to near the end of the Bomb Ring event in Project II? I can't actually recall.

Or is there more that I'm unaware of?
I actually just entirely redrew the Forest Where You Lose Kain map by hand to look like the original. I don't remember what you told me to change it to, since, if I remember right, your change didn't work for me. You were basing Combat Boost off of v1.03, right?

Umm, let's see. What did I do...

- I added back in the HandAxe and Assassin Dagger. (not sure if you want either of these)
- I rearranged Rosa's command list as "Fight, White, Aim, Pray, Item" and Yang's as "Fight, Focus, Brace, Kick, Item". (probably not applicable to you)
- Added an extra save point in the Lunar Core (On that little useless part that stuck out at the end)
- Break is now single-target with a delay time of 6 to make it less useful. I think I'd rather just make more foes immune to Break, but this helps a bit.
- And then there's the tutorial text. I had to shorten a lot of things in bank 2 to get this in... which makes me think that we might have a bit of trouble doing this.

Do you still have an copy of the version of Project II that you based Combat Boost off of? If you make a patch with that version of Project II with no other changes as the "unedited ROM" and Combat Boost's edits as the "new ROM", do you think maybe you could apply that to Project II v2.02?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 05, 2014, 11:50:20 pm
Can't like, you stick all the serpent road addons in an expanded ROM? Put all the Project II and such modifications in the original rom, then attach everything else in the newly expanded space?

We've never added in space to account for maps as that would make it incompatible with any sort of patches as it would literally change the size of the game itself and the patching process would therefore be imperfect, if functional at all, to my knowledge.

I actually just entirely redrew the Forest Where You Lose Kain map by hand to look like the original. I don't remember what you told me to change it to, since, if I remember right, your change didn't work for me. You were basing Combat Boost off of v1.03, right?

Umm, let's see. What did I do...

- I added back in the HandAxe and Assassin Dagger. (not sure if you want either of these)
- I rearranged Rosa's command list as "Fight, White, Aim, Pray, Item" and Yang's as "Fight, Focus, Brace, Kick, Item". (probably not applicable to you)
- Added an extra save point in the Lunar Core (On that little useless part that stuck out at the end)
- Break is now single-target with a delay time of 6 to make it less useful. I think I'd rather just make more foes immune to Break, but this helps a bit.
- And then there's the tutorial text. I had to shorten a lot of things in bank 2 to get this in... which makes me think that we might have a bit of trouble doing this.

Do you still have an copy of the version of Project II that you based Combat Boost off of? If you make a patch with that version of Project II with no other changes as the "unedited ROM" and Combat Boost's edits as the "new ROM", do you think maybe you could apply that to Project II v2.02?

HandAxe has become the GooeyAxe and has been such for a long while. The Assassin's Knife became the Item Seeker Knife. Any extra weapons I had, I used as efficiently as possible as early as possible, hehe.

Oddly enough I had made that change to Rosa's commands already. I personally prefer Focus, Kick, and Gird for Yang.

That extra save point in the Lunar Core is from EasyType. As this is a difficulty mod, putting a savepoint next to the end boss would sort of defeat the purpose a little.

You hit the nail on the head, the issue isn't Break being broken (hah...) but that too many enemies were susceptible to it. I think you initially also gave it just 30% chance to hit, which it still has in Combat Boost.

As for the tutorial text, I might change Kain's "leaving Baron Castle" lines around a bit as well as Cid's initial lines in the Airship, since Combat Boost is aimed at veterans rather than newcomers to the game I expect them to know how to move and use an airship.

Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 06, 2014, 12:01:31 am
Can't like, you stick all the serpent road addons in an expanded ROM? Put all the Project II and such modifications in the original rom, then attach everything else in the newly expanded space?
Expanding the ROM wouldn't solve the issue he's talking about. The game only allows for the existence of 512 maps, and most are already used.
Although... All of the chocobo forests use the same map index, likewise the "ending" locations (Ending Baron, Ending Eblan, etc) meaning there are a few... hidden, unused maps.

Having played this far do you have any particular thoughts on a suitable prizes that this place could offer?

Given that there's no silver armor for sale in Silvera, I'd say armor would be a nice reward.
I don't know, in general, I like your new weapons, so you might be able to come up with better ideas than I.
You know... A chest with a pile of GP would be appreciated by anyone playing Combat Boost, since it's so scarce naturally.

Hmm, I had thought you would have patch it Every Single Time you made a change with FF4kster? Is that not the case then? Since the way you seem to be describing it, it's a one time affair.
Well, you'd only have to make the patch once (as long as you don't alter your battle system any further). You have to apply it every time you make a change with FF4kster, but that takes about 30 seconds.

Anyway, the real reason for this post is that I found some issues in Silvera.
- There's inconsistency in its name. Sometimes it's called Silvera, sometimes it's called Mythril.
- At least in my copy, the hidden treasures in the grass have nothing at all - they're just unwalkable patches of grass.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 06, 2014, 12:15:00 am
Expanding the ROM wouldn't solve the issue he's talking about. The game only allows for the existence of 512 maps, and most are already used.
Although... All of the chocobo forests use the same map index, likewise the "ending" locations (Ending Baron, Ending Eblan, etc) meaning there are a few... hidden, unused maps.

Hmm? But isn't that data simply not there? You're referring to the Map indexes rather than the maps as they appear, correct? I had something (probably on slickproductions) that showed what map was connected to each map index and there were some glaring blank spots, but when I went to check those indexes they were normally glitchy messes... I'll need to take a second look at that.

Quote
Given that there's no silver armor for sale in Silvera, I'd say armor would be a nice reward.
I don't know, in general, I like your new weapons, so you might be able to come up with better ideas than I.
You know... A chest with a pile of GP would be appreciated by anyone playing Combat Boost, since it's so scarce naturally.

In my personal file I've made it through the Tower of Zot and I have only 54000 GP, yes. Chests of money, especially in this game, would probably go a far way. I can also throw in some high-grade healing items as well.

Quote
Well, you'd only have to make the patch once (as long as you don't alter your battle system any further). You have to apply it every time you make a change with FF4kster, but that takes about 30 seconds.

I know you've explained how to do this a number of times, and sorry to ask but how do you go about doing this again?

Quote
Anyway, the real reason for this post is that I found some issues in Silvera.
- There's inconsistency in its name. Sometimes it's called Silvera, sometimes it's called Mythril.
- At least in my copy, the hidden treasures in the grass have nothing at all - they're just unwalkable patches of grass.

You... would be right about those items not being there. I forgot I removed the Triggers for the purposes of getting rid of some easy items and saving that Trigger space for a rainy day (likely would be a near requirement for any new map I'd like to make)

I'll check out that inconsistency and fix up the tiles for Silvera.

Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: vivify93 on December 06, 2014, 12:16:14 am
As for the tutorial text, I might change Kain's "leaving Baron Castle" lines around a bit as well as Cid's initial lines in the Airship, since Combat Boost is aimed at veterans rather than newcomers to the game I expect them to know how to move and use an airship.
You could also trim the walking/talking tutorial, too, in the opening. If you haven't done so already. Well, let me just share the tutorial text updates, then. Not sure if you're using FF4kster to edit text, but here:

#178 Training room main floor:
Msg. 2: "In field maps, press R to cycle through teammates. You can also sprint by tapping L."

#179 Training room upstairs:
Msg. 1: "Act fast in fights! If you're leery about the new battle system, reduce their speed in the Customizer. Want a real fight? Choose Active and foes'll attack even while you're in battle menus!"
Msg. 3: "If a fight looks grim, flee by holding both L and R. You can't run from bosses! Also, hold X to skip someone's turn, and press Select to see when someone can next act. It may save your life!"

There was basically zero room in Bank 2 to put these in, so I had to do my old trick of "scan every single piece of NPC text to see what little things I can sacrifice without losing too much."
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 06, 2014, 12:22:10 am
Same here, I can't really play around with Bank 2 much anymore either. Yes, having Kain say more tutorialish lines when you're leaving Baron, and have him mention sprinting when you first gain control seems like the best idea. I can't really change my Training Room's lines as they are all related to new stuff in Combat Boost.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 06, 2014, 01:07:34 am
Well, I don't know if I've ever actually used an unused map index, but I kind of assume that FF4kster would be able to rewrite the pointers as necessary if one were to decide to do so.
:edit: ok, I just tried to assign an unused map index to a map, and FF4kster just says "no data" when I go to edit that map, so there must be a missing pointer. But I'm sure that can be fixed...

OK, creating a "Battle Correction" patch:
Tools required: hex editor (I use Cygnus (http://www.romhacking.net/utilities/574/) for this - it has a copy and past feature that works pretty much just like MS Office and makes this process go quickly), SNESTL
Also: two copies of your ROM. One to be the "unchanged" file when creating your patch, one to be the "changed" file. For this process, you will be actually making changes on the "unchanged" file.

1) Open your "unchanged" file in your hex editor.
2) Jump to $01/8000 (or $01/8200 if you have a header, but you don't)
3) Overwrite the next 0x8000 bytes with FF. This is the part that takes up most of the time, and it is where copy and paste comes in handy. Write two lines of FFs or so, then copy and paste those two lines until you've overwritten 0x10 lines, then copy those 0x10 lines and paste so you have 0x20, and so on. Remember you can stop when you get to $02/0000.
4) Save changes and exit.
5) Open SNESTL
6) Choose Create Patch
7) SNESTL will tell you to choose the "unchanged" file. Remember that this is the one you just changed.
8 ) Select your "changed" file. This is the one you have not changed. It should be a carbon copy of your actual game.
9) The patch you've now created patches your working battle system into any FFIIUS 1.1 ROM. After you use FF4kster to do anything in your ROM, simply open SNESTL and apply this patch afterwords to undo any of the "corrections" FF4kster has made to your battle system.

It seems like a process all written out, but steps 1-8 only need to be done once, and step 9 takes less than one minute.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 06, 2014, 02:22:11 am
...It didn't work. I tried for about an hour, I copied the 0x8000 Zero bytes, saved that file, then proceeded to paste them into a clean FFII over and over and over again and I saw no change. My commands were still as askewed as ever, at least with .PPF patching that was the case. Unfortunately I could not find this SNESTL you were referring to.

Wait... I might be an idiot... yeah, I am... I probably screwed something up here in a large way.

Alright, here's the story...

I accidentally saved over my only current copy of Combat Boost (Thank goodness I made that patch earlier today!) and whenever I tried to create this clean battle system copy I was unwittingly continually copying the already corrupted system from the new FF4kster, completely making that patching process worthless.

I used a copy of my previous patch, put it on a clean non-headered rom, and it seemed to be working properly, but... no change I make in the new FF4kster seems to actually stick as the initial patch seems to overwrite everything I've done with the original Combat Boost's data.

EDIT: Wait... when you said carbon copy of my Actual Game did you mean FFIV or my patch? I think you meant the normal FFIV, if so another grand oversight by me.

EDIT: I tried the base FFIV and instead of preserving my commands it turned them back into their vanilla counterparts along with reverting several things I've done to the battle system itself which the editor never touched.

It's just not working no matter how I approach it.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 06, 2014, 09:53:37 am
Well, this is SNESTL (http://www.romhacking.net/utilities/18/), but I clearly am not explaining this adequately. I'll make the patch for you.

December 06, 2014, 10:51:24 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Well, I can't seem to apply the latest Combat Boost patch. Both Lunar and SNESTL are telling me it's not a valid IPS file (what is it with me and patches lately?) But the patch from the version I've been playing still works fine.
Assuming your latest version didn't make any changes to the 01/8000 (03/8000 LoROM) block, then this patch (https://docs.google.com/file/d/0BzRWRbtm4qwcVDhzeFFjOVF4Y2M/edit?usp=docslist_api) should work for you.
Remember: After you've made edits and saved in FF4kster, apply this patch to your ROM.

Just had a thought - did you or did you not put the latest User Options in the latest Combat Boost? Because that did make a couple of small changes to the block in question, related to the ATB meter...
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 06, 2014, 12:01:16 pm
Thank you very much Chillyfeez! I'm not sure what I was doing wrong, but your patch worked without flaws!

I have not included the newest User Options yet, I planned on doing so today though, when I do include them should I be aware of any oddities that might appear if i'm patching with the process you mentioned?

Also Chillyfeez, is it just me, or the '???' in Spells and Item tabs which is related to magic damage... do you find that to always switch back to its original state whenever you escape that tab?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Tomato on December 06, 2014, 02:07:50 pm
I'm having the same problem - when I go to apply the newest patch with Lunar IPS I get "this is not a valid IPS file".
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 06, 2014, 02:22:48 pm
Right... probably because it's a .ppf that I made before remembering that I had Lunar .IPS set up beforehand, yet out of habit I still called the file extension '.ips' eh heh... I'll rerelease it then.

This newest release includes descriptions for all Attack Items and a more exact description for the Siren, unfortunately due to space constraints I had to get rid of other description space as well as including more tutorial from Kain at the start of the game in regards to Sprint and ATB, but not the User Options patch yet...

When I try to apply User Options to the game, even though the ROM is now headered and everything, it crashes the emulator outright when loaded. I'm not sure what the issue is there.

I may have noticed an issue with increased power of the Level 1 spells... but we'll see, I wonder if it makes certain early foes too powerful?

In any case here is version 0.05 then.

Final Fantasy IV-Combat Boost! v0.05 (http://jmp.sh/2dTeW2b)



December 06, 2014, 03:56:06 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So there are currently two dragons in the Overworld at the moment and they are fairly tricky foes. One is meant to be an introduction to Kain's way of obtaining magic so he's not that difficult to deal with, but the second one will involve a great amount of strategy.

Long ago I tallied up the amount of dragons in the game, there are 13 Dragons that can teach spells (two are bosses though so actually only 11) but the vast majority are in the Lunar Subterrane.

As for the five main dragons that teach Kain unique spells, I wanted to distribute them evenly. Two in the Overworld, Two in the Underworld and One on the Moon. I accomplished this. I was thinking of making 2 more Dragons in the Overworld section of the game at the 1% and 4% Encounter Rate (which means you should probably be saving up Sirens whenever you get one) as the way the game has the dragons distributed by default...

Green Dragon - 3-Step Penninsula in Underworld, Tower of Babil Revisited (nearly all rooms through being summoned)
Mech Dragon - (Moved in Combat Boost as a rare encounter near Baron) Giant of Babil (meaning if you miss it, you can never find it again in the normal game)
Silver Dragon/Gold Dragon/Blue Dragon/Red Dragon - All in the Lunar Subterrane.
Yellow Dragon - 3-Step Penninsula, Chest in Tower of Babil
Clapper - Land of Summoned Monsters

So as you can see by default the game has the dragons all bunched together basically which is not a good way to balance Kain obtaining spells.

I was thinking of adding two dragons as rare encounters in each of the Overworld, Underworld, and Moon sections...

The Overworld has two dragons on it currently but I could place the Green and Yellow Dragon in an actual area somewhere with hints in dialogue to their locations. (Say Mt. Hobbs could have a dragon as a rare encounter) That would be 4 dragons for the Overworld.

The Underworld has one dragon on it and one inside a dungeon, I like the idea of the Clapper on the way to the Land of Summoned Monsters. I think the ideal solution in this case would be to place another in the Underworld and another in a dungeon. That would be 4 dragons for the Underworld.

Finally the Moon can have its initial supply of dragons which would also offer opportunity to get some spells that may have been missed before.

I'm writing this because I just got finished trying to see if it was possible to subdue the strongest dragon on the overworld, and it is.

Maybe I should even put one in the Mist Cave which might realistically be able to be tackled by Cecil and Kain at a low level? Or should this be purely an extra activity that should require a full party?


Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Tomato on December 06, 2014, 07:34:48 pm
Quick question - did you happen to move the table that determines how much experience you get from each enemy? I'm working on my on-stream enemy analyzer thing and noticed that Desert Hags have 100 exp each, and FF4kster confirms this, but when I finish a battle it's clear that they give much less experience. I can pull the proper experience from other versions of the game (FFIV, FFII SNES), but for this hack it seems like I'm pulling garbage data
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 06, 2014, 07:55:21 pm
Ah haha, seems you forgot about Split Exp? Every character you have alive at the end of battle splits Exp.


