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Messages - pinkpuff

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The Twins can be unstoned once you get back from the Underworld with the optional sidequest to get a Supersoft (Old rumor from back in the day, referenced in FFIX I would like to include it)

Ha! I remember that old rumor! Though when I heard it, they called it the "Basilisk's Eye", though thinking about it now, I'm not sure how they would have fit something like that into an item name. Then along came the discovery of some very revealing game genie codes such as the "Gunslinger Code" which allowed you to cycle through every item in the game, and that basically put a stop to that rumor ^_^

Looks awesome!

All that's left now is to change the text "Arms" to "Job".

Do you have any plot/flavor reasoning behind how the jobs work? If they're crystal shards like in FF5 you could use the crystal symbol for the job items...

Newcomer's Board / Re: Final Fantasy IV/ FF4kster Questions
« on: April 08, 2015, 12:10:53 pm »
The reason it's not working in the "normal" dialogues could have to do with the DTE. "Normal" dialogues use a compression technique that assigns certain combinations of two symbols to one hex code. So for example there's a single code for a space " " followed by an "e". When FF4kster sees that code it prints " e". If you assigned one of your squish tiles to something from the DTE table it might cause that kind of mess up.

Newcomer's Board / Re: Final Fantasy IV/ FF4kster Questions
« on: February 25, 2015, 06:03:56 am »
Cactuar using 1000 Needles is rather easy to set up, just have whatever your HP of the Cactuar to be a multiple of 1000 and use a spell slot (DullSong is unused) to use the Damage = Max HP/Spell Power (as used in Blaze, Blitz, etc) so say Cactuar has 4000 HP, you'd set that to /4 and you're done. 1000 Needles created.

The "damage based on caster's HP" routine only looks at the caster's current HP. The "damage based on target's Max HP" routine only looks at the target's Max HP. So 1000 Needles would work as long as he's at full HP but once he's damaged it will be fewer needles...

Maybe he could give himself barrier at the start somehow and have it so that you have to do somehting specific for him to react to and drop the barrier and/or suicide or something...

Newcomer's Board / Re: Final Fantasy IV/ FF4kster Questions
« on: February 24, 2015, 05:53:00 am »
I second the vote for arachne. Another monster sprite that I for one wouldn't miss is the "sitting dragon" (green and yellow dragons); there are a bunch of other dragon sprites so they could just be changed to use one of the others and you could hijack that one.

Also I think most of the crystal room maps just use transparancy for the floor and use the "crystal room background" as the background map, which is a map consisting entirely of those glass event trigger tiles; since it's just a background they don't actually try to trigger events.

I have to say, the Damcyan crystal room does look really cool the way you have it there! Though it might need some more wall around the top where the crystal altar is, among a few other minor touch-ups... but otherwise looks awesome!

Apparently using that non-breaking space character within a name will cause issues, but it definitely works in front.

Personal Projects / Re: Project II: Final Fantasy IV
« on: February 07, 2015, 07:42:06 am »
Does changing "Ninja" help? i.e. "Arts" perhaps?

Personal Projects / Re: Project II: Final Fantasy IV
« on: February 06, 2015, 06:10:37 am »
I changed "Call" to "Sumon" in both battle and the menu using FF4kster and nothing messed up in the rom... not that I could see at least...

Newcomer's Board / Re: Final Fantasy IV/ FF4kster Questions
« on: February 04, 2015, 06:33:15 am »
Overworld editing is on the to-do list... there are some oddities that are causing some awkwardness with designing the interface, but I'm pretty sure all the necessary information is out there.

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.

Personal Projects / Re: Project II: Final Fantasy IV
« on: January 31, 2015, 11:04:33 am »
No, the Tail icon was removed in favor of a space that is usable in between item names. If you notice in the ROM while you're hex editing, you'll see weird things like {Rod}Ice{Tail}Rod. If you change the tail icon to a space in hex, the rod will display in-game as {Rod}Ice. There's a lot of free room to put in an hourglass icon, though.

I do support making extra icons, though I wouldn't necessarily put them in vanilla Project II. I thought all the extra icons in J2e's translation made the item list look cute, but rather cluttered in a way.

Just so you know, there is already a space usable within item names: Character 0x15. The original game uses it to get names like "_FireBomb". In future versions of FF4kster I plan to include it in the font.cfg file, mapped to the # on the keyboard. For now you can easily open up the font.cfg file and just add a line that says "# 15" to get this behaviour.

Personal Projects / Re: Project II: Final Fantasy IV
« on: January 30, 2015, 09:44:35 am »
You could make an hourglass icon... replace the tail icon maybe? So:

(T)Rat -> RatTail
(T)Pink -> PinkTail

Then you could have:


Newcomer's Board / Re: Final Fantasy IV/ FF4kster Questions
« on: January 26, 2015, 08:08:55 pm »
I've been editing the text in Bank 1, but when I go to save I get a Bank 1 overload message.   I'm sure it's from me adding a lot in, so I ask what is probably very obvious: when I add text somewhere, I should take out text from somewhere else, correct? That or make sure it's within the same length or the original message?

There may or may not be a small margin for adding in extra text in a given bank but in general, you'll want to delete stuff to make room for adding stuff. The stuff you delete must also come from the same bank; so, you can't for example add a bunch of text to bank 1 and try to make room for it by taking away from bank 3. As for the amount, it's difficult to measure in terms of the number of letters/characters because the game uses a certain kind of text compression and the editor decompresses/compresses it automatically for you, so just because you deleted 10 letters doesn't mean you have room for 10 letters; you might only have room for 5, or you might have room for 20.

