øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=120e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0aad.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0aad.html.zxcüg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰUûÐOKtext/htmlISO-8859-1gzip8:ÖûÐÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:01:47 GMT0ó°° ®0®P®€§²ð®cüg^ÿÿÿÿÿÿÿÿŸ$ûÐ Show Posts - Squall

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Messages - Squall

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121
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 :laugh:

122
Final Fantasy V Research & Development / Re: New Project
« on: August 30, 2017, 08:35:47 AM »
2. if you have 30 AGL you need 90 ATB ticks, 90 AGL needs 30 ATB ticks
those ticks happen several times per second, slow/haste does not affect that anymore from here.
OK, so the ATB decrements with 1 each tick, right???

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 then
Are you sure? This is calculated when timer hit 0, but I'm not sure is that the case when the battle starts ...

Quote
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):
Code: [Select]
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

123
Final Fantasy V Research & Development / Re: New Project
« on: August 29, 2017, 02:27:25 AM »
Woah, as usual - nothing is simple in FF5 :D Thank you very much Praetarius5018, samurai goroh!

samurai goroh, your notes are very very helpful! So ATB actually decrease value (the way timers work) and that makes sense because otherwise 120-AGL will mean your ATB punishes you for having high AGL. There are still few unknowns:
  • Initial value at the start of a battle. I had examine that code before, but I didn't find any initialization, so it looks kind of random. In other FFs (FF7 for example) ATB fills even after the battle is over, so if you wait on victory animations you can always start with full ATB. I wonder is something like this happens here ...
  • "Eveyone's ATB increases at a constant rate" - whats the rate? 1? Does haste/slow affect that rate?
  • What will happen if 2 or more participant end with ATB 0 at the same time?

124
Final Fantasy V Research & Development / Re: New Project
« on: August 28, 2017, 01:46:55 AM »
I'm thinking to upgrade my CalcDMG project to next level - actually performing a whole battle vs selected monster, rather single hit. Something like arena - you choose who to battle and perform the battle.

I think I have the needed info except details around ATB system. So please write down every bit you know about ATB regardless how obvious it may seem!

Also although I was thinking not to upgrade any more the Viewer, after samurai goroh last post I'm seriously thinking of adding Character info, so please write down what do you think is essential part of that info.

125
Game Modification Station / Re: FF1:DoS Projects
« on: August 28, 2017, 01:36:29 AM »
so I may end up asking for your help in this area after all Squall.
Bring it on - now or never  :laugh:

Just kidding, but there was a movie with same/similar title so I couldnt hold not to write it :D

126
Game Modification Station / Re: FF1:DoS Projects
« on: August 16, 2017, 05:35:25 PM »
OK got it, thank you Kea. Its pretty much the same as in FF5, but it uses only 2 layers (what you call background and foreground). FF5 uses 4 layers, the first two in similar way, the third is used for some effects and the last is black and white only and I think its used internally to determine where a player can move over the map.

I call the 16x16 pixels (2x2 tiles, or total of 4 physical tiles) logical tile, because that's how FF has determined its size and there is no hardware support for it (its not how it is in the VRAM, they don't have ID there). The 8x8 pixels tiles I call them physical because the hardware has support for them and actually they have ID in the VRAM.

BTW Does FF1 uses variable map width/height? Because FF5 the map size is fixed - 1024x1024 pixels ( 128x128 tiles, 64x64 logical tiles)?

127
Game Modification Station / Re: FF1:DoS Projects
« on: August 16, 2017, 03:10:07 AM »
Woah very creative of you Kea - using what you can (Excel) to do the job, respect!!!

Probably if you play a little bit more with excel formulas you can rearrange the little-endian too, so you may skip column rearranging and losing the precision for world maps. Try: =DEC2HEX(MOD([cell]-1,256),2) & DEC2HEX(([cell]-1)/256,2)

So the CSV contain the tile-map. Does tile ID is ID of actual tile (physical) or logical? FF5 combine 4 tiles in a logical tile (2x2 of physical). So the map uses IDs of logical units (2x2), not the physical ones.

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I then copy the tile data into a separate .bin file
When 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 ...

128
Final Fantasy V Research & Development / Re: New Project
« on: August 15, 2017, 03:28:53 AM »
Quote
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

Quote
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)

Quote
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.

Quote
IIRC the viewer still misses a couple of options that my tool does have, like:
- Base stats table (HP, MP, Exp)
- Shop info

Yeah and not just that - major thing like Character ... there is always more room to expand :D

129
Game Modification Station / Re: FF1:DoS Projects
« on: August 15, 2017, 01:59:27 AM »
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.

BTW you cough my curiosity: sure preparing a map is time consuming task, but somehow I always assumed that when all is done, injecting the work in a ROM is a task on its own and I expect boring staff like converting to binary of tiles, palettes and the map-data itself,... pretty much things that may not be hard to do, just tedious and easy to make a mistake. On top of that most GBA titles store tiles in compressed format (including FF5a), so that may require an extra step. So if you do it manually - does it mean that Tiled can convert its data to binary that can easily be used in the ROM?

Sorry I just poured out my thoughts. I guess the right question is: what data you get from Tiled and what data you need for FF1a (just in general no need for details)?

130
Game Modification Station / Re: FF1:DoS Projects
« on: August 14, 2017, 03:20:52 AM »
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 for
Making 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

131
General Discussion / Re: Final Fantasy weekend (50% off)
« on: August 14, 2017, 02:59:03 AM »
Thank you for sharing this. I think I have them all, but will check just in case I missed a title :D

132
Final Fantasy V Research & Development / Re: New Project
« on: August 14, 2017, 02:43:01 AM »
Lets say we convert the Viewer into editor. What benefit we will get from it (compared with existing ones)? Personally I don't want to create 'yet another editor'. If we will do new editor it must have more options, to be easier to use, ...

Anyway IF you have a clear vision of how a new editor will look and what new features it will have, lets do it. Please share in details your vision, the layout of future editor. We can start with something and then upgrade/improve. What is your suggestion to start with?


133
Final Fantasy V Research & Development / New Project
« on: August 11, 2017, 01:51:22 AM »
Hey guys, lets make a new project for FF5!

Its been around an year since I have coded something for FF5, so my hands kind of itching :)
If you have in mind an idea - please share and lets discuss it to form a new project.

Project specification:
- it should not be a hack, although I'm fairly good with the assembly;
- it will be a separate program for Windows, build from the scratch (so we own all the rights)
- it can be a tool, an editor, viewer, ...

So if you have something in mind - bring it on! :)

134
Final Fantasy IV Research & Development / Happy Birthday!
« on: August 08, 2017, 09:04:25 AM »
Happy Birthday chillyfeez!

We haven't seen you around for long time, so I hope you are doing OK.
Even if you have forgot about FF4, hacking and slicking I hope you haven't forgot about the folks around :D
I wish you all the best buddy and have a great day!

135
Final Fantasy V Research & Development / Re: Monster AI - HP triggers
« on: August 07, 2017, 02:28:42 AM »
when I started I thought the HP conditions in enemy AI would be percentage so it wouldn't matter what I set HP to.
I was wrong, the checks are in absolute values ..
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.

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