(http://i112.photobucket.com/albums/n198/LastingDawn/SingleCharacterExp_zps8909daed.png) (http://s112.photobucket.com/user/LastingDawn/media/SingleCharacterExp_zps8909daed.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/SingleCharacterExp2_zps6b22a61f.png) (http://s112.photobucket.com/user/LastingDawn/media/SingleCharacterExp2_zps6b22a61f.png.html)

This has been a constant in FF since 1, surprisingly and always makes soloing interesting because there is a high risk, high reward game at play. So if you have a full party alive you are going to want to have the exp gain divided by 5 and so on and so forth. So don't worry your setup is fine.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Tomato on December 06, 2014, 08:13:09 pm
Oh crap you're totally right. I'm a big dummy!
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 07, 2014, 12:56:14 am
Hmm, I've spent the last hour or so trying to think of a way to have the player revisit the Tower of Zot without breaking the flow of the game... unfortunately it uses up too many event conditionals to make this work. Here was the plan...

In the B1 Sewer of Baron Castle there was a second door that when opened would prompt you to use the Zot Key (so you couldn't get in earlier) and you would get the Zot Key along with the Magma Key from Kain. The place has a couple of unique enemies and I was even thinking of putting one of the Overworld dragons in there but... while I could use the "Let's Sleep in the King's Bed!" trigger for this and I could easily set up the warp so that it would warp you back to Baron, I couldn't figure out how to shut the door leading to the Command Center since there is no event flags which get rid of Kain and Golbez in that specific event. I guess it's not that big of a deal, I can scatter the enemies in other areas I suppose and there are plenty of places to put another Overworld Dragon.

I can probably put these spare events and conditionals to better use elsewhere, it may be for the best.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 07, 2014, 03:38:19 am
Can't you just add instructions to deactivate Golbez and Kain to the Top of Zot events? Or somewhere else, anywhere before the return to Zot becomes accessible?

Re: the dragons - I like the idea of having one in the mist cave, sort of to allow the player early on to learn that this is a thing that is possible, but you may then cause that player to kill themselves over and over trying to dragon speech D. Mist. Also, are any of the dragon skills uncool enough to give to Kain that early on?

Quote
I have not included the newest User Options yet, I planned on doing so today though, when I do include them should I be aware of any oddities that might appear if i'm patching with the process you mentioned?
Sorry it took so long to get back to you. Basically, unless you remake your patch after adding the new User Options, your battle correcting patch may disable the ATB meter, because I think it uses some code in the 1/8000 (3/8000) block.

Quote
Also Chillyfeez, is it just me, or the '???' in Spells and Item tabs which is related to magic damage... do you find that to always switch back to its original state whenever you escape that tab?
I, uh... I'm not sure I undersdtand the question.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 07, 2014, 08:43:38 am
Can't you just add instructions to deactivate Golbez and Kain to the Top of Zot events? Or somewhere else, anywhere before the return to Zot becomes accessible?

I suppose I could do that, but I'm wondering if its worth the trouble. The only real reason to do that would be if it was where I placed the sidequest dungeon. I could go about the steps, but then I'm worrying that I would miss that crucial event call trigger space or NPC space. I think those purposes would better be served in a new dungeon rather than a revisit to Tower of Zot or the Tower of Babil.

Quote
Re: the dragons - I like the idea of having one in the mist cave, sort of to allow the player early on to learn that this is a thing that is possible, but you may then cause that player to kill themselves over and over trying to dragon speech D. Mist. Also, are any of the dragon skills uncool enough to give to Kain that early on?
Sorry it took so long to get back to you. Basically, unless you remake your patch after adding the new User Options, your battle correcting patch may disable the ATB meter, because I think it uses some code in the 1/8000 (3/8000) block.
I, uh... I'm not sure I undersdtand the question.

I was considering a full fledged tutorial to go with the first "Go back..." trigger in the Mist Cave where you would run into an Egg that when struck would reveal itself to be a dragon and Kain would say something like: "Show restraint Cecil!" He uses a Bestiary item (more like the Dragon's AI running a Scan on itself)  "Once we have weakened it, let me speak with it." Then if you successfully get it, you would get a normal White spell (all of the dragons outside of the five special designated ones give normal White Magic). probably Blink or Regen. But... then if you kill it you wouldn't get another chance to get that so... I'm wondering if I should just make it a rare encounter and go from there, but yes... the Mist Dragon, I suppose I could say somehow that "This is not a Dragon!" but I'm basically out of battle speech space at this point (a much later Zeromus battle speech plan has taken up the vast majority of it)

Hmm, the method to apply the newest User Options seems a bit complicated, I would be fine if it just disabled the meter, I could work around that, what I can't work around is the immediate system crash at start up.

Oh, on that '???' matter, PinkPuff included the ability to (ostensibly) edit a previously unknown bitflag in magic and items but when you make a change to it, (Yes/No) it reverts back to its default state when you leave that part of the menu. This is a little bit annoying because that flag is actually what makes some moves deal bizarre damage as you can see it is placed where a spell wasn't originally set to be a damaging move (also Cure spells).
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 07, 2014, 10:15:49 am
Oh, I see. I've had problems with FF4kster not correctly adjusting single-bit data, but not specifically that one. Initial visibility of NPCs is the one it keeps getting wrong for me. My theory is it might be calculating wrong and actually changing an entirely different bit...

Does the new User Options cause CB to crash at startup? That's a problem...

December 07, 2014, 03:40:14 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Slick is back up, BTW. Yay!
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 07, 2014, 04:15:49 pm
Yeah, it kills it at Start up and I... oh... oh you're kidding me!

Alright, so I have maybe 20-30 backup files of Combat Boost and some with very similar names to Combat Boost, the one I opened up in Hex to check the header was the wrong rom.

Yeah... it works fine when you Use Your Brain! Instead of sleepily just opening up the hex editor and clicking on a similar rom, haha!

Looks like everything works great from my end, Chillyfeez! New User Options have been successfully implemented into FFIV-Combat Boost!

Indeed! Slick is back! But this may not have been such a bad thing, after all we may have encouraged others to look into FFIV hacking?

December 08, 2014, 01:37:08 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Alright! After setting up two new dragons for the Overworld, I think they're ready to go.

The first can be encountered and defeated with just the party of Cecil and Kain in Misty Cave (Hint: It's not the Mist Dragon). Though like the rest of the hack this isn't an easy task. It is necessary you use what tools are available to you this early on if you want to stand a chance at victory. As you can go back anytime you like later and grab this it's worth little more than bragging rights at the start, besides Kain won't be able to use the spell until Level 14. No grinding necessary either, I subdued  this enemy with two fresh level 10 Cecil and Kain.

The second can be encountered at Mt Hobbs and if you do encounter it, RUN!! This enemy is set to a slightly lesser degree of difficulty than the MecDrake, but it Will kill the unprepared and it will make mince meat of your measly Level 15-25 Party that you would first ascend Mt Hobbs with.

All of these enemies are rare spawns and there is only a 7% chance of running into them in these certain areas. But you can guarantee a fight with them by using a Siren.

In addition many areas (that don't have deadly dragons) now have rare encounters, nothing too special though, mainly it's just a formation from the next story area (e.g. In the Waterway Cave you might run into a battle with Antlion Cave enemies rarely), if you feel you're outmatched you can freely run from them, but generally they offer a chance at different rewards than can be obtained currently.

This update also includes Chillyfeez's User Options and as such Kain now has some new expository text in the Castle about this.

The Next large update planned is a challenge dungeon by Chillyfeez's request, but I might need his help in placing it, though I know exactly what I want now.

After that I can proceed in earnest with the normal storyline progression.

Also, shock to me, I made a ReadMe (which I apparently made all the way back in August!). The ReadMe may need some fleshing out though, (ironically Chillyfeez the hint for the Dark Knight battle is in the ReadMe, haha!) so I'll release that in a short while, as of now the updated patch is ready to go, at least as far as I'm aware.

Final Fantasy IV-Combat Boost!v.0.06

EDIT: Here is the Readme, it should expand greatly upon what is in the Training Hall as well as include lesser known information about the mod that might help people out.

Final Fantasy IV-Combat Boost! Readme (http://jmp.sh/eGQrT9p)

December 09, 2014, 06:53:36 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

Alright, the problems with 0.05-.06 have been fixed and this release is 0.07 it is generally the previous patches except playable! (How did I miss those broken maps!?)

Now onto 0.08 to fix another oversight on my part and this patch also increases the damage of Cid's Hammers so he can better fight alongside the other melee members.

Final Fantasy IV Combat Boostv0.08 (http://jmp.sh/TUsDy2n)

Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 09, 2014, 11:14:03 pm
So I'm grinding up for the Eblan treasure chest battles by fighting outside Toroia, and I won a "Carved" Sword. So my question is: What does (boomerang)Taunt do?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 09, 2014, 11:53:43 pm
So I'm grinding up for the Eblan treasure chest battles by fighting outside Toroia, and I won a "Carved" Sword. So my question is: What does (boomerang)Taunt do?

Ah, that's a rare item and Taunt is a new Ninja skill that Edge can eventually learn. Taunt draws that particular foe's next attack towards the Taunter. A reverse (literally in terms of data) of the enemy's Target spell.

What happens when you go to fight the Eblan Treasure Chest? I have a distinct way I go about it, but I'm curious to see the approaches you may have tried.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 10, 2014, 12:41:21 am
Well there are two Eblan treasure battles. The mad ogres, I just wasn't powerful enough. I think I managed to kill one before I got pummeled to death (and they are basically magic-proof).
The other battle... Forget it. "Not strong enough" doesn't accurately describe the situation. The couerl (or whatever - clearly that's what I call all FF cat-monsters)'s Blaster attack was obviously the thing that needs to be neutralized in order for me to survive, but nothing seems to stop it, and I can't kill it before it kills me. And the fact that there are two other monsters there doesn't help. So, after I level up a bit, I'll fill you in on the strategies I try.
BTW - I'm not frustrated about this like I was about the serpent road, because these battles are optional, and they were always above the level I reasonably expect to be when I first get to this point in the game. So it's good that they're even harder now.

That's what I thought Taunt must do, a la Auron's technique in FFX. I'm not sure it's useful for Edge, though, unless you've plans to increase his defense capability (or give him great long-range weaponry).
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 10, 2014, 12:52:41 am
Well there are two Eblan treasure battles. The mad ogres, I just wasn't powerful enough. I think I managed to kill one before I got pummeled to death (and they are basically magic-proof).
The other battle... Forget it. "Not strong enough" doesn't accurately describe the situation. The couerl (or whatever - clearly that's what I call all FF cat-monsters)'s Blaster attack was obviously the thing that needs to be neutralized in order for me to survive, but nothing seems to stop it, and I can't kill it before it kills me. And the fact that there are two other monsters there doesn't help. So, after I level up a bit, I'll fill you in on the strategies I try.
BTW - I'm not frustrated about this like I was about the serpent road, because these battles are optional, and they were always above the level I reasonably expect to be when I first get to this point in the game. So it's good that they're even harder now.

That's what I thought Taunt must do, a la Auron's technique in FFX. I'm not sure it's useful for Edge, though, unless you've plans to increase his defense capability (or give him great long-range weaponry).

Ah, hmm as I recall there are certain status ailments you can take advantage of. A lot of times it comes down to experimenting until you find the right "answer". Once you find those you should have am much easier time... in some cases. There's a treasure encounter there you haven't gotten into yet (I suppose) which can be considered extraordinarily difficult.

Taunt is supposed to be paired with Image so you give yourself a bit of breathing room if you can train the foe on Edge who is under Blink. Using Taunt without a strategy will end poorly, yeah. But you got the rare Carved Sword! (Keep the "Carved" name in mind, it might help you in a place you may not expect it to. Also keep in mind the enemy type you received it from.) so you can give any sword wielder Taunt. As I recall it works as a used item (I could be wrong though).
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 10, 2014, 01:24:49 am
Speaking of image...
Do you recall seeing in your research any indication of how the game determines the length of time Image/Blink/Decoy will last? I never used them much in regular FFIIUS, but they are wicked useful in Combat Boost, and when I had Tellah and Porom, I saw a great deal of (what seemed like) inconsistency with how long the effects would last.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 10, 2014, 01:37:52 am
Speaking of image...
Do you recall seeing in your research any indication of how the game determines the length of time Image/Blink/Decoy will last? I never used them much in regular FFIIUS, but they are wicked useful in Combat Boost, and when I had Tellah and Porom, I saw a great deal of (what seemed like) inconsistency with how long the effects would last.

I think there's a misunderstanding here; it's not based on times, but strikes.

You'll notice that when the first "miss" happens the second image fades and then there's only one. You have two strikes of physical invincibility when you use Blink. Here is the disassembly research from the Fight command.

$03/C593   AD 06 27   LDA $2706  [$7E:2706]   A:0000   X:0900   Y:0000   P:envMxdiZc - Load Target's Status Anomalies (Byte 4) into A from Data Copy.
$03/C596   29 0C   AND #$0C   A:0000   X:0900   Y:0000   P:envMxdiZc - Does it have Image 1 or 2?
$03/C598   F0 15   BEQ $15    [$C5AF]   A:0000   X:0900   Y:0000   P:envMxdiZc - If not Branch to 03C5AF.
---------------------------------------------------------------------------------------------------------------------------------------
$03/C59A   4A    LSR A   A:000C   X:0000   Y:0000   P:envMxdizc - Divide the value in A by 2.
$03/C59B   29 04   AND #$04   A:0006   X:0000   Y:0000   P:envMxdizc - Load 04 into A?
$03/C59D   85 A9   STA $A9    [$00:00A9]   A:0004   X:0000   Y:0000   P:envMxdizc - Store A in A9
$03/C59F   A6 A6   LDX $A6    [$00:00A6]   A:0004   X:0000   Y:0000   P:envMxdizc - Load X from A6.
$03/C5A1   BD 06 20   LDA $2006,x[$7E:2006]   A:0004   X:0000   Y:0000   P:envMxdiZc - Load A into Character/Monster Status Byte 3 (thereby decrementing Image)
[/quote[
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 10, 2014, 02:08:16 am
Huh... Wow, good to know.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 13, 2014, 01:02:57 am
I have a bit of a preview of a brand new area, inspired by Chillyfeez's suggestion to make a sidequest area "Challenge Dungeon" for when the Airship can first be accessed, there is now a hidden place somewhere on the world map that if found will give the player access to the Everwhite (Everwhite on the map only, in battle and world map it is still green, bah) Woods, likely inspired by the season of the year, but also this type of area is missing from default FFIV. There are no forest dungeons nor ice dungeons. So I thought to kill two birds with one stone. With three new foes and a powerful boss based on Russian Folklore who grants a unique gift and along with the more powerful enemies of the Tower of Zot this area will be a test of your will. (And the Fire Element)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-EverwhiteWoods4_zpsdf5a5d0d.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-EverwhiteWoods4_zpsdf5a5d0d.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-EverwhiteWoods2_zps5db9922f.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-EverwhiteWoods2_zps5db9922f.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-EverwhiteWoods1_zps75f3ca6a.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-EverwhiteWoods1_zps75f3ca6a.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-EverwhiteWoods3_zps277f5ae0.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-EverwhiteWoods3_zps277f5ae0.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-EverwhiteWoods5_zps580210d5.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-EverwhiteWoods5_zps580210d5.png.html)

Also, before anyone mentions the palette I should note that FFIV has no palette changer and I only chose the most decent one as far as the game has by default. The first white palette I found displayed many other objects in a bizarre color, thankfully the second one I found looked whiter and showed a decent palette for other tiles.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Gedankenschild on December 13, 2014, 07:50:09 am
An interesting idea... I took a look at a spritesheet of The After Years' enemies and there's A LOT of new palette swaps with a bluish color scheme. Those seem very fitting to an area like that.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 13, 2014, 09:15:31 am
I think I looked into it once, and there's a lot of free space available for more location palettes to be added. If you want to add a new palette in, I can brobably zero in again on where those are stored. The field, trees and water look good, but yeah, those pots and bridges look a little strange. Once we find the locations of the palettes, they're easily changed with SNESPal.

December 13, 2014, 11:11:33 am - (Auto Merged - Double Posts are not allowed before 7 days.)
OK, it turns out map palettes are a bit more complicated than I originally thought.

I have to do this quickly, because I have to get ready for work, but here are my notes:

Map palettes begin at A5E90.
Each "map palette" uses 8 actual palettes (16 bytes per palette)

Baron Town uses "map palette" 04, which, when applied to the town tileset, breaks down like this:
Quote
TOWN TILESET (USING PALETTE 04):
PALETTE 1 (GRASS, TREES): A6010
PALETTE 2 (BUILDINGS, NOT INCL. DOORS, SHOP SIGNS): A6020
PALETTE 3 (DOORS, SHOP SIGNS, POTS, CITY WALLS): A6030
PALETTE 4 (WATER): A6040
PALETTE 5 (CITY WALL WINDOWS, WELLS): A6050
PALETTE 6 (PAVED GROUND, BRIDGES): A6060
PALETTE 7 (SHINGLED ROOFS): A6070

There are three completely unused (blank by default) "Map Palettes":
Quote
Map Palette   Offset of first palette (ROM w/o Header)
--      -----
1B      A6B90
1C      A6C10
1D      A6C90

If you open your ROM in SNESPal and jump to one of these offsets, you can create custom palettes for the Town tileset by referencing the above.

