Game Modification Station / Re: FF1:DoS Projects
« on: August 30, 2017, 10:30:37 AM »Haven't done much with FF1 lately (Dragon Warrior 2 and X-COM have taken up my free time) ...XCOM 2: War of the Chosen is out
øA slickproductions.org /forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=120 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0aad.html slickproductions.org /forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0aad.html.z x cüg^ ÿÿÿÿ ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ °U ûÐ OK text/html ISO-8859-1 gzip 8:Ö ûÐ ÿÿÿÿÿÿÿÿ Tue, 10 Mar 2020 21:01:47 GMT 0ó° °® 0® P® €§² ð® cüg^ ÿÿÿÿÿÿÿÿŸ$ ûÐ
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Haven't done much with FF1 lately (Dragon Warrior 2 and X-COM have taken up my free time) ...XCOM 2: War of the Chosen is out
2. if you have 30 AGL you need 90 ATB ticks, 90 AGL needs 30 ATB ticksOK, so the ATB decrements with 1 each tick, right???
those ticks happen several times per second, slow/haste does not affect that anymore from here.
1. The initial ATB value is in fact the "120 - Agility" part (Of course, it will depend too on whether you get a Pre-emptive or Back Attack). For example, lets take Butz default stats which has an agility of 25, so 120-25 = 95. So it's expected that his ATB is either 95, 96 or 94 (due to the chance of +/- 1). Each time you end your turn, the ATB will go back to 95 and start decreasing from thenAre you sure? This is calculated when timer hit 0, but I'm not sure is that the case when the battle starts ...
I also have these other addresses, but I haven't played with them so I don't know exactly how they work. They are sort of controls for the ATB behavior.Yeah there bunch of tables in memory connected with timers (ATB been one of them). According to LightPhenix research (just add +$A for Player 1):
3CF1 Status Flag 1 - On; 0 - Off; 80 - Ending
3D75 Timer Value
3DF9 Timer Initial Value
3E7D Creature List Counter A counter used to rotate through each creature in the list above
3E88 Process Ending Timer Flag Set when any creature's timer reached zero. The code only handles ending one creature per status each frame.
3E93 Random Creature List A randomized list of each creature position (0-B), generated when battle starts at C2/1FD2
3E9F ???
3EB7 Creature Timer Ending Set to whichever creature number's timer is ending this frame
3EC2 ???
3ECE ???
3ED9 Timer Decrement Duration Certain timers do not decrement every frame. These values are held in D1/2976
3EE4 Process Timer Flag Set when the decrement timer is zero; true when processing, false when not needed
so I may end up asking for your help in this area after all Squall.Bring it on - now or never

I then copy the tile data into a separate .bin fileWhen you say tile data, do you mean tile bits or tile properties (flip, palette,..). And in general does Tiled provide tile/palette data in a raw format that can be injected in the ROM without transformation? Or that is the separate process you mentioned ...
Something I'm not fond of the current viewer is that it tries to have all info in "one window"Hehe that is a 'fault' by design. I like it that way - when I need an info, if I can get it just by moving my eyes - goal is achieved :D
While is nice quickly jump from one tab to another it feels like sometimes the info is scattered and other times is clustered. Also, the tabs feel out of order.I know it feels that way ... My goal was to separate info in logical section (tab), and put all possible info there. So when you use it - sometimes it fills filled to to rim (because there is so much to show), sometimes it feels empty (because there is so little info)
Something that IMO screams a must have in order to have a new editor is the option to edit sprites (be it for characters, enemies, backgrounds, etc).Indeed, in general graphic and music editing is a major whole and one of the reason for people not-willing to create a major mods for FF5.
IIRC the viewer still misses a couple of options that my tool does have, like:
- Base stats table (HP, MP, Exp)
- Shop info
That's very generous of you! As it happens though, most of the work goes into setting up the map feautres and tile properties as well as just drawing the tiles; converting the tile data from .tmx to binary format takes only a couple of minutes, whereas mapping for the Waterfall was an hourslong process. Still, thank you for the offer.You are welcome. It is still there, so if you change your mind just PM.
It's not a perfect system, of course. Most tilesets have two sets of tiles used depending on whether you're inside a room or not, and a tile's graphics, palette and properties are all tied to its ID, which doesn't mesh well with how Tiled works. At some point I'll want to code a dedicated map editing tool forMaking a tile editor is enormous task. However if you think a tool that can automate (help with heavy lifting) some/all task of transferring Tiled work to your ROM could help you, I'm willing to code it for you :D
when I started I thought the HP conditions in enemy AI would be percentage so it wouldn't matter what I set HP to.Absolute indeed. It is good and bad. Good because it reduce the code for the trigger, but if you change the monster HP value, you might have to tune the triggers too.
I was wrong, the checks are in absolute values ..