Recent Posts

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Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by C. V. Reynolds on April 22, 2018, 05:20:07 PM »
Thank you, Xardas. This is great. I'm glad to be able to read the readme now. :childish: It's very helpful. I can see now that I can't just put on whatever bug-fix patch I want at any time. It'll take some testing to see what's compatible with RPGe or with other hackers' fixes.
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hOI! :3 Seevee returns from trip through time.

I, uhh... forgot to change the year in the date for the last update. It's fixed now. Leet traveled with me through time, too. In the Multiple Events board topic, anyway. :wink:

Updated:

Multiple Events (Leet Sketcher) (to version 1.10)
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Game Modification Station / Re: New patch: Multiple Events fix
« Last post by Squall on April 20, 2018, 09:12:11 PM »
Sorry I usually talk/ask in a specific context, so without it  things might be confusing :D

... and I have some important school stuff to get out of the way before I help with that...
"that" in the context mean FF5 event :D
I guess I have to elaborate ... My question is more like: are you done with the school work? If so have you had a time for work on FF5 events?

I was thinking:
Quote
I would absolutely love to get back to that when I have a little more time. I would also like to improve on his reference of event commands. Those two things will be most useful to you.
if you concentrate on the research of the event commands I could make event viewer  to show events in a structured way for easy to read/understand (similar to what I have done with monster AI). This way you don't have to go trough each event in the game, because the meaning should be east to convey if you see it that way (structured).
And then we would know what is needed to make Event Editor :)
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Game Modification Station / Re: New patch: Multiple Events fix
« Last post by 13375K31C43R on April 20, 2018, 07:45:01 PM »
13375K31C43R did you start with FF5 events?

You mean finding more event script locations? Not in a long time, but I definitely want to resume that soon.

As a memory refresher, here's what I have done so far: https://docs.google.com/document/d/1wX10LWyX3Y09d0LAxsY6sRGJ4kGQF9TpLufK3kLhraI/edit?usp=sharing
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This looks cool, but given that there are no formations in the game with more than six monsters, are there any actual benefits to applying this to a vanilla ROM? As an example, you mentioned an issue with Ice2 on six enemies...
No, my fix doesn't address Ice2 (Ice2 doesn't exist in my hack so I didn't have to bother with it)
It is only useful if you create a hack that makes actual use of 7-8 enemy formations.

Ice2 doesn't crash the game at 6 enemies, but the 6th enemy didn't display the "got hit" part of the animation.

Is this for real? And are there any other examples?

Also, are any of these issues possibly contingent on your choice of emulator?
I didn't try every animation so there might be more.
I'm 90% sure it is emulator independant - most of the relevant issues are caused by writing animation related data to an area intended for other graphical stuff resulting in garbage or even outright crashes.
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Final Fantasy V Research & Development / Re: FFV Damage Calculator
« Last post by assassin on April 20, 2018, 07:38:44 AM »
thanks both for the replies.

x0_000: based on your post, i investigated Cover.  the function at C2/964D handles it, and seems to reroute the target there.  i see no $63 references in the function, and it seems unlikely that Cover would need to use the variable later.

Squall: based on your post, i tried to investigate Reflection, but there's jack squat documented in the Bank C2 disassembly.  so having no clue how it's implemented, i'm also less likely to rule it out as a $63 candidate.
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Game Modification Station / Re: New patch: Multiple Events fix
« Last post by Squall on April 20, 2018, 03:11:48 AM »
13375K31C43R did you start with FF5 events?
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This looks cool, but given that there are no formations in the game with more than six monsters, are there any actual benefits to applying this to a vanilla ROM? As an example, you mentioned an issue with Ice2 on six enemies...

Ice2 doesn't crash the game at 6 enemies, but the 6th enemy didn't display the "got hit" part of the animation.

Is this for real? And are there any other examples?

Also, are any of these issues possibly contingent on your choice of emulator?
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Game Modification Station / Re: New patch: Multiple Events fix
« Last post by 13375K31C43R on April 20, 2018, 02:42:24 AM »
:bump: Ten event fixes and counting!
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Game Modification Station / Re: New Tool: Visual SAK
« Last post by Squall on April 18, 2018, 05:18:50 PM »
Big thanks to Mauron for the help with CT compression!

Proof of concept:

Finally, CT decompression is done. As I said earlier, its quite modified version of LZSS. It is interesting to me that CT uses compression a lot. Even palettes were compressed.


SNES has so many variations of 8bpp ... Mode 3 one seems most used for static images like title screen. So what is Mode 3 8bpp - a planar (8 planes) format, where planes have specific for SNES order in the memory.

Mode 3 also support two extra 8bpp models - Direct Color and index. If you know a game that uses some of these 2 models, please share. Even better will be if you can make a zSNES save state of it :)
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