Sorry this is so short. I can clarify later if you need.


Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: vivify93 on December 13, 2014, 11:37:51 am
Grimoire LD, I mean no disrespect, but I'm watching Tomato's streams of Combat Boost and they seem really put off by the eidolons vs. espers inconsistency. I know you've noticed this already and have probably changed it, but as the script writer, I feel the need to put this out there and ask: would it be any trouble at all to change it to be consistently "esper"? Thank you, I'm sorry if this seems too forward.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 13, 2014, 03:12:03 pm
Wow, really Chillyfeez? I had no idea! That actually expands things quite a bit, as I've always said graphic have never been my forte, but I should be able to make something work here.

Indeed Gedankenschild a lot of yellow and blue color palettes for the later parts of The After Years at their decent attempt at elemental areas.


Grimoire LD, I mean no disrespect, but I'm watching Tomato's streams of Combat Boost and they seem really put off by the eidolons vs. espers inconsistency. I know you've noticed this already and have probably changed it, but as the script writer, I feel the need to put this out there and ask: would it be any trouble at all to change it to be consistently "esper"? Thank you, I'm sorry if this seems too forward.

Ahem...

First: I always preferred Eidolon to Esper, but I forgot that Esper is what Vivify93 used in his initial Project II, so that oversight will be remedied.

It's been dealt with and has been, pretty much a day after the videos went live.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 13, 2014, 04:41:50 pm
Yeah, I had no idea there were so many palettes used in each map. It really opens up worlds (figuratively and literally, I guess).

Have you ever used SNESPal before?
http://www.romhacking.net/utilities/32/

As long as you know the location in ROM where the palettes are, it makes custom palette editing very easy.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 13, 2014, 05:20:26 pm
Yeah, I had no idea there were so many palettes used in each map. It really opens up worlds (figuratively and literally, I guess).

Have you ever used SNESPal before?
http://www.romhacking.net/utilities/32/

As long as you know the location in ROM where the palettes are, it makes custom palette editing very easy.

I have not used SNESPal before, but the way it is setup looks rather intuitive, colors at certain offsets can be changed to effect the palette in-game.

Well, since there are some palettes that simply aren't used, I thought to take a scope and see if there are any "filled" palettes that are unused.

(in decimal because I'm using FF4kster)

Airships - 0

Cave Magnes - 2

All Overworld Castles - 3

Basic Town - 4
Basic Forests - 4

Basic Indoors - 5

Castle Indoors - 6
Room of Wishes - 6

Mt. Ordeals Mirror Room - 7
Crystal Rooms - 7

Lunar Whale - 8
Dwarf Tank - 8

Cave of Summons - 9
Land of Summon Monsters - 9

Towers - 10

Giant - 11

All Other Moon Locations - 12

Mountains - 13

Baron Sewer - 14
Watery Pass -  14
Misty Cave - 14

Sylvan Cave - 15

Antlion Cave -16
Adamant Grotto - 16
 
Cave Eblan - 17

Sealed Cave - 18

Smithy's House - 19
Tomra - 19

Lunar Palace - 20

Dwarf Castle - 21

Cave Eblan hideout - 22

Inside Castle - 23

Agart - 24 (Brighter Ground, Red Roofs)
Silvera - 25 - (Blue Roofs)

Indoors (Underworld) - 26

Airship in underworld - 30


Looks like they used every palette they could except for 1, 31, and 32 and, as you mentioned they didn't even think of any map palettes for 27-29.

I imagine then that in a Map Palette you would then be pointing to the desired palette?



















December 13, 2014, 07:40:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Luckily for me I'm currently using Map 2's Palette which is only used by the Cave of Magnes, so I'll just move that to the Sealed Cave's palette (because they look so similar.)

And done! Thank you very much Chillyfeez, due to your findings I've managed to give the place a very suitable palette indeed. Pots, buildings, and even the sides of the raised land look completely natural!

My only thought was that the original water may have looked... well "colder" I thought the ice blue would have made it seem chillier but I'm wondering if its too distracting and if the dark black water fit better with the place being near colorless. Also do the buildings now look too bright? They were copied off of the basic Town tileset obviously.

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-EverwhiteWoods7_zps6cb22dba.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-EverwhiteWoods7_zps6cb22dba.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-EverwhiteWoods6_zpsbc2324fc.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-EverwhiteWoods6_zpsbc2324fc.png.html)
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 13, 2014, 11:36:25 pm
I like it!
I think the water is a "keep as-is" in my book.
If the buildings were a more grayish color, it might help contribute to the cold and lifeless ambiance, but I think you can get away with leaving it.
If you wanna quickly test out some changes in-game, the building palette is loaded into RAM at 00:0D1B. You can fiddle with the numbers there and see the changes instantly.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 14, 2014, 12:43:58 am
I like it!
I think the water is a "keep as-is" in my book.
If the buildings were a more grayish color, it might help contribute to the cold and lifeless ambiance, but I think you can get away with leaving it.
If you wanna quickly test out some changes in-game, the building palette is loaded into RAM at 00:0D1B. You can fiddle with the numbers there and see the changes instantly.

Now that is some useful information! And altered. Yes, it is not as bright and due to the palette used it looks more worn down and the bluish splotches around it makes it seem as if it could be covered in ice (Now if I only had snow, or an actually snowy battle background this would be next to perfect!) I'm rather proud of myself with this area, I managed to create a mid-boss out of what is a normal enemy in the area (by the use of Formation AI Triggers) and I even made the way to the end goal a two stage process, so even if you know the way, you're still going to need something else to proceed to fight the boss.

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-EverwhiteWoods8_zpsa5967551.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-EverwhiteWoods8_zpsa5967551.png.html)


Thank you for all of your help Chillyfeez! I certainly wouldn't have even considered going this far without your encouragement, advice, and plain old fantastic information you've supplied me.

Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 14, 2014, 02:28:50 am
Sure thing. I'm excited to see the final product in action.

Quote
(Now if I only had snow, or an actually snowy battle background this would be next to perfect!)
Damn you, now I'm thinking about this...
Referencing this conversation (http://slickproductions.org/forum/index.php?topic=1286.msg12991#msg12991) between Phoenix and some guy you might recognize, it seems the game does have the ability to palette-swap battle backgrounds (more observant people have probably noticed this. I can't say as I ever had).
Now, in order to apply this practically, we'd have to:
1) locate battle BG palettes
2) trace the "use alternate palette if available" bit through the code that determines if an alternate is available...
   a) figure out how to change which backgrounds are available for palette swapping
   b) decide which palette swap can be done-without (water background? I don't really see a need for this to exist in two different palettes)
   
From there, it should be relatively simple to get you your Ever white forest battle BG.

... I can't think of a good way to get snow, though.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: vivify93 on December 14, 2014, 07:44:40 am
It's been dealt with and has been, pretty much a day after the videos went live.
Alright, thank you! :) Sorry I missed that. I just kinda panicked because someone was really upset with it.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 14, 2014, 08:55:46 am
Sure thing. I'm excited to see the final product in action.
Damn you, now I'm thinking about this...
Referencing this conversation (http://slickproductions.org/forum/index.php?topic=1286.msg12991#msg12991) between Phoenix and some guy you might recognize, it seems the game does have the ability to palette-swap battle backgrounds (more observant people have probably noticed this. I can't say as I ever had).
Now, in order to apply this practically, we'd have to:
1) locate battle BG palettes
2) trace the "use alternate palette if available" bit through the code that determines if an alternate is available...
   a) figure out how to change which backgrounds are available for palette swapping
   b) decide which palette swap can be done-without (water background? I don't really see a need for this to exist in two different palettes)
   
From there, it should be relatively simple to get you your Ever white forest battle BG.

... I can't think of a good way to get snow, though.

Hah, I always thought that the alternate palette deal was hard-coded... well, that clears up the "Mystery Byte" in FF4kster's Map Data editor.

Well, I'll be out for a couple of days, but I'll get back to this on Monday night.
 
EDIT:
Actually, looks like I got out of work a bit earlier than I expected so I have some time to play around...

So it turns out that the Caves alternate palette is used in Eblan Cave, I suppose because the Eblan Caves itself is a darker palette, that is ditto for the extra water palette as well.

The second Caves alternate palette is used by the Sealed Cave

Sylph Cave is an alternate Palette of Summon Monsters Path

Tower of Babil is an alternate Palette of Tower of Zot.

Do any of these really make that much of a difference? I'd say the biggest pronounced change is Sylph Cave and Summon Monsters Path and that's one that shouldn't be touched. All the rest seem fairly similar to their default one other than "it's dark" or "it's a little redder".

Now let's see how they actually are called...





December 14, 2014, 03:35:25 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh do I have some good news! It turns out that each battle background is capable of an alternate palette! Bizarrely enough the instructions which make this happen are right next to a clump of data which is looked at depending on the field starting at LoRom - 03F7BC and in ROM at 1F7BC. The data is as follows..

16 (Field)
00 (Forest) 
00 (Mountain)
00 (Castle)
11 (Cave)
00 (Moon)
00 (Ship)
12 (Water)
14 (Magnes/Sealed Cave)
00 (Desert)
00 (Beach)
13 (Land of Monsters/Sylph)
15 (Tower of Zot/Babil)
00 (Lunar Subterrane)
00 (Crystal Room)
00 (Underground)

What these palettes reference though, or where they're being pulled from might take a little bit of extra research though.

And I think I may have found a good palette!

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-EverwhiteWoods9_zps88371b12.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-EverwhiteWoods9_zps88371b12.png.html)

This is wonderful news, each battle background can have an alternate palette and all you need to do to activate it is to toggle the mystery byte in FF4kster! Good on you, FFIV Programmers!

EDIT: The default alternate palettes are actually right after the normal battle background palettes, but I don't know where those are located in the first place, I'm sure someone else would though. Odds are if they included enough space for each background to have extra palettes they may have included enough space for each background to support an extra palette.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 14, 2014, 07:28:40 pm
Awesome finds, Grimoire!
And that palette looks completely appropriate, too.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Recklessly Impressionable on December 14, 2014, 09:21:46 pm
Hey Grimoire, it's nice to see that you're still working on this, i finally got around to starting last night. I just got to Tellah and everything so far seems quite good; the desert battles appear to be about the lvl of difficulty of the DS version, except Cecils' new technique makes them go by quite fast and makes gaining xp a breeze.


And I think I may have found a good palette!

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-EverwhiteWoods9_zps88371b12.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-EverwhiteWoods9_zps88371b12.png.html)



That color composition looks superb

Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: justin3009 on December 15, 2014, 05:12:16 pm
To be honest, the colors really don't work together.  I don't think they're expressing the idea you're going for.

You're aiming for a snowyish (Maybe almost Winter-esque?) palette, right?  I don't know how the editor works or if it'll let you add a new palette swatch (If not, you might have to use ASM to make a new pointer and such).  Right now, the tree leaves aren't bad, but the trunks are absolutely blinding and the base of the trees contrast so hard against the ground that it actually makes everything feel off.

The ground doesn't give of the impression of any kind of snow or 'cold', it's too high in contrast and is too noisy.  Look at images of snowy fields and landscapes, they're all very light with a combination of whites and light blues.  Doing this will help make it easier on the eyes while also portraying a more 'snowy' idea.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 16, 2014, 12:30:23 am
Thanks Chillyfeez! It looks appropriate, and as Justin points out it could be better, I feel my response below his quote rounds up my thoughts on the matter. Glad to see you are giving it a try Recklessly Impressionable! Please tell me of your detailed thoughts on enemy changes and overall gameplay, due to the comments from Chillyfeez and Tomato I think i've made the game just a little more accessible.

To be honest, the colors really don't work together.  I don't think they're expressing the idea you're going for.

You're aiming for a snowyish (Maybe almost Winter-esque?) palette, right?  I don't know how the editor works or if it'll let you add a new palette swatch (If not, you might have to use ASM to make a new pointer and such).  Right now, the tree leaves aren't bad, but the trunks are absolutely blinding and the base of the trees contrast so hard against the ground that it actually makes everything feel off.

The ground doesn't give of the impression of any kind of snow or 'cold', it's too high in contrast and is too noisy.  Look at images of snowy fields and landscapes, they're all very light with a combination of whites and light blues.  Doing this will help make it easier on the eyes while also portraying a more 'snowy' idea.
To be honest, the colors really don't work together.  I don't think they're expressing the idea you're going for.

You're aiming for a snowyish (Maybe almost Winter-esque?) palette, right?  I don't know how the editor works or if it'll let you add a new palette swatch (If not, you might have to use ASM to make a new pointer and such).  Right now, the tree leaves aren't bad, but the trunks are absolutely blinding and the base of the trees contrast so hard against the ground that it actually makes everything feel off.

The ground doesn't give of the impression of any kind of snow or 'cold', it's too high in contrast and is too noisy.  Look at images of snowy fields and landscapes, they're all very light with a combination of whites and light blues.  Doing this will help make it easier on the eyes while also portraying a more 'snowy' idea.

I thank you for the comment, but honestly graphics are not that important to me, I will use what tools I have available to create decent looking palettes but I am no artist and have no artist's hand in any of this. I'm just glad I managed to use a palette (the same palette used by mountains by the way) that even remotely reflected the area in which it is to be used. Should someone with a more discerning eye would like to come along down the line and fix the graphics to make them more pleasing to the eye, I would welcome this, but for now there are more important things in this hack to consider before I worry about those matters.



December 17, 2014, 01:24:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Well, since I had a little extra time, I went through the basic battle background palettes to see if there wasn't one more fitting of snow rather than the "gray grass" (which does exist, but implies that the grass is diseased. But I did find something more akin to snow which fits the area better (It's Everwhite Woods after all, not dead grass woods, heh)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-EverwhiteWoods10_zpse5ff5a78.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-EverwhiteWoods10_zpse5ff5a78.png.html)
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: justin3009 on December 17, 2014, 05:26:15 pm
That is SO much better!  Great find on that new palette!
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Recklessly Impressionable on December 17, 2014, 11:29:23 pm
I like the old color pallet better by far, the tree's have a more vibrant and surreal vibe to them.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 20, 2014, 12:21:06 pm
A fairly crucial update. Due to an upgrade to FF4kster I have finally managed to make the Sword Skills do some real damage though perhaps too much damage in reality. Because of this the Sword Skills will now have an actual Accuracy stat (before it didn't but the wacky "Is it a non-damage spell?" bit really made that difficult to tell). Anyone who has played through so far would say that the Break Skills are a nice idea, but ultimately worthless, well this aims to change that to what it was originally intended. A Sword Strike of moderate power, this also now has a charge time due to its fairly high damage output.

Though one change from how it was originally, the chosen skill can still hit, even if its special effect is no longer effective. For instance say you use Armor Break twice and now the enemy only has 1 Defense, you can keep on using Armor Break, but it won't actually effect defense any longer.

It can now also properly hit bosses. Before it could, but it seemed ridiculously rare for it to actually occur.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: chillyfeez on December 20, 2014, 08:41:49 pm
Is the update linked to the first post in this thread?

December 20, 2014, 08:46:14 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Sorry I haven't had more feedback for you lately. I've been playing around with hacking quite a bit as you know.
I've been grinding outside of Eblan in order to beat those treasure battles.
Also, have you officially released a beta that includes the Everwhite Woods? I'm sure it will kick my ass  ;) but I'm looking forward to trying it out anyway.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) Demo Available!
Post by: Grimoire LD on December 22, 2014, 11:08:53 am
It is not yet, Chillyfeez. I'm still working on finalizing the AI for the boss and midboss of the area, the events themselves are completely done, but I just need to get to the AI portions now. Since you have an already saved file though you won't be able to get the treasures lying around, but I'll just tell you what they are and you can hack them into your inventory (there is some really good stuff in there) when you reach them.

Also Treasure has been added to the Serpent Road to make exploration serve a bit of purpose (If you'd like to run back and get those, let me know and I'll tell you what they are so you can also hack them into your inventory)

I should hopefully have another update sometime today or tomorrow.



December 23, 2014, 01:08:15 am - (Auto Merged - Double Posts are not allowed before 7 days.)
And here is the next update! The biggest draw of this update will no doubt be the brand new bonus dungeon! This can be accessed as soon as you get the Airship and there are some NPC's which hint at its location throughout the game, so as always, pay attention to what the people have to say, just because one person says "Welcome to Kaipo!" doesn't mean someone else won't have something of interest in regards to the hack.

