øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=420e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1349.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1349.html.zxjüg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰUHÂOKtext/htmlISO-8859-1gzip8:ÖHÂÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:01:54 GMT0ó°° ®0®P®€§²ð®jüg^ÿÿÿÿÿÿÿÿà$H Show Posts - Squall

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Messages - Squall

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421
Final Fantasy V Research & Development / Re: Amusing Bit of Timer Code
« on: April 13, 2016, 02:32:07 AM »
Woah x0_000, that is excellent description (so comprehensive and clear), Thank you very much!!!

Pretty much all games use a 'frame' or a cycle as the smallest unit a game ticks, except that as PC developer it should be hardware timer, because of the different speed on different processors this frame/cycle may take in real-time.

So if I understood well that mean that for each participant in a battle the game holds a separate set of timers. That seems to me as a lot of memory ... but that is not important. For status effects that have Duration in their DF things are clear. What about statuses like Slow/Haste (mutually exclusive) or  Mini, Toad, Protect, Shell - their Duration is 0 (like forever). To clarify ... do they use own timers or just a bit set in Status?

Duration for some statuses play a role of a duration - like Stop, when timer reach 0 status is removed. On other cases Duration plays a role of a timer - when it reach 0 it trigger event, like Regen you get HP. What about things like HP leak ... for example - what role a P2 plays in DF $29?

P.S. As implication of what you said about songs, if we get a turn in 80-100 ticks, that mean on next turn our party will have maxed stat for SNES/GBA and around 3 turns for PC/iOS. Thats very important if you do things like low level/stats boss battles :D

422
Final Fantasy V Research & Development / Re: Amusing Bit of Timer Code
« on: April 12, 2016, 04:32:41 AM »
Sorry I'm totally confused. There 3 terms used by the community when describing time-events:
- timer (are we talking about hardware or just in-game ones)
- in-game frame
- duration (parameter of some Dmg Formulas)

Could you explain to me (starting from scratch) what is what, how the 3 relate?

P.S. I'm trying to 'implement' songs with description: 'stats gradually increase'.
- increase by 1 or xxx?
- when they increase?
* I'm sure its all connected with the above explanation

423
Final Fantasy V Research & Development / Re: Amusing Bit of Timer Code
« on: April 11, 2016, 02:23:09 AM »
Speaking for timers ... does Duration=255 from magic/action mean forever?
Also some magic/actions dont even set Duration, just mark a bit (like Poison).

In general what exactly these numbers mean? Like status on heavy can not be more then 30 ... what is 30 - milliseconds, seconds, ..?

424
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 11, 2016, 02:05:13 AM »
It would be nice if you could switch between GBA/SNES/PS names.
That actually easily can be done. In parser application just open SNES rom and export the data in .csv, just save it as GBA_xxx in the dmg calc folder.

x0_000 if I understood you well, the check for Absorb is first and if it triggers no more checks?

425
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 08, 2016, 08:42:10 AM »
A new pre-alfa 2 version is out. Many new 'actions' were added. Dmg calculation now take into account things like status, element affinity, but there are still some loose ends.

I will really like to hear your opinion and suggestion for future improvements :)

426
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 08, 2016, 06:40:28 AM »
Here is another interesting question that was in my head for long time:

What will happen if a monster has Absorb & Weakness to a specific element and you do dmg with that element?
I was thinking about that when I started coding elements. I hopped there is no such case. Sadly there is ... Byblos, it can absorb and be weak to Holy.

Similar to it is:
if a monster has Absorb to Fire and Weakness to Ice, what will happen when we hit with multi-elemental dmg Fire & Ice :)

427
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 07, 2016, 09:37:51 AM »
Hmm, in the past when I tried to pass to you things that I found missing/wrong you suggested to directly edit ... Anyway I will not do it again, just tell me what to do with the info I got.

Personally I think its better to pass the info to your attention and you will be the one to correct wiki. My goal is not to make my page rather a single page with accurate FFV info. I think that the best is when 1 person maintain the info, and all of the rest read and report mistakes (if any)

428
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 06, 2016, 09:47:10 AM »
Hehe, right on spot Jorgur, although that is the explanation for cases 2 & 3. 1 is caused by other issue :D

BTW I need a little bit of work to release next pre-alfa 2. There you can easily spot these 'effects'. Things are getting smoother with coding and even reading some of the asm-code to see more details. As a result I fully decoded DF $51 P2 bit-values and have updated them in the Wiki. What is really amusing is that you can do more then one effect with it (like increase level & atk)