Is there a way to expand the rom to add extra space to the 3 main banks of dialogue?

Not if you want to continue using FF4kster; it doesn't play nice with rom expansion and/or moving data around.

Granted, my overload's probably coming from me editing the chocobo messages from one word to a text box full of stuff... haha.

That would do it ^_^

Right now I'm quite new to romhacking in general. Seeing as I've loved this game since I was 4 years old in the early 90's, and it has a nice editor, I figured I'd start off with a decent spoof text hack for my own enjoyment, maybe share it on here once I get the hang of editing things and I've got funny script that doesn't make my banks not want to explode. :D I'm aiming for the quality of FF5 Spoof, where there's a lot humor, but it's not completely stupid humor or constant sex/porn references like any Chrono Trigger/FF6 spoof I've come across.

Thanks ^_^

Be sure to read the readme though as there are some things that are stored/programmed very strangely in FF4 and it may not be obvious just from using the editor.

ROM Hacking Discussion / Re: Jeopardy text encoding?
« on: October 18, 2013, 05:27:23 am »
Indeed. This information is known by someone for sure.

I know what huffman coding is. If I knew where the text started, or where the huffman code table was stored (or otherwise knew what the table values are) then I could probably decipher the rest from that.

ROM Hacking Discussion / Jeopardy text encoding?
« on: October 17, 2013, 04:55:22 pm »
I thought it would be interesting to make a hack of Jeopardy with new clues and categories and such. However when I tried to find the existing ones in the ROM, the usual techniques (relative search, etc) didn't seem to work. I think the text might be compressed somehow.

I know at least one Jeopardy hack exists which has text changes, the "Battletoads Edition", so I know this information is able to be tracked down somehow, but I lack experience in this aspect of hacking.

Any help of any kind would be greatly appreciated. Thanks!

It turns out I fixed it in the meantime and my solution was basically the same idea.

I wasn't sure if fooling around with the LoadClass routine would mess up something else, like the actual battle sprites or something, so I looked for some code in that bank that I could cut, and found it in the form of the palette cycling (there was a surprising amount of code dedicated to that and all it did was slow the gameplay down). Essentially, killed two birds with one stone!

Anyway I made my own subroutine that was more or less a copy of LoadClass except it only loaded a single row of battle graphics, then called it for each job, resulting in the first row of all 12 jobs being loaded next to each other. I also modified the job rotating routine to only move by one row instead of two when changing jobs in the party creation menu, and that did the trick. It looks perfect now.

Huge thanks to everyone for their help! Ever since I began experimenting with the 12-job setup I was always disappointed that the character select graphics wouldn't work out of the gate, and I was always sad that I never had the skills to really deal with it myself, and was always apologizing for how it looked and how it was only that screen that looked bad. Now it looks great, and seamless! No more apologizing necessary. I'm still gonna give the game another once-over to clean up any other possible cosmetic / minor details and then release the new patch hopefully soon.

I'm at school at the moment so I can't test it right away, but thanks for the help; knowing where the routine is located is at least a start.

I guess what I would want ideally is to have it so that instead of loading the graphics for "all" six jobs and changing what graphics are being pointed to when you cycle through the jobs, it would instead only load the graphics for four jobs: the jobs currently being displayed corresponding to the currently selected job for each character, and each character would always point to the same "slot", but the graphics in that slot would be loaded instead of changing the pointer.

Not sure if I explained that very clearly but hopefully you get what I mean; if I have time later I'll try to explain a bit better.

Anyway if worst comes to worst I suppose I can just get it to load blanks instead of the character graphics... that should do the trick for not displaying them at all.

EDIT: Incidentally, I found the routine that handles the party creation screen in that disassembly that Lenophis linked to. It's in bank_0E.asm, but sadly the routine for loading sprites appears to be in bank_0F.asm, so I assume that means I can't just get it to load new graphics on a keypress... however I did manage to get it to stop displaying the character graphics altogether.

EDIT 2: The class change routine is in this bank though... Since such a thing never happens in this hack I wonder if that can be turned into something useful and called from the party generation routine?

My hack of FF1, Final Fantasy Negative One, is something I'm mostly satisfied with on a gameplay level but it is in need of a little polish.

Of particular concern is the character selection / party creation screen. FF -1 allows selection of 12 base jobs but no job change. When creating your party, the first six jobs appear normally, however the other six, while their job names appear correctly, their sprites appear either as a glitched up mess, or a messed up palette swap of a different job.

Normally I wouldn't be so concerned about it except that this is basically the first thing the player is exposed to, and if they haven't read any documentation, the messed up glitchy graphics they are presented with right off the bat is not a very good first impression. Even if they're fine throughout the rest of the game, I'm sure there are or will be people who will just simply be put off right away without giving it a chance, and I can't really blame them. If I stumbled across a hack somewhere and it looked like that first going off, I'd probably be quick to move along to something else myself.

I have no idea how to fix this or even go about looking for how to fix it and was hoping to be able to draw on some of the expertise that exists in this community. If having the graphics display correctly is not possible or not reasonable, then having no graphics at all (simply having it list the job names) would also be acceptable.


Front Page News / Re: Utilities: FF4kster v0.4
« on: August 31, 2013, 02:02:41 pm »
That's a good idea! I might just do exactly that.

Front Page News / Re: Utilities: FF4kster v0.4
« on: August 31, 2013, 12:04:56 pm »
No it has not, and probably will not be for quite some time.

Currently, only FF2US v1.1 roms, either clean or modified only by FF4kster are known to be safe. Graphic editing is also safe (mostly) and certain patches are known to work. Any patch or editor that either expands the rom or moves data or code to other locations is definitely not safe.

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