There are some caveats though that some may be unaware of... treasures are recorded in game by a dynamic set of bits and in a specific order. Because of this if you picked up the new treasure's indexes from elsewhere you won't be able to get them in that same save file, as the game will think you've already picked them up, but if that happens just let me know and I'll tell you what should be in it and I imagine that since this is still a beta, that the audience is mostly hackers so they can hack the items into their inventory.

Of other great note is the way that Break Skills have worked is now completely changed. Before this patch they were an instant cast attack which had a good chance of missing and dealing poor damage to foes while decreasing stats. Now they are a charged Weapon Attack which normally deals greater damage than your normal attack with a good chance to hit an enemy while decreasing their stats.

In addition there are now four chests in the Serpent Road, but like with the bonus dungeon, these chest indexes will likely be collected in a decently progressed file.
Much of this patch's preparation has been in regards to the new dungeon and that required extensive testing.

Now the new NPC's in the bonus dungeon are older NPC's that have been repurposed and will have been deactivated in any file past Mist Village. To activate them (and actually do the new challenge dungeon) you will need to do a little hacking...

At 7E:12E0 you will want to add 30 to the value at 7E:12E5 to activate the new NPC's which had been deactivated long prior to this.

I realize those are lots of caveats, but with this fairly difficult NPC and treasure system I have no choice but to use these fairly cheap methods for those who are continuing the hack.

With all that aside do enjoy! For those who are starting fresh, please let me know if you do reach the new dungeon or the Serpent Road to see if the treasures are attained properly.

Final Fantasy IV: Combat Boost! v0.10 (http://jmp.sh/BsCJKAs)

(And just in time for Christmas too!)
 




December 26, 2014, 08:59:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Major Fix!!

Through another test playthrough  I realized that I gave OctoMamm the incorrect battle script and was using a script that wasn't meant to be seen for a Long time and was nigh unbeatable.

This patch also adds Enemy Criticals, Rebalanced Poison, Rebalanaced Petrify, and a new weapon that can be acquired in the Serpent Road. I will go into more detail when this update releases proper, we're not quite there yet, but I wanted to get this out ASAP when I realized that blunder I had made with OctoMamm!

Final Fantasy IV: Combat Boost! v0.13 (http://jmp.sh/FcHNkwq)
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.12 Available!
Post by: Grimoire LD on December 30, 2014, 02:37:12 pm
Here is the next update to FFIV:Combat Boost!

This version does a bit of rebalancing of certain bosses, changes a couple of item sets and adds two new items, the CobraUrn which causes decent damage and deals poison to all foes and HypnoBag which deals good damage and puts all foes to Sleep, these are in place of the more powerful stopwatches. In addition the power of the StopTrap has been brought down to 10 ticks, (the same as the normal Stop Spell) instead of the ludicrous 50 ticks.

In addition the Healing Staff has been replaced with the Serpent Staff which can inflict Poison.

Tonics and Potions have had their powers lowered from the original patch (it was too much) and the Cure spells have had their power increased and thus have also had their MP increased. Also of note Level 1 and 2 spells have had an increase in power, making those early Spirits much more than pests but allowing the Mages to more effectively use their spells.

Gale now no longer will deal 1000's of damage when it hits you, but is still a very powerful spell to watch out for.

Poison and Gradual Petrify have had their timers change to occur more often. Poison looks at an ally's "Steal/Status Defense" and for enemies it looks at their Speed Modifier and for both add 4 to the timer (Instead of 14 like originally!) now but to compensate Poison only deals 1/8 of your Current HP rather than Max HP.

Gradual Petrify now uses the timer of Sleep and Paralysis, meaning that it will take three rounds of three rounds of Sleep/Paralysis to turn the player completely to stone.

This will be one of the last updates for the Overworld section, the next update may include further use for the Power Stones you may have found (you can sort of see what I plan in Baron.) Since currently they are used to make more Katana's but I'm not sure if they will have that purpose later on. I may plan something else down the line to increase its use to extend post Katana copies.

But once that is done (barring glitches that I didn't notice) that will be it for the Overworld and the next update will be a bit of time coming since I would at least want to complete the Tower of Babil before another update.

Final Fantasy IV:Combat Boost! v0.15 (http://jmp.sh/cLAw2HE)

And here is an updated Readme...

Final Fantasy IV: Combat Boost Readme (http://jmp.sh/Szal3Vw)
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.15 Available!
Post by: Bahamut ZERO on January 03, 2015, 05:22:37 pm
This looks awesome. :) I'd like to try it out, but sadly it seems my ancient internets can't open the links to the ips or readme. 

In any case, I love the idea of Serpent Road being a dungeon, amped up combat, and a new place to explore. Keep up the epic work!
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.15 Available!
Post by: Grimoire LD on January 03, 2015, 07:34:54 pm
This looks awesome. :) I'd like to try it out, but sadly it seems my ancient internets can't open the links to the ips or readme. 

In any case, I love the idea of Serpent Road being a dungeon, amped up combat, and a new place to explore. Keep up the epic work!

Thank you very much Bahamut ZERO! Your internet won't allow you to open the readme even? That is rather strange, is it the link to the site which is the problem?

But since you have posted I can post about one of the most significant updates to Combat Boost since the introduction of Everwhite Woods.

This patch focuses on the Blacksmith and Power Stones set up I have used and it's also the first part of a larger plan to start changing dungeons around...

 As you may recall from earlier you could acquire Power Stones from a few select enemies and there was a Blacksmith in Baron who says that he can take a Power Stone and a Kunai and give you x5 Kunai (for Edge's Katana Soul command). Well I have fully implemented the Blacksmiths into every town (that once contained a dancer) and each Dancer have been turned into a Blacksmith, I thought that the idea of setting up a Blacksmith that only copied weapons for Edge was sufficient enough at first, but the more I thought about it, the more I realized how niche the entire idea was and if I couldn't expand the role of Blacksmiths I shouldn't have them at all.

That's when I decided to do something a little different. In FFIV: Combat Boost, accessories are rare all around, they can only be acquired from certain party members when they first join or are more often than not, the rare drop from an enemy.

I recently started a playthrough before this where I did my best to get through the game without any grinding and I made it all the way to the Magus Sisters before I hit a brick wall, but the thing is that if I had a few accessories to prevent the status ailments I may have had a better chance. So now Blacksmith's will offer both the Katana copying and create Accessories, but at a price. Clearly I didn't want people to just stockpile the Power Stones but to make an accessory you need a Catalyst, a rare item that is hidden in parts of dungeons where you may not expect (a Catalyst is never in a chest location from the original game) there is one in every dungeon in the game. You will also need several Power Stones depending on the presumed worth of the accessory so say you're in Kaipo which offers the CroakRng (protects from Frog) because Frog is a fairly rare status, even in Combat Boost, it only costs 2 Power Stones, but something as valuable as the Germinas Ring which grants both Physical and Magical Evasion costs 4 Power Stones.

Power Stones are now the Uncommon Drop for most normal enemies (not all though) .

Here are a couple of pictures of the Blacksmithing process in action...

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-Blacksmith2_zpsd9115375.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-Blacksmith2_zpsd9115375.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-Blacksmith3_zps535ffc9a.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-Blacksmith3_zps535ffc9a.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-Blacksmith5_zpsaa7bae5a.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-Blacksmith5_zpsaa7bae5a.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-Blacksmith6_zps91916cf2.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-Blacksmith6_zps91916cf2.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-Blacksmith4_zpscb5c263e.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-Blacksmith4_zpscb5c263e.png.html)

Also of note a terrible bug where Rosa's last arrow would cause the character in Slot 1 to lose their weapon on their next turn has been corrected. The lady looking for the Ranger Key now correctly looks for the Ranger Key, not an Echo Herb.

This will likely be the final patch of the Overworld for now (until the completion of the main project) barring any bug fixes, text changes, or balance changes.

Final Fantasy IV:Combat Boost! v0.16 (http://jmp.sh/WlKcTJP)
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: chillyfeez on January 03, 2015, 11:21:09 pm
You know, I think that happened to me, except Porom had the bow & arrow.
I didn't say anything about it because I wasn't quite sure of the circumstances. All of a sudden, I just noticed that Cecil's sword was gone, and he had a bow and no arrows instead. Could that have been the same thing?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: Grimoire LD on January 03, 2015, 11:37:46 pm
You know, I think that happened to me, except Porom had the bow & arrow.
I didn't say anything about it because I wasn't quite sure of the circumstances. All of a sudden, I just noticed that Cecil's sword was gone, and he had a bow and no arrows instead. Could that have been the same thing?

I shouldn't have said "Rosa" in the last post, I should have said "bow-wielder". I noticed it a month or so ago but wasn't sure of the circumstances either (I noticed it happened after Rosa was Berserked and used her last arrow) I thought it was rare enough that it wasn't too pressing of a matter at the moment, then I was under the impression that my Arrow Barrage command was causing an overflow error of sorts and taking the weapon of Slot 1 just a couple of days ago, then I tested it fully and saw that this occurred whenever all arrows were used up that the character in Slot 1 would lose their weapon if their turn arrived after the bow-wielders final arrow was used. This is due to the check at the start of turn still occurring to decrement the final arrow, but since it can't find the owner it just draws it from Slot 1, that check has been fully disabled in the most recent patch. (As it was meant to be initially but I hadn't realized that I hadn't sidestepped it completely.)

I hope you hacked your sword back onto Cecil!

(I just noticed I put the link in the previous post, but didn't actually put the text needed for it to appear so the download link now shows up proper.)
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: chillyfeez on January 04, 2015, 12:06:11 am
I think I just reset the game. It didn't happen again.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: Bahamut ZERO on January 05, 2015, 06:55:34 pm
Thank you very much Bahamut ZERO! Your internet won't allow you to open the readme even? That is rather strange, is it the link to the site which is the problem?

Final Fantasy IV:Combat Boost! v0.16 (http://jmp.sh/WlKcTJP)

I think it may be on my end, as the computer I'm using is old, with outdated internet due to system requirements. It also has troubles on sites like mediafire, dropbox, etc lol.

EDIT: Got it. Time to kick some ass. :D
In any case, nice update! I'm liking the idea of blacksmithing.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: Grimoire LD on January 09, 2015, 02:24:58 pm
Excellent! Please keep me up to date, do recall it is a difficulty hack and though Dark Omen can carry you through the start with relative ease it won't take long until foes start striking back with vengeance.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: Tomato on January 10, 2015, 09:03:46 pm
I've been meaning to play and stream more of this, but before I do I thought I should ask - since many new versions have been released since I last played, would you recommend I start over from scratch or can I continue with my current save without too many issues?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: Grimoire LD on January 10, 2015, 11:09:38 pm
I've been meaning to play and stream more of this, but before I do I thought I should ask - since many new versions have been released since I last played, would you recommend I start over from scratch or can I continue with my current save without too many issues?

Yikes... I think that is probably for the best to unfortunately begin a new, since you last played several new chests (and an entirely new area!) has been added. In a previous game save before that happened the new events won't show up properly in the new area and all of the new chests  in the new areas will already look open (or not function at all); in addition the new Catalyst Ring system replaced other treasure in several dungeons, so it is likely you will never be able to get the ones in the Mist Cave and Waterway (which you just passed) Not to mention Rydia's HP has been increased from 30 to 80 to begin with so she has a much easier time surviving than she had before so getting back to that point should be just a little bit easier.

I should note that this was the last enormous update planned for the Overworld section, from here on out my focus is on the Underworld section of the game so you won't need to worry about restarting your game again. I do apologize though for all of those inconsistencies.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: Tomato on January 11, 2015, 09:01:35 pm
Cool, thanks! It's no problem, I love FFIV and have no problem starting over again, especially since I'm so early into it. I look forward to checking out all the new stuff!
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: Bahamut ZERO on January 12, 2015, 04:50:49 pm
What version of the unheadered rom should I use for patching?  I tried patching it to Final Fantasy II 1.0 [!].smc, but it hangs after the title screen on Snesx9 on psp and Wii.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: chillyfeez on January 12, 2015, 04:57:08 pm
What version of the unheadered rom should I use for patching?  I tried patching it to Final Fantasy II 1.0 [!].smc, but it hangs after the title screen on Snesx9 on psp and Wii.
You need US version 1.1.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: Bahamut ZERO on January 12, 2015, 05:28:22 pm
Good to go now :) Thank you!
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: Tomato on January 13, 2015, 12:00:12 pm
I played some more Combat Boost last night and it was cool seeing some of the new changes! If you're interested, I put the archive up here (https://www.youtube.com/watch?v=g33zZEafn5s&list=PL8fufren85t_4wKyFUruf6UD1EmQSIaEM&index=8).

Sadly I wasn't able to find the rare dragon that wanders around outside Baron... that's still there, right?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: Grimoire LD on January 13, 2015, 12:29:22 pm
Thanks Mato! I am also glad to see it's working for you Bahamut ZERO.

I am always interested in seeing other's impressions of my works, seeing it from other perspectives lets me know what I may need to change or fix, and see if things that come obvious to me will be the same for the player.

There is indeed a dragon still outside of Baron and he Will kill you if you try to stay and fight (he may just kill you anyhow if speed is against you). It was intended to require a Siren to find (which are the steal item from bosses at the moment) or just to get really lucky (or unlucky depending on the circumstances).

There is a dragon in the Mist Cave which there is a 7% chance to encounter and he is level-set to be fought by a well prepared (but not necessarily well leveled, I beat him originally at starting Level 10 just to see if it was possible) Cecil and Kain alone.

I will check out your videos as soon as possible Mato, thanks again!

As always, any comments, criticisms, I am always open to suggestions.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: vivify93 on January 13, 2015, 02:51:53 pm
It seemed a lot more balanced than last time. Maybe it was just because Mato was getting used to the difficulty, but this time he wasn't constantly aching for Tonic. :)
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: Bahamut ZERO on January 13, 2015, 03:21:24 pm
Good to know there's still a dragon outside of Baron, I've been fighting random things hoping to come across it haha.

Had my emulator randomly freeze up on me twice roaming the town of Baron. Once trying to go to the upstairs of the Beginner's School (place with the info on new stuff/changes, and the second occurance was heading into Rosa's house, both times during transitioning.  I've been able to go to both spots, so I'm fairly certain it's the emulator.  I'm using Snes9xTYLmecm 0.4.2 Mod Rev.26. Later tonight I'll switch to the Wii so I can mess around on it off my TV with a classic controller. :D

I love seeing the game I got for my 4th birthday with jacked up difficulty and better dialogue. Keep up the good work man!
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: DracoSerge on January 13, 2015, 03:35:14 pm
Is there a list of known issues in this hack to consult so that I don't post already reported bugs?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.16 Available!
Post by: Grimoire LD on January 13, 2015, 07:45:39 pm

I have watched your archive all the way through Mato; what poor luck you had, I seem to run into the dragon and get nearly killed, or killed, by that dragon on my way to Mist Cave. I get at least a Thief Knife or two before ending the Dark Knight portion of the game just by progressing. I have only ever gotten the Chemist Ring once so I hope that making it available through Power Stones and Catalysts will make them more useful.

As I mentioned I will throw in a unique line when using Dragon Speak on the Mist Dragon.

Also I should mention Do Not Use the Catalyst on the World Map! The event is still set to Sight's old event (it's likely the Catalyst will do something different on the World Map before all is said and done). And there are only a limited amount of Catalysts in the game.

I was off at a friend's house on this lull from work and school these past two days. Had I been here I would have definitely watched your stream. (at least as well as my internet can handle streaming).

Is there a list of known issues in this hack to consult so that I don't post already reported bugs?

There are no listings like that unfortunately, but I can list a few...

When a spell misses from a Weapon Cast the spell animation is thrown at whatever enemy is set to First Enemy, it is for all intents a Miss though. Since that is in graphics I can't think of a fix.

There is also the inability to keep track of Stat changes when you change Weapons in battle, this can be a beneficial fix to the player if they're getting rid of an Armor Break or Power Break that happened to them, but it can also be detrimental if you've already invested a lot of Bardsong Atk Power into a weapon and you decide to change it. So it's a give-and-take situation.

I have no remedy for this glitch.

Rosa will punch with her fists when she's down to her last arrow (something about proper decrementation and the game reads it as 0 Arrows = Fists) But that's just a graphical error it doesn't cause any other glitches. There might be a fix, but I know nothing about Weapon Graphics documentation despite my searches for them.

I *think* that is all of them (and the Mythril Armor bit on the Big Chocobo, how silly of me not to get rid of that)

But please, tell me anything you can find and I will get to the bottom of it as fast as I can...

