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Messages - Squall

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481
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: October 21, 2015, 01:56:21 AM »
Hey Jorgur, I checked carefully your link and compared with FFV Editor and used Final Fantasy V Enhanced by Dark Knight Kain [h1] ROM.

Everything 'clicked', I understood how Square had stored the item info. The only problem I had was with the 3 parameters: Parameter 1, Parameter 2, Parameter 3. May somebody explain in details?


P.S. If I have a GBA ROM, can you tell me at what address I can get the same info? Also I want to extract item names from ROM a (SNES or GBA). Can you tell me how to do it? I have a feeling they are crypted, because a regular hex search don't find them.

482
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: October 19, 2015, 03:37:27 AM »
Quote
How much more powerful? Slightly more, or twice as much as normal? Also, what do you mean by "right"?
Its hard to quantize, but definitely a noticeable difference. By 'right' I mean the speculation of Tseng that Square made a bug and they calculate high byte wrong(Level*Agility). As people had reported if you correct that a knife may be overpowered ... so definitely there is a correction but I can claim what exactly :)
Quote
Vampire ... That is the same as the SNES version.
hmm it seems you are right ... I think I read somewhere that it was intended to get the half, but it gets all ... sorry my bad!

Thank you for the link its great resource, but I need just a simple plain file, something like:
Name Atk Str Agi Sta Mag, Weight..
Knife    7    0    0    0    0
Dagger 14  0   0    0    0
...

483
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: October 16, 2015, 03:17:08 AM »
O boy, I wanted to write a sentence, but somehow got emotional and wrote a novel :)

Lets get to the business - currently there are 2 things that I need help with:
- a place to host the program, so whoever want to test or experiment can download it
- a text file with weapon/armor property: name, Strength, Agility, Magic, Stamina, Weight, ...

484
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: October 16, 2015, 02:28:54 AM »
Thank you Jorgur!

Actually PC (Steam) version is pretty much iOS/Android port ... as many people may say - 'a bad port':
- almost impossible to play on laptops/slow non game PCs,
- frame-rate drop on good game PC,
- not contemporary graphics, ...
but I don't care - in my experience it is not worst then playing in emulator.
The truth is, this is the best version of FFV as graphic quality, extras and some neat in game features like Auto-Battle - o boy I wish I had that in all FF titles, grinding will be a breeze. The sad part is that Sega had implemented it in their oldest titles (Phantasy Star) and Square did it like 20 years after :D

Anyway the only reason I joined is because you guys are skilled and know FFV well - how the game works from inside. PC version is pretty much SNES version with the new jobs from GBA, so all the knowledge that you have from SNES or GBA applies almost 1:1 - I'm talking about the game mechanics, not ROM maps/hacks.
Of course there are some differences:
- I think they use the 'right' knife version, because I had situation where a knife weapons deal more damage them more powerful sword, which inspired my project
- Kick don't get row penalty and is really awesome even in mid game
- Vampire gets only half of your missing HP
To the best of my knowledge, pretty much - things that was stated as intended but not implemented (bugs?) in Tseng's document are done in PC version

485
Final Fantasy V Research & Development / New kid on the blocks
« on: October 15, 2015, 03:28:57 AM »
Hi guys,

I just registered. Its good to see some names that I've seen only by reading Game FAQ's documents.
I have played pretty much all FF titles except online ones.

The reason I'm here is Final Fantasy V that I currently play (PC version). I'm software developer (primary Delphi) and its been my long dream to implement a FF title battle mechanics.

The project that I'm working is 'simple': Predict a damage that a char do vs selected monster. By prediction I understand calculating min..max. Damage could be from attack, magic, summon,.. I want to experiment with different weapons, levels, jobs, abilities,... All this must be easy (interactive) so I can check impact of changing things.

Behind the scene I want in every prediction to see calculated values of A, D, M before calculating damage ( (A-D)/M) and check how they are impacted in changing setup.
In the project I want an user to sets a char (with all his base attributes, equipment, classes, level,..) and calculate his derived stats.

Well I don't know did I describe clearly what I have in mind, but internally I will need to implement one big chunk of FFV battle mechanics. So any help is appreciate. Currently I'm using mainly Tseng' document for SNES version. So far calculating derived stats works fine (tested in the game).

486
General Discussion / Hi
« on: October 15, 2015, 02:57:08 AM »
Hey guys I just registered and decide to say Hi to the community :)

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