P.S. For those of you guys that write hacks, here is an idea, P2 with values $02 or $08 have no items/actions that can trigger them (as far as I know). $02 gives pDef/mDef + P3. I would love to see an item that boost char defs :)

429
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 06, 2016, 07:05:45 AM »
O boy, when looking in the asm code you can stumble on interesting 'effects':

1. Duration
Duration = 2 * SpellDuration + (AttackerLevel/4) - (TargetLevel/4)
now you may think that if both levels are equal Duration = 2* SpellDuration
why dont you try with: SpellDuration = 125, AttackerLevel = 40, TargetLevel =40
well you may expect that Duration = 250, BUT Square calcs it as 245.
same goes, when AttackerLevel > TargetLevel  ... instead of duration increase you get decrease :D

2. Protect, Shell
every FF know that they divide dmg by 2 ...
well that is true only in 50% of the time. In the other half of the time they reduce the dmg even more
for example: Atk = 40, Def = 0, M = 5, we will do 200 dmg
you may expect that with shell/protect we will get 100, but actually we will get 80 ...

3. Row modifier
yes, yes we know back row and we get half, if enemy is in back - we get another half
so what will happen if we do Attack with params from Protect/Shell exam?
normal dmg - 200; from the back row - 100, if target is in back too - 50
no, no, no ... in the game you will see 80/40 (so if both back we get divide by 5 instead of 4)

P.S. I'm curious can you guess why?

430
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 04, 2016, 04:03:41 AM »
Thank you samurai goroh, it seems I missed the instant kill part.

Here is another one:
Code: [Select]
Apply Status Effect 4
C2/8E05: A6 49        LDX $49
C2/8E07: A5 59        LDA $59
C2/8E09: 29 10        AND #$10
C2/8E0B: F0 0A        BEQ $8E17
C2/8E0D: BD 1D 20     LDA $201D,X
C2/8E10: 1D 73 20     ORA $2073,X
C2/8E13: 25 59        AND $59
C2/8E15: D0 0B        BNE $8E22
C2/8E17: BD 1D 20     LDA $201D,X
C2/8E1A: 05 59        ORA $59
C2/8E1C: 9D 1D 20     STA $201D,X  (Apply Status Effect 4)
C2/8E1F: 4C 72 93     JMP $9372
C2/8E22: E6 56        INC $56      (Attack Misses)
C2/8E24: 60           RTS
$201D and $2073 hold separate versions of Status 4, do you know why and what is the difference?
It seems AND #$10 (Countdown) makes the difference, but I have no clue what is so special about Countdown ...

431
Final Fantasy V Research & Development / Re: Amusing Bit of Timer Code
« on: April 04, 2016, 02:28:16 AM »
Is it just me or this code does nothing:
C2/2087: D0 00        BNE $2089

That seems as NOP unless there are other places that modify $2089 ... I think it was called self-modifying code or something :D