And with that here is v0.17 this patches fixes three bugs. The first is the Raven will no longer be considered a Beast-type as it has immunity to KO and created a glitch where you could continue to Hunt the Raven. The second fix is to Advance. Advance previously took Cid's Attack power and then gave it to the character in the first slot and then took his defense and subtracted that from his attack power and gave that defense to the character in the first slot.

Now it properly takes Cid's Attack Power and gives it to Cid and reduces his Defense and gives it to Cid. In addition you can now use Coat Weapon after using Advance, but you cannot use Advance after having used it once (as was the intended behavior). This glitch appeared because of a plan change on my part. Advance was originally Cecil's 4th Command before it became Bardsong, not 2nd as it is in Cid's Commands and the routine turns the 4th command into Parry for the rest of the fight.

Valvalis no longer freezes the game when you hit her in her Tornado form with anything else but Jump (poor choice of a reaction script. The script has been fully altered.)

Thanks to DracoSerge for the notifications on these glitches!


The third glitch fix is "Obtained Mythril Armor" message from the Big Chocobo as the Big Chocobo spots will no longer exist as any event because you can buy a Whistle for only 10 GP.

Also some text has been changed around. There is a hint towards the Green Dragon in the Mist Cave in Baron and a few new help messages in Baron and also the tutorial text is cleaned up and a little better clarified (Some have been completely rewritten and a tip added for the Twins' one new ability.)

Also since Mato made a very good point about Dragon Speak being... y'know thoughtfully useful in the first portion. I threw in a conditional that looks for Dragon Speak on the Mist Dragon.

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV-DragonSpeakfailureonMistDragon_zps76f12953.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV-DragonSpeakfailureonMistDragon_zps76f12953.png.html)


And here is v0.17 and this is fully compatible with 0.16 as nothing major (like flags!) have been switched around.






 (http://jmp.sh/kFyK2SJFinal Fantasy IV: Combat Boost v0.17![/size)
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.17 Available!
Post by: vivify93 on January 13, 2015, 09:50:51 pm
Remember that some people like to rename Kain, so you might want to trim that message down, Grimoire LD. :)
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.17 Available!
Post by: Grimoire LD on January 13, 2015, 10:05:52 pm
Remember that some people like to rename Kain, so you might want to trim that message down, Grimoire LD. :)

True I can change it to "Kain: It won't heed me!" Or something like that. It will save those precious bytes.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.17 Available!
Post by: Bahamut ZERO on January 14, 2015, 04:46:36 pm
Thanks for the heads up on the Catalyst. I was this close to using one on the map earlier today haha.

Just Updated to 0.17.  I decided not to bother going into the cave until I had two thief knives. After two or so hours I finally  achieved my goal, and got all kinds of other awesome rare stuff in the process. Best things I found were 2 Power Stones, 2 Chemist Rings, and  bunch of rare/powerful arrows. Also saw the dragon three or four times. I don't think I've ever had so much fun fighting stuff in the first area haha.

Kain and Cecil are level 22 and 21 respctively, and enemies are still doing high enough damage to keep me on my toes. It's awesome. I figure since Kain isn't in the party half the time, and Cecil turns into a Paladin and goes back to level 1, that now is a good chance to farm like crazy and not kill the fun of the challenge later on. :D

Though at two points of running around with dash on fighting countless battles for the fun of it, the game would slow down after a fight was over. At first I thought it might be the emulator, but opening the menu refreshes the scene and everything goes back to normal, smooth-as-butter goodness.

All in all, I'm hooked so far. I'll let you know how things go once I actually go somewhere story-wise. (aiming to get that dragon in Mist Cave next.)
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.17 Available!
Post by: Grimoire LD on January 14, 2015, 05:09:49 pm
Thanks for the heads up on the Catalyst. I was this close to using one on the map earlier today haha.

Just Updated to 0.17.  I decided not to bother going into the cave until I had two thief knives. After two or so hours I finally  achieved my goal, and got all kinds of other awesome rare stuff in the process. Best things I found were 2 Power Stones, 2 Chemist Rings, and  bunch of rare/powerful arrows. Also saw the dragon three or four times. I don't think I've ever had so much fun fighting stuff in the first area haha.

Kain and Cecil are level 22 and 21 respctively, and enemies are still doing high enough damage to keep me on my toes. It's awesome. I figure since Kain isn't in the party half the time, and Cecil turns into a Paladin and goes back to level 1, that now is a good chance to farm like crazy and not kill the fun of the challenge later on. :D

Though at two points of running around with dash on fighting countless battles for the fun of it, the game would slow down after a fight was over. At first I thought it might be the emulator, but opening the menu refreshes the scene and everything goes back to normal, smooth-as-butter goodness.

All in all, I'm hooked so far. I'll let you know how things go once I actually go somewhere story-wise. (aiming to get that dragon in Mist Cave next.)

Sounds like good news indeed. Those Chemist Rings are next to invaluable I would say. Interesting to see you only have 2 Power Stones, yet 2 Chemist Rings. Power Stone is the Uncommon Drop from lots of foes whereas the Chemist Rings are the Rare Drops from the FloatEyes (and other varied monsters throughout the game).

Oh right! Something I don't think I've had an NPC say in the game anywhere. Arrows deal x4 Damage to Beasts. This applies to all Arrows except for the Pearl Arrows.

I'm glad to hear things are going very smoothly, yes Thief Knives are wonderful and if used correctly can be utilized to great effect. Not sure what could be causing that slowdown though. Finding the Dragon in the Mist Cave is just a slight side-objective I wanted to give the player an actual taste of Dragon Speak without having a hand-holding tutorial about it. I think that putting a beatable dragon in the Mist Cave was probably the best way to go about it.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.17 Available!
Post by: Bahamut ZERO on January 17, 2015, 06:41:21 pm
At Fabul now. Got killed during the multi-battle, so messing and seeing what I can steal. :) Got the Bomb summon, which id the first time I've ever seen it haha. Been trying to get a cockatrice summon next, but so far no luck.

Only bit of annoyance so far was how Edward has the starting starts of a 4 month old when I first got him, but after some leveling he's good. He's actually useful to me with his support abilities and being able to swap out his harp for a theif knife after a buff.  Which is great, because if this were vanilla he'd be just running off like a pussy while an 8 year old and a Dark Knight fight giant sandworms.

Quick question: what does the Seeker knife do? At first I figured it was a scan casting weapon, but usually when the animation plays it's on a killing blow. I also thought at one point it was like a stronger theif knife, as the "The Weapon Glows Bright!" message that plays half the time I get a cast in on the theif knife pops up. Now my theory is that it makes rare items more likely to appear, or something.


Speaking of which, The Theif Knife - sometimes when a character steals, a low amount of damage is dealt to the character attacking. Like say Kain steals with the knife -does 48 damage to an imp and a 1 dmg pops up on him, then he takes 2 damage. It's happened a couple of times, twice with Tellah, 2 or 3 times with Edward. Hasn't happened to Cecil yet, though.

Rosa feels improved with her Hunting abilities. Though I've been stingy and not equipped any of the good arrows I've gotten. Feels almost like a waste to use my Yoichi arrows at this point, even if it jacks Rosa's attack to 67 paired with the crossbow. especially when I can wait til I get her back, and can launch them at Valvalis' face with a Great Bow. :D

This was all tested on PSP, as I've been too lazy/forgetful to move my save to the Wii. Also, the PSP snes emulator can read text docs, so I've got the gear list on hand at a moment's notice!
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.17 Available!
Post by: Grimoire LD on January 17, 2015, 07:50:07 pm
At Fabul now. Got killed during the multi-battle, so messing and seeing what I can steal. :) Got the Bomb summon, which id the first time I've ever seen it haha. Been trying to get a cockatrice summon next, but so far no luck.

Only bit of annoyance so far was how Edward has the starting starts of a 4 month old when I first got him, but after some leveling he's good. He's actually useful to me with his support abilities and being able to swap out his harp for a theif knife after a buff.  Which is great, because if this were vanilla he'd be just running off like a pussy while an 8 year old and a Dark Knight fight giant sandworms.

Quick question: what does the Seeker knife do? At first I figured it was a scan casting weapon, but usually when the animation plays it's on a killing blow. I also thought at one point it was like a stronger theif knife, as the "The Weapon Glows Bright!" message that plays half the time I get a cast in on the theif knife pops up. Now my theory is that it makes rare items more likely to appear, or something.


Speaking of which, The Theif Knife - sometimes when a character steals, a low amount of damage is dealt to the character attacking. Like say Kain steals with the knife -does 48 damage to an imp and a 1 dmg pops up on him, then he takes 2 damage. It's happened a couple of times, twice with Tellah, 2 or 3 times with Edward. Hasn't happened to Cecil yet, though.

Rosa feels improved with her Hunting abilities. Though I've been stingy and not equipped any of the good arrows I've gotten. Feels almost like a waste to use my Yoichi arrows at this point, even if it jacks Rosa's attack to 67 paired with the crossbow. especially when I can wait til I get her back, and can launch them at Valvalis' face with a Great Bow. :D

This was all tested on PSP, as I've been too lazy/forgetful to move my save to the Wii. Also, the PSP snes emulator can read text docs, so I've got the gear list on hand at a moment's notice!

Eh? This actually works on system emulators? Well that is welcome news to me!

Ah, the Item Seeker Knife actually uses a command that no character has. When it is used it increases the enemy's default drop rate from 5% to 25%! (Hence the name Item Seeker) and there are a few mini-bossish enemies around that have a 25% drop rate so that would increase it to 100%! Your initial thoughts weren't too far off in many respects.

Using the Thief Knife can sometimes cause very low damage to the user because it is just the Steal command which has always had that stipulation.

Rosa is one of my favorite characters in my hack oddly enough. Which is odd because I was never that keen on her personally (unlike Cid who I personally doted on and wanted his role improved). Bows are just fantastic and her equipment setups can be so varied to be a capable spellcaster or an Arrow-flinging Huntress. She absolutely murders any Beast-type foes with Barrage.

The Cockatrice Summon is the 1/32 drop from the Cockatrice, which are rather taxing opponents at times due to their propensity to Petrify on hit, I wanted two of the summons as Steal only and the other two to be a lucky gain.

Yes, Rosa doesn't really need that much power at the start so you shouldn't have to worry about using them (unless you're doing something crazy like trying to hunt for the Silver Dragon on Mt. Hobbs!)

What is your equipment setup? Did you pick up any interesting weapons or armors here or there and has it helped you in your progress?


Well as for news on the mod itself. I've been putting together two entirely new dungeons in the Underworld which will address the lazy plotting of "4 Dark Crystals? Golbez already picked them off the ground. Sorry." and adds story pertaining to these crystals which I think works overall with the setting.

I've also gotten a couple more bug reports (and an embarrassing one I should have remembered) and because of that I will soon be releasing v0.18. This patch will also alter some equipment and spell powers in fairly meaningful ways as far as stats are concerned.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.17 Available!
Post by: DracoSerge on January 17, 2015, 08:13:42 pm
Ah, the Item Seeker Knife actually uses a command that no character has. When it is used it increases the enemy's default drop rate from 5% to 25%! (Hence the name Item Seeker) and there are a few mini-bossish enemies around that have a 25% drop rate so that would increase it to 100%! Your initial thoughts weren't too far off in many respects.

Does that apply to Dr. Lugae as well? I have to use an Item Seeker knife for him to drop the key to advance the plot?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.17 Available!
Post by: Grimoire LD on January 17, 2015, 08:22:02 pm
Haha! No, no. I gave the Lugae Key through the event rather than wasting a precious Item Table on keys. Though in fact I may just get rid of most Key Items somewhere down the line since they don't do anything but take up inventory slots that you can't remove. They can be mentioned in dialogue, but in most cases (Aside from the Magma Key, Rat Tail, Adamant, Pink Tail, and Frying Pan) they're just purely plot . This will give me more room for custom events that could require these key items slots because I am just about out at this point.


As a little aside the Item Seeker Knife does not actually work on enemies that have an "Always Drop" rate set for obvious reasons.

January 19, 2015, 02:30:35 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
UPDATE!

It seems I still have found a way to screw up Valvalis' AI Routine for when you use magic the game locks up (because of a faulty AI routine on my part) this behavior has been fixed. In addition you will no longer be able to Poison or Sleep the Dark Knight at Mt. Ordeals as this can cause bugs.

This patch also balances several spells. Virus has had it's power lowered as has Quake as to not be an absolute go-to choice even when elemental weaknesses is an option (Though Virus does still retain it's x4 Weakness to anything with a x4 Weakness)

The Headband's Strength bonus has been reduced to 3 and has had its price increased to 2000.

The Ranger Armor now gives +5 to Agility, Vitality, and Will and resists Beasts and Blind.

You can actually obtain the Catalyst now in Mt. Ordeals rather than a Potion.

The Astro Observatory door in Agart no longer leads to the hidden dungeon.

Black Chocobos should now appear properly in a New Game in the Chocobo Stable.

The Encounter Rate has been reduced in the hidden dungeon

You may now use Exit in the hidden dungeon (I know well the pain of gathering an item and then being struck down by a powerful foe which cannot be run from)

Final Fantasy IV: Combat Boost! v0.18 (http://jmp.sh/Hiwiln9)

Thanks to DracoSerge once more for his bug reports! It has helped make this project more stable.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Tristal on January 22, 2015, 06:36:01 pm
Hi Grimoire LD,

First I'd like to say thank you for your effort making this hack, I've greatly enjoyed the challenge.

However, the challenge spikes a little too hard at the Magus Sisters... specifically, trying to attack them at all softlocks the game.

There's also a pretty huge bug when trying to enter the Serpent Road; upon entering, the event for the Tower of Zot entrance happens, and you're transported there, complete with dialogue from Cid and Yang who aren't even in the party at this point.  I was able to work around this by leaving the tower, which gives you an airship a bit early... so I went through the Serpent Road in reverse, warped BACK to Troia, grabbed a black chocobo, flew to Baron and finished the plot normally.

I would love to wander around a bit with Cecil/Tellah/Twins and see what happens in the Tower of Zot plot items... who knows, maybe Cid or Yang is softlocking the game at the Magus Sisters and it's the author's intention to glitch past Cagnazzo  ;D

January 22, 2015, 06:43:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Upon further testing, it looks like it's a problem with one of the sisters' battle scripts.  I dragged the Twins up the Tower and it still softlocks, even without inputting a command.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Grimoire LD on January 22, 2015, 07:07:04 pm
Hi Grimoire LD,

First I'd like to say thank you for your effort making this hack, I've greatly enjoyed the challenge.

However, the challenge spikes a little too hard at the Magus Sisters... specifically, trying to attack them at all softlocks the game.

There's also a pretty huge bug when trying to enter the Serpent Road; upon entering, the event for the Tower of Zot entrance happens, and you're transported there, complete with dialogue from Cid and Yang who aren't even in the party at this point.  I was able to work around this by leaving the tower, which gives you an airship a bit early... so I went through the Serpent Road in reverse, warped BACK to Troia, grabbed a black chocobo, flew to Baron and finished the plot normally.

I would love to wander around a bit with Cecil/Tellah/Twins and see what happens in the Tower of Zot plot items... who knows, maybe Cid or Yang is softlocking the game at the Magus Sisters and it's the author's intention to glitch past Cagnazzo  ;D

January 22, 2015, 06:43:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Upon further testing, it looks like it's a problem with one of the sisters' battle scripts.  I dragged the Twins up the Tower and it still softlocks, even without inputting a command.


...That doesn't sound normal... not at all! Let me check these out quickly!

It's completely normal on my end. The Serpent Road is working correctly and everything

... Softlocking on the Magus Sisters? Well I thankfully have a file right before them so let's see what's happening there...

It sounds like it could be an issue with the ROM you have... I can attack them without issue and their AI Scripts look and act correctly. Could you send it to me so I can observe if it is the ROM or maybe something deeper that I might have missed?

I do like how a "difficulty spike" is apparently softlocks though, haha!
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Tristal on January 22, 2015, 08:07:57 pm

...That doesn't sound normal... not at all! Let me check these out quickly!

It's completely normal on my end. The Serpent Road is working correctly and everything

... Softlocking on the Magus Sisters? Well I thankfully have a file right before them so let's see what's happening there...

It sounds like it could be an issue with the ROM you have... I can attack them without issue and their AI Scripts look and act correctly. Could you send it to me so I can observe if it is the ROM or maybe something deeper that I might have missed?

