øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=195e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0b97.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0b97.html.zxeüg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.®OKtext/htmlISO-8859-1gzip0|Ö®ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:01:48 GMT0ó°° ®0®P®€§²ð®eüg^ë® Show Posts - Squall

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Messages - Squall

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196
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Sorry, but I think you misunderstood me completely.
Not at all :)
You want to use so called 'Alternate knife formula' to apply for Chicken Knife, right?

BUT
You think that is a good formula. What I explained to you that is NOT. Using Str as main component will always lead to dis-balance - it could be overpower, under-power, ... it always will be wrong, it would always require extra fix (a fix to a fix). Realizing this and trying to solve this dis-balance Square had made a sloppy solution what some call 'bug'.

After that I explained to you that a really good formula would require Agi based formula, like: M=LV*AGL/128 + 2 + something

197
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Having a Chicken Knife with M=[(AGL+STR)/256]+2 would make a nice ... update
Not really ... we had that discussion like a year ago. The problem is that it will always brake the balance: like a knife getting higher dmg then a sword. Square have sensed that and most likely thats why there solution was what some call Knife Bug ... I dont believe even for a second that its a bug, rather a sloppy solution to overpowering knives.

The real solution will be that knife, bow,.. should be Agi based, as it is in many PC RPG games.
So no M = (Level*Strength)/128 + something, rather M = (Level*Agi)/128 + something
Then independently with x_000 we came to conclusion, that something should be a function of Str but with small margin, like F(Str/4) or F(Str/8). I forgot details but we had strict formula :)

198
Final Fantasy V Research & Development / Re: Tile locations
« on: February 21, 2017, 09:19:26 AM »
I actually used Irfan View a lot, but mainly for its resize/resample function. Never thought of using it for editing though.
*thumbs up*
I use it since Windows XP or earlier, not sure anymore. If I may suggest, change the default Picture Viewer to it. Using keyboard short-keys is just the tip  :)

199
That probably would require some coding. I know you usually try solutions that exclude that :)

200
Final Fantasy V Research & Development / Re: Tile locations
« on: February 21, 2017, 02:09:35 AM »
If its easier for you, there is a really small, lighting fast program Irfan View. It has limited editing capability, but is great as default 'Image Viewer'. Also it easily import/export to MANY formats.

201
Final Fantasy V Research & Development / Re: Altering stats
« on: February 21, 2017, 02:06:33 AM »
That probably mean that Freelancer & Mimic are hardcoded to all 24 :(

202
Final Fantasy V Research & Development / Re: Altering stats
« on: February 20, 2017, 09:19:25 AM »
Quote
Come on, I already said that I checked the Hex-editor too ^^.  :childish:
Hehe it doesn't hurt to check with another tool too  :laugh:

203
Final Fantasy V Research & Development / Re: Altering stats
« on: February 20, 2017, 04:48:11 AM »
Its possible the editor saves in wrong place.

In order to verify, check values at $D156B0 (file offset: 1156B0). Every 4 bytes represent these values. Also you may check the ROM trough my Viewer on Job tab - all values are taken from the ROM. If I remember correctly Mimic & Freelancer are at the in end of that table with index 20 & 21. That mean that their data is +20x4 = +80 ($50)

P.S. File offset may vary depending on the ROM with header or without. Unchanged ROM should have 8 bytes of 24 ($18) at that offset

204
Final Fantasy V Research & Development / Re: Tile locations
« on: February 20, 2017, 04:22:28 AM »
There are couple of 'fonts' used by FF5. Some use 1bpp others use 2bpp. Some use 1 tile others 2 or 4. I will suggest using of noisercross text editor, which include some preview. I think it covers all and supports import/export.

205
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: February 13, 2017, 02:44:16 AM »
Quote
can you check Usable Items for the bottom two Targeting bits?  they're another thing that function's code checks.
Sure I forgot about them.

Checked - same here, no item is using lower 2 bits ...

206
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: February 10, 2017, 08:25:31 AM »
Quote
also, i wonder whether parts of C2/09DD were written by robots or monkeys.
Hehe I like that.

Probably around a year ago I made similar comment. My guess is that part of the code was written in a higher level language (non asm) and then compiled. Such asm code pretty much resemble compilation of "if xxx then ..." statements (or multi if - "case"). But definitely part of the code was written in pure asm.

Thats normal way of developing any huge by its scope application/system. You write the main logic with something that is easy to change/easy to read and then you optimize some tough spots (bottlenecks).

P.S. assassin, I'm very interested in your observations on bottom bits of Targeting byte. I checked all the weapons but it seems they use 00 there. Then I checked all the Actions (they use similar structure as weapons) nothing. So either  its left code from previous FFs or  ... there is a separate place that adds lower 2 bits ...

207
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: February 09, 2017, 04:35:14 AM »
Quote
Param1 usually contain the chance a weapon to proc Action, while 2 & 3 contain the params for the action
Sorry my mistake. It seems Param1 is used as usual in the DF for the weapon. Param 2&3 are used for the Action.
Param2 - is % chance for FX
Param3 - is the FX action to perform.

So to answer your question the code that handle the FX uses only param 2 and 3.
Param 1 is used before executing the FX code and is connected to the weapon. For example:
- Venom Axe uses param 1 for hit% chance
- Air Blade (katana) - uses param 1 for crit % chance
- Dragon Whip - uses param 1 for 'Strong VS' (Dragon type)

208
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: February 08, 2017, 03:50:13 AM »
Quote
the bottom 2 bits of a weapon's Targeting byte ($4085 or $4091) are used as an index into a table to load 0, 10, 20, or 30.  this is done for each hand, with the values being added together.  the result is modified based on possessed Haste or Slow, then stored in some ATB variable.
If by bottom you mean bit 0 & 1, they are undefined in Jorgur's document

However your observation may shed a light on 2):
Code: [Select]
6.11) ATB CALCULATION
---------------------
1) Everyone's ATB is a measure between 0 and 255.
2) Initial values at the start of battle = ??
3) Eveyone's ATB increases at a constant rate (unlike FF6-9).
4) Once someone's ATB reaches 255, they can perform an action.
5) After performing an action, their ATB gets "reset" and is calculated as follows:

Quote
when does the game ever use $408E or $409A , Parameter 1 for the weapon Action?  i see no evidence of this in Bank C2.  it'll load Attack Formula, and Parameters 2 and 3.
Param1 usually contain the chance a wepon to proc Action, while 2 & 3 contain the params for the action

209
Quote
Zombies are coded to only attack the player party, so if you hide everyone they'll only target themselves.
That is my experience too. I'm not sure may a zombie target the enemy? All in all does somebody has a list of what zombie does, what statuses affected it and what not, does items works on it (zombie removal), ...

210
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Just start every battle with using "Hide" and just wait until the zombies do the dirty work. They sometimes hit themselves, but they are "immortal" anyway. As no enemy cures your zombie status, you are invincible as long as your ..erm "super brave" character stays hidden.
Haha I would love to see that s Omega or Shinruy.

I never really understood what zombie status does. The battle code is full with checks for that status. The sad part is that the game itself has very little zombie-mechanic used in the script. I think the same goes for all FF titles.

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