432
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 01, 2016, 09:23:55 AM »
Hey guys can you help me understand this:
Code: [Select]
Apply Status Effect 1
C2/8CAC: A6 49        LDX $49
C2/8CAE: BD 35 20     LDA $2035,X
C2/8CB1: 25 59        AND $59       (Check Status1 Immune)
C2/8CB3: D0 76        BNE $8D2B
C2/8CB5: A5 48        LDA $48
C2/8CB7: C9 04        CMP #$04      (Target = Monster?)
C2/8CB9: B0 46        BCS $8D01
C2/8CBB: A5 59        LDA $59
C2/8CBD: 29 02        AND #$02      (Inflict Status1 = Zombie?)
C2/8CBF: F0 40        BEQ $8D01
C2/8CC1: BD 1A 20     LDA $201A,X
C2/8CC4: 1D 70 20     ORA $2070,X
C2/8CC7: 29 42        AND #$42      (Target Status1 = Stone or Zombie?)
C2/8CC9: D0 60        BNE $8D2B     Effect Misses
C2/8CCB: A6 32        LDX $32
C2/8CCD: DA           PHX
C2/8CCE: A5 48        LDA $48
C2/8CD0: 20 82 24     JSR $2482
C2/8CD3: A6 32        LDX $32
C2/8CD5: A9 80        LDA #$80
C2/8CD7: 9D 56 20     STA $2056,X
C2/8CDA: 9E 57 20     STZ $2057,X
C2/8CDD: A5 48        LDA $48
C2/8CDF: AA           TAX
C2/8CE0: B9 7F 3D     LDA $3D7F,Y
C2/8CE3: C9 7F        CMP #$7F
C2/8CE5: 90 02        BCC $8CE9
C2/8CE7: A9 7F        LDA #$7F
C2/8CE9: 9D 04 7C     STA $7C04,X
C2/8CEC: 7B           TDC
C2/8CED: 99 FB 3C     STA $3CFB,Y
C2/8CF0: 1A           INC
C2/8CF1: 99 7F 3D     STA $3D7F,Y
C2/8CF4: A6 49        LDX $49
C2/8CF6: 9E 06 20     STZ $2006,X   HP = 0
C2/8CF9: 9E 07 20     STZ $2007,X
C2/8CFC: FA           PLX
C2/8CFD: 86 32        STX $32
C2/8CFF: 80 16        BRA $8D17
C2/8D01: A5 48        LDA $48
C2/8D03: C9 04        CMP #$04
C2/8D05: 90 10        BCC $8D17     (Target = Monster?)
C2/8D07: A5 59        LDA $59
C2/8D09: 29 40        AND #$40      (Target Status1 = Stone?)
C2/8D0B: F0 0A        BEQ $8D17
C2/8D0D: BD 1A 20     LDA $201A,X
C2/8D10: 09 80        ORA #$80      (Add 80h to current status1)
C2/8D12: 9D 1A 20     STA $201A,X
C2/8D15: 80 11        BRA $8D28
C2/8D17: A6 49        LDX $49
C2/8D19: BD 1A 20     LDA $201A,X   
C2/8D1C: 29 02        AND #$02
C2/8D1E: D0 0B        BNE $8D2B
C2/8D20: BD 1A 20     LDA $201A,X
C2/8D23: 05 59        ORA $59       (Inflict Status Effect)
C2/8D25: 9D 1A 20     STA $201A,X
C2/8D28: 4C A5 92     JMP $92A5
C2/8D2B: E6 56        INC $56       (Status Effect Misses)
C2/8D2D: 60           RTS

I dont need detail explanation, just a script-like version. Too bad Tseng havent done it himself. So far I understood that:

It first check for immunity.
Then it check Target = Monster? (not sure why this matters, but code is different if so)
Then it check Target Status1 = Stone or Zombie?, if so miss
Then there is ATB part which I dont need atm
...
In the end Inflict Status Effect.

P.S. I expected simple OR but it seems there many checks. Please help me understand what I need to check before 'OR' :D

433
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: April 01, 2016, 02:23:25 AM »
Names are OK, they are in order on that Text chunk. The names that you see in my app come from there, I haven't entered them manually.

The only thing I lack is the data (8 bytes) for them. 081498DC segment provide correct info for Animals, Mix, Gaia, Combine in that order. After the last Combine (Mini Cannon) and before 08149E7C there are bytes (in pair of 8) that I can not relate to any of Actions (magic/ability) that I know.
The match that I use to relate is Power which for all GBA+ content is stored in Param2. For specific power values I use Algorithm FAQ for GBA.

08149E7C contain SNES info but in the last unused slots it adds DarkArts.

So the missing data is for Oath, OpenFire, Predict. Unless they are hard-coded there should be such info.

P.S. Just out of curiosity, do you guys know what Squid/Dummy could be? It repeats 4 times and is between Gaia and Combine? They seems to use DF $82 with Param 2 - Ath Power, Param 3 - Element

434
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: March 31, 2016, 09:54:04 AM »
BIG, BIG thank you x0_000!!!

Version 4.2 is out with GBA info. It seems that GBA dont use 'unavoidable' bit and extends DF to a whole byte. That is why there are some glitches with SNES info (reporting wrong formula, when 'unavoidable' bit is used). In extended space GBA adds new DF ($80 .. $8F) on which I have no info. On some I guessed their meaning, but for others I have no clue.

Also it seems that data I have gathered (most likely) dont have info on Predict, Oath, OpenFire. Pretty much all that you see after last Combine magic is probably random things totally not related with the associate name *rolling eyes toward x0_000*

435
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: March 30, 2016, 09:52:02 AM »
Thank you Jorgur!

Its still work-in-progress, but it will come :D
My goal was not simply to show a number, rather to show the main components in the final damage (Atk, M, Def, Hit, Duration) and how equipment, level (soon - Status, Elements) change it.

You may use it to compare the output of 2 weapons by equipping them in left/right arms (as far as they dont boost stats) or on 2 different character (less handy but more accurate). Latter on I plan to add options for 'fraction M', maybe even 'not-bugged knife'.

Personally I want to see final dmg as all numbers between min and max, rather the stutter implementation of Square. By stutter I mean for knife you have 4 possible dmg values, not all numbers in a range)

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