I do like how a "difficulty spike" is apparently softlocks though, haha!
Yeah, it's thoroughly possible my ROM is bad.  Check your PMs.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Bahamut ZERO on January 23, 2015, 05:08:31 pm
I just got to Serpent Road and it's working fine for me.  I like how it's now a dungeon!  :crazy: Those Mad Mages are tearing my ass up, so I think it's time I gave in and give the twins some bows. Up til now they've been my theif and seeker, while Cecil buffs and Tellah tears enemies apart with the Doom sword.  Tellah and Cecil's setups are epic in this. Never thought I'd take a harp to zombie fight lol.


EDIT: Noticed a couple things while I was playing late last night.

1: while training on the overworld outside Mysidia, there was a battle or two where Porom's turn would not come up, even if I skipped through everyone else's turns for over a minute. Character layout during those fights were:         Palom
                       Tellah
                           (empty)
                       Cecil
                            Porom
 

2: Over the course of many times going back and forth between Serpent Road and the Inn in Mysidia, upon returning to Serpent Road I got into a battle where the map music continued playing instead of the battle music starting. Didn't get to see if the victory theme would play, as I was killed off by a Mad Mage.

To be honest though, I really liked the map music continuously playing during that fight, and wish it were that way for normal battles in dungeons in gerneral (outside of boss fights).

3: Gil drops are low in Serpant Road. I like this. I get about enough gil while fighting in there to ensure I can shag ass to the Inn without breaking the bank, but I won't be a gillionaire by the time I reach Baron because I farmed for items in Serpant Road like crazy.

4: I kind of wish I could still buy antidotes. They seem to be the one item I'm sorely in need of. But then, the moment I figure out which monster I can shank one out of, I'll be good to go anyway haha.

On that note, I'd like to praise you on how you've got your looting system set up. It reminds why I love to play Diablo 2: being able to kill shit and maybe, just maybe, finding some epic stuff. Love it.

Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: chillyfeez on January 24, 2015, 09:26:00 pm
I might have the answer to Palom's turn not coming up issue, Bahamut ZERO.
It was recently brought to my attention that when a ROM is patched with my User Options (which Combat Boost is), if you choose the Twin command, then cancel during the Target Select, then skip your turn (with X), the other twin will never get his/her turn.
I recently updated the readme file to acknoledge the bug. it's pretty minor, but unfortunately I have no idea how to fix it. What I did discover is that if you select then cancel Twin, then select and cancel Fight, then skip your turn, the bug won't occur.
Hope that helps clear up the mystery there.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Recklessly Impressionable on January 24, 2015, 10:04:22 pm
On that note, I'd like to praise you on how you've got your looting system set up. It reminds why I love to play Diablo 2: being able to kill shit and maybe, just maybe, finding some epic stuff. Love it.

Damn, sounds almost too good to be true :D

So much good stuff keeps getting added that i think i'm just gonna wait for the final release, but seriously, Grimoire is kicking ass right now
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Digitsie on January 24, 2015, 10:05:19 pm
How -does- twin work in code anyway? Does it automatically set a flag on Palom or the other twin when one casts it? What flag is being used?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Tristal on January 24, 2015, 10:16:57 pm
I just got to Serpent Road and it's working fine for me.  I like how it's now a dungeon!  :crazy: Those Mad Mages are tearing my ass up, so I think it's time I gave in and give the twins some bows. Up til now they've been my theif and seeker, while Cecil buffs and Tellah tears enemies apart with the Doom sword.  Tellah and Cecil's setups are epic in this. Never thought I'd take a harp to zombie fight lol.


EDIT: Noticed a couple things while I was playing late last night.

1: while training on the overworld outside Mysidia, there was a battle or two where Porom's turn would not come up, even if I skipped through everyone else's turns for over a minute. Character layout during those fights were:         Palom
                       Tellah
                           (empty)
                       Cecil
                            Porom
 

2: Over the course of many times going back and forth between Serpent Road and the Inn in Mysidia, upon returning to Serpent Road I got into a battle where the map music continued playing instead of the battle music starting. Didn't get to see if the victory theme would play, as I was killed off by a Mad Mage.

To be honest though, I really liked the map music continuously playing during that fight, and wish it were that way for normal battles in dungeons in gerneral (outside of boss fights).

3: Gil drops are low in Serpant Road. I like this. I get about enough gil while fighting in there to ensure I can shag ass to the Inn without breaking the bank, but I won't be a gillionaire by the time I reach Baron because I farmed for items in Serpant Road like crazy.

4: I kind of wish I could still buy antidotes. They seem to be the one item I'm sorely in need of. But then, the moment I figure out which monster I can shank one out of, I'll be good to go anyway haha.

On that note, I'd like to praise you on how you've got your looting system set up. It reminds why I love to play Diablo 2: being able to kill shit and maybe, just maybe, finding some epic stuff. Love it.
For the record, it wasn't obvious to me either how to buy Antidotes.
Spoiler:
When the item shop person asks you "Would you like Sundries?", say no.

I've finally gotten past the Magus Sisters now (with a BIG assist to the equipment FAQ earlier in the thread pointing out a certain piece of +15 Wis equipment), though it's going to be sad losing my source of easy XP (Underflowing Tellah's MP for Meteo).

Grimoire, You had mentioned the Zot key previously; is this no longer a thing?  I got the Magma Key but didn't get a Zot key.  I think I know where the Zot door is, too.

January 25, 2015, 12:04:20 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Question: Does the patch end at the Underworld, or do I need to grind more?

January 25, 2015, 09:07:59 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, I'm still encountering the bug where shooting the penultimate arrow overwrites somebody else's weapon.

January 25, 2015, 02:09:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And after all the trouble getting a Ranger key, the lady in front still just wants an EchoHerb.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Grimoire LD on January 25, 2015, 08:54:29 pm
I just got to Serpent Road and it's working fine for me.  I like how it's now a dungeon!  :crazy: Those Mad Mages are tearing my ass up, so I think it's time I gave in and give the twins some bows. Up til now they've been my theif and seeker, while Cecil buffs and Tellah tears enemies apart with the Doom sword.  Tellah and Cecil's setups are epic in this. Never thought I'd take a harp to zombie fight lol.


EDIT: Noticed a couple things while I was playing late last night.

1: while training on the overworld outside Mysidia, there was a battle or two where Porom's turn would not come up, even if I skipped through everyone else's turns for over a minute. Character layout during those fights were:         Palom
                       Tellah
                           (empty)
                       Cecil
                            Porom
 

2: Over the course of many times going back and forth between Serpent Road and the Inn in Mysidia, upon returning to Serpent Road I got into a battle where the map music continued playing instead of the battle music starting. Didn't get to see if the victory theme would play, as I was killed off by a Mad Mage.

To be honest though, I really liked the map music continuously playing during that fight, and wish it were that way for normal battles in dungeons in gerneral (outside of boss fights).

3: Gil drops are low in Serpant Road. I like this. I get about enough gil while fighting in there to ensure I can shag ass to the Inn without breaking the bank, but I won't be a gillionaire by the time I reach Baron because I farmed for items in Serpant Road like crazy.

4: I kind of wish I could still buy antidotes. They seem to be the one item I'm sorely in need of. But then, the moment I figure out which monster I can shank one out of, I'll be good to go anyway haha.

On that note, I'd like to praise you on how you've got your looting system set up. It reminds why I love to play Diablo 2: being able to kill shit and maybe, just maybe, finding some epic stuff. Love it.

Thanks for the feedback Bahamut ZERO. I was away for a couple of days so I didn't see these until now.

1. As mentioned Chillyfeez is looking into the issue and it was brought to my attention as well and though I took a brief look I couldn't figure out what had gone wrong.

2. ...I think I may have originally planned for that... no, I did not, haha! It's with the Lamia formation that it is set to play the original music. You may be onto something though. I love the music in FFIV, but I do rather dislike that after Every battle it restarts. It is quite annoying and I do love several of the lesser heard tracks (Underworld being one of them which I used for the Serpent Road). Maybe I'll go through the formation and just set some randomly to play the field music for the fight. I don't want to get rid of the default FFIV Battle Music after all, hehe. But no, the Victory Theme would not play in such a case. One thing I always enjoyed about FFII is the victory screen, the party goes running off as if there is no time to celebrate this small victory and I think that makes a great deal of sense. That would be neat to eventually introduce into FFIV someday possibly.

3. Gil drops are generally low all around. Originally the Inn in Mysidia was 200 Gil, it was Chillyfeez who convinced me to change that to 50 which is much more reasonable. Serpent Road does have a lot of nice items to pick up, mainly from the Flayers. They have a fantastic steal item, a chance for the Mage summon, and a good robe which you otherwise wouldn't get for quite a while.

4. Tristal mentioned how you get the Item Shop to access the second shop which sell all Status Healing Items... I think I'll have the lady in the Baron Item shop point this out and change a tutorial person for it.

The looting system is one of my favorite aspects of Combat Boost. It gives grinding a much greater purpose, without feeling fruitless. With the rarest drop being a 1/32 instead of 1/64 makes an enormous difference I find. I also tried to have each table contain a unique item or give an item which the player wouldn't normally see for a very long time.

I am very glad to see you enjoy that aspect of it Bahamut ZERO!

Also some tips for dealing with the foes in the Serpent Road...

The Aura Spell that Tellah and Palom have allow the target to deal x4 damage to certain enemy types depending on the Caster's Wisdom. You only need 20+ Wisdom to allow Aura to also deal x4 Damage to Mage Types.

Not to mention Piercing Sight can create weaknesses for these foes that can be exploited by Tellah and Palom.

I was also considering having the Blacksmith in Mysidia create Star Pendants instead of RubyRings... but I decided against it and thought RubyRings as a little more essential to have lying around.

Damn, sounds almost too good to be true :D

So much good stuff keeps getting added that i think i'm just gonna wait for the final release, but seriously, Grimoire is kicking ass right now

Well that loot system has been in place since the very first release, hehe. Thank you for the compliment though, there will probably be a few tweaks here and there, especially with bosses (to make them more dynamic) but the Overworld is basically finished by this point.

How -does- twin work in code anyway? Does it automatically set a flag on Palom or the other twin when one casts it? What flag is being used?


In theory *selecting* Twin shouldn't Do anything. What the command itself when activated does is lock down both Twins with the Twincasting Status and the Twin in the middle slot (or Palom)  uses their Wisdom to base the spell on. That's really it. It's a remarkably simple command, surprisingly it's what it's doing under the hood of the basic command which is throwing us off currently.
For the record, it wasn't obvious to me either how to buy Antidotes.
Spoiler:
When the item shop person asks you "Would you like Sundries?", say no.

I've finally gotten past the Magus Sisters now (with a BIG assist to the equipment FAQ earlier in the thread pointing out a certain piece of +15 Wis equipment), though it's going to be sad losing my source of easy XP (Underflowing Tellah's MP for Meteo).

Haha! One of my intentions with Combat Boost was to actually make the player from a gameplay standpoint, miss Tellah from thereon out because when you lose Tellah you lose the means to ever use Dark Swords again. I think I will have to rebalance Tellah to make him more usable in the front row to give him that desired effect (the ability to Curse en masse with Dark Omen and kill instantly with the Deathbringer is lost with Tellah as well). Can't quite fix that Underflow glitch yet though but if you're having fun that's all that matters.

Quote
Grimoire, You had mentioned the Zot key previously; is this no longer a thing?  I got the Magma Key but didn't get a Zot key.  I think I know where the Zot door is, too.

There is no Zot Key in the current version. I meant the Babil Key when I referred to Lugae a while back. The Zot Key was an early plan incidentally to allow the player to revisit the Tower of Zot originally but since I put most of the enemy's of Zot into the secret dungeon it's not too necessary any longer.


Quote

January 25, 2015, 12:04:20 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Question: Does the patch end at the Underworld, or do I need to grind more?

January 25, 2015, 09:07:59 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, I'm still encountering the bug where shooting the penultimate arrow overwrites somebody else's weapon.

January 25, 2015, 02:09:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And after all the trouble getting a Ranger key, the lady in front still just wants an EchoHerb.

The patch currently ends in the first trip to the Underworld, you will be thrown right in front of the ?crater? which currently leads to Kokkol's House, but that's where a new area will eventually be located which will progress the story.

I... somehow think you got an earlier version, since I just checked in this version and saw that it requires the Ranger Key and the Arrow glitch is fixed as well...

Were there items you could access in the Serpent Road or the challenge dungeon? And did you find any Catalysts along the way?






Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Tristal on January 25, 2015, 09:24:26 pm
I found plenty of Catalysts and the secret dungeon, which I completed.  I never bothered giving Tellah a Dark Sword; especially in the Cecil/Yang/Cid/Tellah party, are you really supposed to put someone else in the back row?  (I suppose if you find a DwarfAxe early enough.)

Roughly the only things I haven't completed in the game are getting all the Dragon magics and figuring out what the door in Cid's house is about.  That door goes away after you complete the secret dungeon, I wonder what's up with that.

One more bug to report is that the Frozen Key never seems to go away after it's used.

Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Grimoire LD on January 26, 2015, 12:22:15 am
I found plenty of Catalysts and the secret dungeon, which I completed.  I never bothered giving Tellah a Dark Sword; especially in the Cecil/Yang/Cid/Tellah party, are you really supposed to put someone else in the back row?  (I suppose if you find a DwarfAxe early enough.)

Roughly the only things I haven't completed in the game are getting all the Dragon magics and figuring out what the door in Cid's house is about.  That door goes away after you complete the secret dungeon, I wonder what's up with that.

One more bug to report is that the Frozen Key never seems to go away after it's used.

Oh geez! Let me tell you what that "door" is in Cid's House. It's a Sleeping Bubble that I forgot to remove. (All Sleeping Bubbles were turned into Doors purely because I was lacking in NPC's by that point).

How careless of me! I thought I got them all...

I am not sure why those glitches are still occurring for you though in regards to the Arrow Glitch and looking at the file right here she does require the Ranger Key... hmm...

There is a workable way to have Tellah in the front row and Cid in the back. Using Cid's Homing Machines you can place him in the backrow and have him deal full damage with that as it increases his accuracy to 255 and in the back that would be cut to 127 but he should most be guaranteed a hit.


Frozen Key doesn't go away, hmm? If I were smart I would have built that into the event itself *grumble, grumble...* Thanks for the heads up on that. I'm a little surprised I missed that too.

Dragon Magics are much easier to get a hold of if you have some Sirens (which you can steal from Bosses) without them though it's a bit of a hard time looking for them.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Tristal on January 27, 2015, 02:43:56 pm
Oh geez! Let me tell you what that "door" is in Cid's House. It's a Sleeping Bubble that I forgot to remove. (All Sleeping Bubbles were turned into Doors purely because I was lacking in NPC's by that point).

How careless of me! I thought I got them all...

I am not sure why those glitches are still occurring for you though in regards to the Arrow Glitch and looking at the file right here she does require the Ranger Key... hmm...

There is a workable way to have Tellah in the front row and Cid in the back. Using Cid's Homing Machines you can place him in the backrow and have him deal full damage with that as it increases his accuracy to 255 and in the back that would be cut to 127 but he should most be guaranteed a hit.


Frozen Key doesn't go away, hmm? If I were smart I would have built that into the event itself *grumble, grumble...* Thanks for the heads up on that. I'm a little surprised I missed that too.

Dragon Magics are much easier to get a hold of if you have some Sirens (which you can steal from Bosses) without them though it's a bit of a hard time looking for them.
I'm curious then, what item is that door looking for? Not that I expect there to be anything behind it.

I'm eagerly looking forward to the next version of the game.  The Calbrena/Golbez fight is usually one of the toughest fights in a normal run so I'm curious to see what you come up with, not to mention what happens to the other two Dark Crystals.

I would highly encourage you to disable Warp in King Giott's room, or perhaps not give it to Rydia at all.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: DFA on January 27, 2015, 07:28:23 pm
the thread says Final Fantasy IV, and the first post says unheadered ROM required...but I'm having trouble finding the correct ROM to patch.

Can i get the hash code for the required ROM and possibly more details.

I get the title screen to appear but then the emulator reports "BAD ROM" and no main menu.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Bahamut ZERO on January 27, 2015, 07:48:01 pm
Final Fantasy II (U) V1.1 is the version you need to get the fun started.  >:D
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: DFA on January 27, 2015, 08:08:12 pm
thanks for the quick reply.  I have a post on another forum with links to FF4 related stuff that I been organizing, and I have a link to this mod.  Im considering posting it on my website, but I have still to develop it.  Im thinking of having it in the same style as the legends of localizations site.  Something like an organized blog..still not sure exactly what I want though.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Grimoire LD on January 27, 2015, 11:26:01 pm
I'm curious then, what item is that door looking for? Not that I expect there to be anything behind it.

I'm eagerly looking forward to the next version of the game.  The Calbrena/Golbez fight is usually one of the toughest fights in a normal run so I'm curious to see what you come up with, not to mention what happens to the other two Dark Crystals.

I would highly encourage you to disable Warp in King Giott's room, or perhaps not give it to Rydia at all.

It is looking for the Frozen Key, just like the Frozen Door in the Everwhite Woods, since it's the same NPC and yes all you will uncover is the Wall behind it. (actually maybe not even that, since the event calls for NPC 3 to toggle visibility and NPC 3 in Cid's House is his daughter, so she would disappear until you go back in.

I like to think my addition of the Dark Crystals helps make the story flow a little better for that point in the game and maybe give a default scene a little more "oomph!" so to speak.

I have some ideas for the bosses don't worry. Golbez will be an Actual boss fight not "x2 Fire2 /Flame Sword swipes" "Whyy...!" I might try to throw in the Barrier Change from FFIV:DS for him.

And yes, I recall that old glitch and will easily deal with it when pertinent, thanks for the reminder though.

January 27, 2015, 11:27:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
thanks for the quick reply.  I have a post on another forum with links to FF4 related stuff that I been organizing, and I have a link to this mod.  Im considering posting it on my website, but I have still to develop it.  Im thinking of having it in the same style as the legends of localizations site.  Something like an organized blog..still not sure exactly what I want though.

That sounds like a great idea DFA! Legends of Localization is set up fantastically.

Also if you want to remove a header from a rom all you will have to do is open up a hex editor and remove the first 200 bytes (in hex). Or use a program which removes a header.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: DFA on January 28, 2015, 08:32:26 am
@Grimoire LD, thanks for the info.

Apparently I was trying to patch what I think was a fan translated FF4 ROM.  I'm at the Antlion cave so far, and jeez is the game hard.  I'm really enjoying it though.

Edit:
Found a bug, dont know if this is from original game or not.  When I go to rosa to give her SandRuby, if there is an empty space in inventory and then followed by sandruby, it appears as an invisible entry.

[potion] [potion]
[no item] [sandruby]

sand ruby is not visible but can be selected.

using ZSNES

edit2:  holy crap this mod is hard and holy crap x2, did Palom just learn Ice3? sweet
how do i cure poison status? no antidotes around
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: DracoSerge on January 28, 2015, 11:14:38 pm
Quote
how do i cure poison status? no antidotes around

"Would you like Sundries"

Say no.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: DFA on January 29, 2015, 10:08:55 am
"Would you like Sundries"

Say no.

lmao, holy crap.  nice
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Grimoire LD on January 29, 2015, 12:01:46 pm
@Grimoire LD, thanks for the info.

Apparently I was trying to patch what I think was a fan translated FF4 ROM.  I'm at the Antlion cave so far, and jeez is the game hard.  I'm really enjoying it though.

Edit:
Found a bug, dont know if this is from original game or not.  When I go to rosa to give her SandRuby, if there is an empty space in inventory and then followed by sandruby, it appears as an invisible entry.

[potion] [potion]
[no item] [sandruby]

sand ruby is not visible but can be selected.

using ZSNES

edit2:  holy crap this mod is hard and holy crap x2, did Palom just learn Ice3? sweet
how do i cure poison status? no antidotes around

It is a slight glitch... but one I'm not too concerned with. To fix it all you need to do is make sure there are no gaps in your inventory. I noticed it a while back, but it would be a lot of work to fix it. Thanks for reminding me though.

Yes, Combat Boost is quite difficult for the purpose to give all of the new tools some worthy foes to challenge. There was a patch a long while back which kept the game vanilla-ish but just had Combat Boost's abilities and skills. Stupidly easy, may I add.

...Did Palom learn Ice 3? Was... it by leveling? If not, I'll have to look into it.

And as DracoSerge has said "No". at the Item counter. I'm Really going to need a character to mention this early on. Probably in the Training Hall.

I am glad to see you're enjoying it so far! Please keep me up to date with your impressions.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: DFA on January 29, 2015, 01:02:10 pm
(http://echostorms.net/img/ff4-1.png)
yes, from leveling.  I cant find the path in serpent road.  I can see the exit but can't reach it.
the monsters are so hard i had to set 0x72DE35 to 0 just to get by...

but yeah, frustrating at times, but nonetheless, the game is enjoyable

edit: i didnt want to wait for a response and wanted to keep playing, so I used walk thru walls to get to the end and walk backwards from there to find the path.  With the encounter rate, difficulty of monsters, and castlevania II-like hidden paths, I would of never found it.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Grimoire LD on January 29, 2015, 01:32:37 pm
(http://echostorms.net/img/ff4-1.png)
yes, from leveling.  I cant find the path in serpent road.  I can see the exit but can't reach it.
the monsters are so hard i had to set 0x72DE35 to 0 just to get by...

but yeah, frustrating at times, but nonetheless, the game is enjoyable

edit: i didnt want to wait for a response and wanted to keep playing, so I used walk thru walls to get to the end and walk backwards from there to find the path.  With the encounter rate, difficulty of monsters, and castlevania II-like hidden paths, I would of never found it.

Setting encounters to 00? I didn't even know we knew what that was located! Unless you meant the encounter rate of the specific area, which would make sense.

Indeed. The Serpent Road is a test of endurance and patience. Well, you managed to get to it one way or another, and yikes! Well you might find the game a bit easier from hereon out if your party is already this high, hehe.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: DFA on January 29, 2015, 01:50:12 pm
When i set/lock the the value at that address to 0, battles are automatically won (but no exp/gold is awarded, which is perfect)

(http://echostorms.net/img/ff4-2.png)
thank god yang joined at level 37. lmao look at that HP, hes a monster.

I found out about 0x72DE35 when I kept rushing through the game to get to the dwarf castle to try to execute arbitrary code (via 64-floor glitch)

edit: whats this thief gauntlet I found? who can equip it (and what slot?)
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Grimoire LD on January 29, 2015, 02:20:52 pm
When i set/lock the the value at that address to 0, battles are automatically won (but no exp/gold is awarded, which is perfect)

(http://echostorms.net/img/ff4-2.png)
thank god yang joined at level 37. lmao look at that HP, hes a monster.

I found out about 0x72DE35 when I kept rushing through the game to get to the dwarf castle to try to execute arbitrary code (via 64-floor glitch)

edit: whats this thief gauntlet I found? who can equip it (and what slot?)

Ah, that makes a good deal of sense then.

Yang was put in the Shadow Party, a long with all other rejoining characters which is why his level keeps track with yours. But you probably already knew that.

Lucky you on finding the Thief Glove! It is a rare item which when equipped will allow Steal to also use a normal attack, so it turns Steal into Mug. Only Edge can equip it though so... probably a bit after the next big update will you actually be able to use it, eh heh. Sorry about that.

In fact, you must have run into Rogues in the Serpent Road which is the 1/64 Enemy, and on top of that you got their 1/32 item! That's Almost getting the Pink Tail without any Siren use.

Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: DFA on January 29, 2015, 02:51:01 pm
oh wow.  I do have pretty good luck when it comes to video games =]

edit: oh, actually i found it in the baron underground passageway...whats the rarity there?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Grimoire LD on January 29, 2015, 05:33:01 pm
oh wow.  I do have pretty good luck when it comes to video games =]

edit: oh, actually i found it in the baron underground passageway...whats the rarity there?

Right, I forgot Wisps could have dropped them.

44% chance to run into Wisps, and roughly 2-3 per formation, so pretty par for the course actually, hehe.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: DFA on January 30, 2015, 08:18:34 pm
(http://echostorms.net/img/ff4-3.png)
the apple doesnt have text.

I made a save state inside the crystal room after the first fight vs the elf, then I couldnt beat him (even with level 38 yang)
I had to skip the fight to continue the game.  I only had 2 remedies and I couldn't do much when my entire party was pig+mini+charmed
also, having hard time farming gold.  I can buy like 1-2 items, and thats it.  I had cid pretty much naked minus hammer+leather armor.  cant afford armor for yang either.
i returned to the mysidia area to farm ravens to level up cid.  the monsters who cast charm on your team arnt worth the effort, best to just run.
same with the rodent guys who counter with needle.  pretty much a problem i found with the mod is, running is typically the best solution unless the exp/gold reward is worth it.  otherwise just wait for encounters that are worth it.  when i go through dungeons, i run from pretty much 100% of the battles.  im just giving my opinions/my experience of the play through.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Grimoire LD on January 30, 2015, 10:06:56 pm
(http://echostorms.net/img/ff4-3.png)
the apple doesnt have text.

I made a save state inside the crystal room after the first fight vs the elf, then I couldnt beat him (even with level 38 yang)
I had to skip the fight to continue the game.  I only had 2 remedies and I couldn't do much when my entire party was pig+mini+charmed
also, having hard time farming gold.  I can buy like 1-2 items, and thats it.  I had cid pretty much naked minus hammer+leather armor.  cant afford armor for yang either.
i returned to the mysidia area to farm ravens to level up cid.  the monsters who cast charm on your team arnt worth the effort, best to just run.
same with the rodent guys who counter with needle.  pretty much a problem i found with the mod is, running is typically the best solution unless the exp/gold reward is worth it.  otherwise just wait for encounters that are worth it.  when i go through dungeons, i run from pretty much 100% of the battles.  im just giving my opinions/my experience of the play through.

That's the reason I put in the Blacksmith's to provide crucial accessories. You can block Whisper with the RubyRing which can be obtained at  and you can block Charm with Headbands, Mini can admittedly not easily be blocked but Combat Boost encourages the player to carry around healing items of every sort.

Charm is then easily dealt with, even Tellah can equip a Headband and they are cheap, very cheap at 450 GP (in that patch, they've been changed to 2000 GP in the progress-patch due to their ability).

Also keep in mind a lot of Combat Boost is knowing FFIV inside and out enemy's that have a severe weakness (not counting instant death like Break) is mostly kept in tact. How do you deal with Needlers? Cast Pig (either through the FengShui Rod or with the Pig spell). How do you deal with DeludImp's? Cast Silence. Status Ailments are your Best friend in Combat Boost since they are normally low radar in the normal game. Just don't expect everything to work all the time, but a lot of the enemies is knowing their weaknesses which are mostly the same from default FFIV.

The Apples being screwed up seems to be something with the system itself bizarrely enough. It only acts that way on those two items. This has been an issue for Project II since the start.

Overall though you may just need to think more strategically. Cecil for instance can resist Dark Breath with the Light Shield since it resists Dark and Holy.

Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Tristal on January 31, 2015, 01:40:33 am
It's screwed up that way for Soma Drops too.

Another bug is that the scene that happens upon entering the Underworld takes your party leader sprite instead of using a Cecil sprite.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Grimoire LD on January 31, 2015, 02:17:56 am
It's screwed up that way for Soma Drops too.

Another bug is that the scene that happens upon entering the Underworld takes your party leader sprite instead of using a Cecil sprite.

That is on me, when I wrote the event I forgot to include a "change character graphic" good call. That will be fixed by the next patch.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: DFA on January 31, 2015, 05:01:50 am
That's the reason I put in the Blacksmith's to provide crucial accessories. You can block Whisper with the RubyRing which can be obtained at  and you can block Charm with Headbands, Mini can admittedly not easily be blocked but Combat Boost encourages the player to carry around healing items of every sort.

Charm is then easily dealt with, even Tellah can equip a Headband and they are cheap, very cheap at 450 GP (in that patch, they've been changed to 2000 GP in the progress-patch due to their ability).

Also keep in mind a lot of Combat Boost is knowing FFIV inside and out enemy's that have a severe weakness (not counting instant death like Break) is mostly kept in tact. How do you deal with Needlers? Cast Pig (either through the FengShui Rod or with the Pig spell). How do you deal with DeludImp's? Cast Silence. Status Ailments are your Best friend in Combat Boost since they are normally low radar in the normal game. Just don't expect everything to work all the time, but a lot of the enemies is knowing their weaknesses which are mostly the same from default FFIV.

Yes, all very good points.  you are 100% right.  This mod is incredibly amazing. i love it.
I have 1 suggestion/request, can you list out enemy drop table?  for people who want 100% completion, a checklist would make it alot more of a fun experience...some type of guidance.  Like for example,  I like to farm in each area until I get all the possible items (via drop and steal) and not progress until I do.  Having a list makes it realistic and possible, instead of having no idea.  I hope you see my point of view.  hardcore games are usually the ones that play rom hacks.  oldschool RPGers like games like FF4.  Alot of the oldschool RPG players were into heavy exp grinding and aiming for 100% collection (all items, all sidequests, etc)  Without things like list of sidequests, etc, players can possibly miss out entirely on some of your features you implemented.
1 thing i really like is how you truly made the combat into an advanced combat system.  very good idea. 1 thing i didnt like (and dont like in RPGs) is cryptic stuff, like puzzle solving or whatever.  in this example, the serpent road.  I know you have your reasons for that area and the hidden walls, but I personally dont like thoes sorts of aspects in RPGs (trying to go thru every single possible tile for fake walls)
I like how you listed out how items give bonus to certain stats.  We could really use a list of the stat bonuses and maybe other details.
anyway just giving my opinions as always, never try to offend.  and again, very nice hack.

Edit:

@Grimoire LD,

look at this - http://arcanelore.net/articles/ff4wrong/
scroll to "The Incredible Invisible Treasure!"
does your mod fix this?

@Grimoire LD,  check inbox for PM
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: pinkpuff on January 31, 2015, 11:12:01 am
I had this problem in my hack too when I was messing with item names. "_FireBomb" would display correctly in the menus and such but if I got one from a chest it would say "Received !" (it correctly added the item to my inventory but didn't display the name). I found out that there is actually a separate "non-breaking" space character 0x15.

In future versions of FF4kster I will have this character mapped to # on the keyboard by default, but for a quick fix, you can open up your font.cfg font.dat file in the Config folder and add a line that says "# 15". Then go through your item names and make sure that whenever there's a leading space (or really any space within the name of an item) it uses the space typed by # not by the spacebar.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: DFA on January 31, 2015, 11:20:55 am
keyword/most important slogam of your mod is "Overall though you may just need to think more strategically. Cecil for instance can resist Dark Breath with the Light Shield since it resists Dark and Holy. "

when it comes to do that,  ilove challenging bosses.
2 things i hate bout those bosses is..is stuff like "fallen angel"(sp)? where all HP drops to 1 then you are one shoot
othertimes, you'll have 3 guys in pig (no cure frog i noticed so far), mini, poison. and charmed for luls
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.18 Available!
Post by: Grimoire LD on January 31, 2015, 12:45:12 pm
Yes, all very good points.  you are 100% right.  This mod is incredibly amazing. i love it.
I have 1 suggestion/request, can you list out enemy drop table?  for people who want 100% completion, a checklist would make it alot more of a fun experience...some type of guidance.  Like for example,  I like to farm in each area until I get all the possible items (via drop and steal) and not progress until I do.  Having a list makes it realistic and possible, instead of having no idea.  I hope you see my point of view.  hardcore games are usually the ones that play rom hacks.  oldschool RPGers like games like FF4.  Alot of the oldschool RPG players were into heavy exp grinding and aiming for 100% collection (all items, all sidequests, etc)  Without things like list of sidequests, etc, players can possibly miss out entirely on some of your features you implemented.
1 thing i really like is how you truly made the combat into an advanced combat system.  very good idea. 1 thing i didnt like (and dont like in RPGs) is cryptic stuff, like puzzle solving or whatever.  in this example, the serpent road.  I know you have your reasons for that area and the hidden walls, but I personally dont like thoes sorts of aspects in RPGs (trying to go thru every single possible tile for fake walls)
I like how you listed out how items give bonus to certain stats.  We could really use a list of the stat bonuses and maybe other details.
anyway just giving my opinions as always, never try to offend.  and again, very nice hack.

Edit:

@Grimoire LD,

look at this - http://arcanelore.net/articles/ff4wrong/
scroll to "The Incredible Invisible Treasure!"
does your mod fix this?

@Grimoire LD,  check inbox for PM

I'm glad you're enjoying it despite some perceived issues with it. I'm afraid Serpent Road isn't apt to change, it's more of an homage to older RPG's that did make you fumble about.  You might find a little bit of that in the secret dungeon as well since it's in a forest there will be some places you can walk through in order to reach your next destination, but that seems more natural because... it's a forest.

The treasure in doors glitch is well known to me, and I believe we know the reason why it happens. Isolating that is on the list of things to do, but we're not quite there yet as far as progress goes and for the most part I've taken the project in piecemeal steps. (The Combat System was developed first and everything has followed after)

Ah, you can find All of the equipment bonuses in the readme (only thing not mentioned in that is the status and elemental infliction of certain weapons, as well as their spells cast on Hit or by Cast, mainly because of wanting people to find some things out for themselves which encourages experimentation.) it does contain their bonuses and if they deal extra damage to certain foes.

I've been thinking of releasing an enemy drop chart, but I've been on the fence because I wanted people to be surprised, but if they want surprise they don't have to use it I guess.

Thankfully I've had one written up since near the start of this project. I just need to update it for the changes I've made since then.

...alright! And done.

I should note that this info. sheet is liable to change at any time as I progress and some enemies that are on there may have already been replaced by the time the Patch reaches them. (As one would notice in the Tower of Zot, there's a variety of new foes).

FFIV-Combat Boost Drop Tables (http://jmp.sh/op5VnVt)

And here's the updated ReadMe which contains the stats for the newest patch (not much change, just a few clarifications)

FFIV-Combat Boost Readme (http://jmp.sh/lbmTlZA)

And finally here's the newest patch, it doesn't go to the Underworld quite yet, nor does it improve the bosses that need improvement (AntLion, Cagnazzo) that's a bit down the line this is just general bug-fixes (and in one sorry case a bug-reversal due to my inability to fix it adequately...) and general improvements (some text here and there to hint at saying No to get to the Status Potion Item Shop)


FFIV-Combat Boost v0.19! (http://jmp.sh/irf9g0n)

EDIT: I was completely unaware of that, thanks PinkPuff! I'll fix that for the next release then.

Also DFA Frog can be cured (if I'm understanding the message right) with the MaidKiss and if you're willing to use a Catalyst and 2 Power Stones you can make Croak Ring's at Kaipo which protect you from Frog. (Just make sure you save the game before doing that, it's an experimental system and may be a bit finnicky.)


Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.19 Available!
Post by: pinkpuff on February 07, 2015, 07:47:17 am
Apparently using that non-breaking space character within a name will cause issues, but it definitely works in front.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.19 Available!
Post by: Tristal on February 12, 2015, 09:10:27 am
I'm still following the thread, just eagerly awaiting a new version that opens up the Underworld.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.19 Available!
Post by: Grimoire LD on February 12, 2015, 09:19:03 pm
I'm still following the thread, just eagerly awaiting a new version that opens up the Underworld.

Thank you for the efforts, but you may have a bit of a wait. I'm now putting in over 40 hours at work and throw in school and public transit and I only have 3-4 hours a day to do anything outside of those. Once that situation changes I should have more time to focus things.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.19 Available!
Post by: Tristal on February 13, 2015, 02:45:52 pm
Not a problem at all, just wanted to make sure you weren't waiting on user feedback before proceeding.  We all appreciate what you're doing for us! :)
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.19 Available!
Post by: DFA on February 13, 2015, 07:20:48 pm
keep up the good work.  cant wait to see the next big update.

and thanks for taking some of my advice and opinions into consideration.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (87%) v0.19 Available!
Post by: Grimoire LD on March 09, 2015, 12:04:04 am
I've found myself with a bit of time over this Spring Break to work on Combat Boost a little, I can say that the Northern Wastes is now complete!

The Northern Wastes is the area that the Dwarves who sought to make it to the surface originally protected. They have been gone for many long years and the colony left behind seemed to have faded away within the intervening years. Magma flows freely throughout the now ruined settlement, now unbounded by any safeguards that they put in place. The enchantments on the safeguards still persist however so nothing can enter within them but the dangerous magma flows beyond them and a desperate explorer may soon find themselves sizzling within the magma.

These ancient Dwarves also protected one of the Dark Crystals and by chance this is where Cecil and his party crash landed once their Floatstone gave way. But finding it will not be as simple as waltzing into a temple and grabbing it, the ancient Dwarves were not without their own tricks to prevent would-be treasure hunters from stealing their sacred treasure.

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV%20-%20Northern%20Wastes1_zpshtk99yk5.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV%20-%20Northern%20Wastes1_zpshtk99yk5.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV%20-%20Northern%20Wastes2_zpsbicnuoia.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV%20-%20Northern%20Wastes2_zpsbicnuoia.png.html)

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV%20-%20Northern%20Wastes3_zpszozteclq.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV%20-%20Northern%20Wastes3_zpszozteclq.png.html)

Of note: Rosa will no longer be learning Float, but there will be a new Dragon in the Underworld/Northern Wastes which can teach it to Kain.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: chillyfeez on March 09, 2015, 01:03:12 am
Love the look of the lava... Er, waterfalls. Cool idea.
Will there be exposition when you get to the Northern Wastes to tell this story?
Also, does Float come in handy to traverse lava flows?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: Grimoire LD on March 09, 2015, 01:33:36 am
Love the look of the lava... Er, waterfalls. Cool idea.
Will there be exposition when you get to the Northern Wastes to tell this story?
Also, does Float come in handy to traverse lava flows?

Thanks Chillyfeez, and while it looks neat now, they will lose their novelty by Gulg Volcano, I'm sure, heh.

I'm running out of Bank 2 space at this point so I have to be careful, I probably won't be able to throw in the finer details, but I should be able to at least tell the player what the place was and why they can't enter any magma that have proper boundaries.

Float will allow you to walk over (or in, just not take damage) the magma flow. Since it's just panels with the "Damage Panel" bit set.

Also due to some spell rearranging can't be used outside of battle any longer, so it will have to be cast in-battle.


EDIT: Due to Chillyfeez's suggestion the Northern Wastes now has a completed intro and the party will get to learn a little bit about what they face and the obstacles ahead. So not only is this a new area, but it will have two brand new scenes to go along with it!
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: chillyfeez on March 09, 2015, 07:48:05 pm
Wow. Did you have to sacrifice some other dialogue for all of that?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: Grimoire LD on March 09, 2015, 10:37:06 pm
Wow. Did you have to sacrifice some other dialogue for all of that?

Not yet anyhow, I deleted a lot of superfluous measures from Bank 2 a while back so I guess I made more than enough room for my plans here, thank goodness.

The scene is Rosa reading a weathered tablet which is basically a "last goodbye" of the people who went to the surface and then Cid reading another tablet which is a hint for how to obtain Float. It's not all that long, but is about par for the course as far as intro cutscenes normally go in FFIV.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: DFA on April 26, 2015, 08:02:40 pm
Hey...is this project still active?
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: Grimoire LD on April 27, 2015, 01:09:02 am
It is going in a very different direction, but yes. Combat Boost is still around. If you've been keeping a notice on the ROM Hacking discussion I am doing a rather full overhaul of a lot of things which was keeping me bound as far as data went. These things include 3 Job Classes for each character, a greatly expanded spell list, many, many new commands, randomized enemy AI, and thanks to Chillyfeez's work a Level Balancing Hack (which will keep enemies at the party's level) and a Shadow Party Hack so all characters will be able to be stored in the shadow which will lead the way for party switching, beyond the initial idea of switching Edge for Cid.

But... a lot of this is experimental and there's a good possibility some or none will make it into the final product and if it does there will have to be some sacrifices to already established content such as the Relics. I'm mainly trying to strike a good balance but am keeping my options open this time around.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: DFA on May 04, 2015, 01:33:47 pm
Sounds good


May 05, 2015, 11:18:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

considering adding this - http://www.romhacking.net/hacks/2343/


also, another thing.  I think I brought this up to you in the past, but I really cant remember, its been quite some time...

This is going in the opposite direction of increasing the damage cap...

since 65535 is the most HP an enemy can have, and you want to have longer battles..you can scale everything down, so not such large values are used.

for example, check how its done here - https://www.youtube.com/watch?v=opouZmza_6s
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 80% Complete
Post by: Duke2go on May 07, 2015, 06:04:48 am
Oh no, it's exactly what it says on the tin. Combat Boost. It moves a couple of treasures around, adds in several new enemies, some new events (The Daughters of Artemis" sidequest", and the Switch item for instance) changes most commands, equipment, and armor, giving some of them special effects based on new coding and makes the game more difficult by removing many of the benefits of being in the backrow, adding an entirely different element and feel to the game, and all enemies have had their stats increased and several enemies have some changes to their AI Scripts.

I've kind of dropped in and out of this thread, so if I ask or say something that someone else already has, please pardon me. Didn't have time yet to really go through and read it all. First off, I must say that you have taken Final Fantasy IV and created something that is definitely unique and and interesting spin on that game (Kind of like my Reconstructed project, but on a MUCH grander scale, so kudos for that). I am a little confused however why you took out the back row damage reduction? I've been playing through FFIV Advance recently because I'm going to do a "Lunar Ruins" type dungeon if at all possible in my project. The reason I say that is because Rydia/Rosa/Edge especially seem to get SLAUGHTERED if I don't move them to the back row. I've actually changed my playing style for that game as I've gotten older because I have a better grasp of what everything does now rather than just fighting and using magic. Its not a bad thing that you did that, just know how it will probably make the game that much harder.

Cecil is now a liability as you proceed up Mt. Ordeals rather than someone who can take hits. It is up to the Twins and Tellah to support him up the mountain.

I made Milon into a fairly challenging boss that could make the player pay for several careless mistakes. Tellah can equip Cecil's Dark Swords and with his Elemental Weapon ability he can exchange the Dark Element for a random assortment of elements. So you could use that as a possible strategy. Because of Tellah's more militant role, I decided to get rid of his stat decreases as he levels. This Tellah is a little more Red Mage like than an Aging Sage type. I am right before now where Cecil becomes a Paladin and progress is moving smoothly.

I'm actually really happy that you've "nerfed" Cecil when he is going up Mt. Ordeals, because you're right, he was just WAY too strong through most of that game. I really haven't cared if the rest of the party died if Paladin Cecil and Kain/Edge were still alive. I've actually been rapid leveling up using the fast forward feature of my emulator (I've never been level 40 before I went into Eblan initially before haha). I am also very glad that you've done some things with Milon because he was just a bitch in the original game. Fire2 attack Fire heal was basically the formula you needed to follow in the original game, so if you've done anything to change that you're already doing great in my book. Ironically, you've reflected something almost identical to what I did in my project with your description of Tellah being more of a Red Mage type in this project. When I was trying to come up with custom character sprites I actually modeled what I deemed my Sage character (because Sage sound so much better than Red Wizard) off of Tellah because the color scheme made him look like he did in FFIV. However, I couldn't get used to Tellah swinging a sword, so I swapped the badass Black Wizard character that I'd made with the Sage sprite, thus kind of making a younger looking version of Tellah because his robe is blue, he has a tan, and his hair is brown. This did however present quite a problem with the mapman sprite since I didn't have enough colors to give him a brown beard and hair. He looks ok, but he looked better in the red/white color scheme. I'm very interested to try this out once I finish with my project. Anything Final Fantasy IV I'm all for. Keep up the great work dude.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) 80% Complete
Post by: Grimoire LD on May 11, 2015, 11:57:13 am
I've kind of dropped in and out of this thread, so if I ask or say something that someone else already has, please pardon me. Didn't have time yet to really go through and read it all. First off, I must say that you have taken Final Fantasy IV and created something that is definitely unique and and interesting spin on that game (Kind of like my Reconstructed project, but on a MUCH grander scale, so kudos for that). I am a little confused however why you took out the back row damage reduction? I've been playing through FFIV Advance recently because I'm going to do a "Lunar Ruins" type dungeon if at all possible in my project. The reason I say that is because Rydia/Rosa/Edge especially seem to get SLAUGHTERED if I don't move them to the back row. I've actually changed my playing style for that game as I've gotten older because I have a better grasp of what everything does now rather than just fighting and using magic. Its not a bad thing that you did that, just know how it will probably make the game that much harder.

There's a reason for that in the original. Every character that can't equip a Shield gets only 1 Defense Multiplier Ever. Only Shield Bearers get Defense Multipliers from every 16 Agility and 8 Levels this is necessary to mitigate large amounts of damage. Everyone else has to deal with large amounts of incoming damage making Kain and Cecil imbalanced. Combat Boost fixed this by tying Defense Multipliers for everyone to every 8 Vitality and 16 Agility, while skipping the Shield Check. Also I didn't *quite* take out backrow advantage damage (though at the time I believed I had) what I actually did was remove the accuracy divisors on attacks made to the backrow so that the enemy wasn't dealing only 25% or less of their intended damage (based on their accuracy and the character's evasion).


Quote
I'm actually really happy that you've "nerfed" Cecil when he is going up Mt. Ordeals, because you're right, he was just WAY too strong through most of that game. I really haven't cared if the rest of the party died if Paladin Cecil and Kain/Edge were still alive. I've actually been rapid leveling up using the fast forward feature of my emulator (I've never been level 40 before I went into Eblan initially before haha). I am also very glad that you've done some things with Milon because he was just a bitch in the original game. Fire2 attack Fire heal was basically the formula you needed to follow in the original game, so if you've done anything to change that you're already doing great in my book. Ironically, you've reflected something almost identical to what I did in my project with your description of Tellah being more of a Red Mage type in this project. When I was trying to come up with custom character sprites I actually modeled what I deemed my Sage character (because Sage sound so much better than Red Wizard) off of Tellah because the color scheme made him look like he did in FFIV. However, I couldn't get used to Tellah swinging a sword, so I swapped the badass Black Wizard character that I'd made with the Sage sprite, thus kind of making a younger looking version of Tellah because his robe is blue, he has a tan, and his hair is brown. This did however present quite a problem with the mapman sprite since I didn't have enough colors to give him a brown beard and hair. He looks ok, but he looked better in the red/white color scheme. I'm very interested to try this out once I finish with my project. Anything Final Fantasy IV I'm all for. Keep up the great work dude.

I'm glad to see you're enjoying it! The next version is going to be Vastly different from what came before (or it may be a separate project all together, I'll need to take a poll eventually)

Cecil was broken in the original. With access to max defense equipment and real Defense Multipliers he could barely be touched and to balance these things out it was necessary for Cecil to have comparable defense to the rest of the party instead of just towering over them so that blows don't just glance off of him.

The first Milon fight still leaves a little to be desired. But I don't think I'll have to worry too much about the Fiends in the newest plans for a variety of reasons. The second Milon fight is very difficult though, without a Dead Man's clothes it can be a trial.

I feel that Tellah in his youth was probably closer akin to a Red Mage, he wears the Red Robes of a Red Mage not the White grandiose trappings of a Sage from FFIII. (Interestingly, Onion Knight's EX Form of a Sage in Dissidia looks more akin to Tellah's outfit than the outfits from either the 3D remake or the original does still have fancy cap). So I've always pictured Tellah being able to wield a sword with some skill, at least in his youth. FFIV shows a man clearly on the decline with him literally Wasting Away in front of you as you level him up. I wanted to give him more use and viability so I changed him a bit.

I would say that Tellah would make a fine Red Wizard upgrade for your project.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: gustavocomvoce on May 13, 2015, 01:44:25 pm
Edge will have new Magics from After Years? Assassinate - Blitz - Flame - Flood - Frost - Gale - Heal Pill - Heal Salve - Mirage - Shadowbind - Smoke - Tremor.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: Grimoire LD on May 13, 2015, 09:01:49 pm
Edge will have new Magics from After Years? Assassinate - Blitz - Flame - Flood - Frost - Gale - Heal Pill - Heal Salve - Mirage - Shadowbind - Smoke - Tremor.

As far as Combat Boost goes... no, he will not have any of those. There was not enough default spells in the system we were using at that time for extra Ninja Spells. Nowadays I've cracked a lot of the useless checks (I'm looking at you x2 Summon Spell Slots all so you can randomize Asura!) and PinkPuff has included 6 Letter Spell Names into the editor so the player's spell book could be much larger. But that's all part of a possible expansion on Combat Boost... but we'll see.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: DFA on June 11, 2015, 05:53:34 pm
Hey...just seeing if you are still working on this project.  I been checking often and haven't seen any new posts in awhile. 

I was just wondering, this is definitely a project to look forward to
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: bleedingapathy on June 21, 2016, 07:02:26 pm
Is this mod still being worked on? pray tell.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: chillyfeez on June 21, 2016, 08:01:47 pm
Grimoire's been pretty scarce for the last half year or so. Last I knew he was sort of changing the overall plan, but I honestly think he either lost the spark or got too busy with irl stuff of late.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: bleedingapathy on June 21, 2016, 08:15:43 pm
sounds like life to me  ;D
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: Midna on June 23, 2016, 04:06:25 pm
The last post in this thread before you bumped it was over a year ago and nothing has been heard of it since. It's dead. Accept it and move on.
Title: Re: Final Fantasy IV: Combat Boost! (A Final Fantasy IV Hack) (88%) v0.19 Available!
Post by: pinkpuff on August 04, 2016, 09:48:00 am
either lost the spark or got too busy with irl stuff of late.

I know what that's like ;_;