øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=33;area=showposts;start=255e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index27f9-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=33e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index27f9-2.html.zxáFh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤ižOKtext/htmlISO-8859-1gzip@øÕižÿÿÿÿÿÿÿÿWed, 11 Mar 2020 02:19:37 GMT0ó°° ®0®P®€§²ð®àFh^(iž Show Posts - Jorgur

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Messages - Jorgur

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256
According to my old docs, attack animations are stored in the D9 bank, in GB (3BPP) format. I can't quite remember exactly what that information is, but it could be a good place to start. FF5 generally does not compress graphics at all; it should be visible if you set up the tile editor to use the correct format for it.

It will probably be difficult to find someone to simply make the patch for you. Most people lurking around here are either just checking in or working on their own projects. However, if you are determined to create the patch yourself, I will be glad to give you some assistance along the way. The goal actually isn't that difficult to reach, the challenge lies mainly in locating the graphics.

Some useful information:
http://slickproductions.org/forum/index.php?topic=1167.0

If you are new to ROM hacking, I recommend the Romhacks.net tutorial. For information related to battle animation graphics, see Light Phoenix' Animation Guide. You may also want to have a look at the ROM overview in my hacking docs.

 :edit:
Oh, and good luck with the project!  :happy:

257
Yes, there is a patch for it right here.

http://slickproductions.org/forum/index.php?topic=1222.0

Changes:
- Normal color: C2/59A3 -> 16
- No auto berserk: C2/9D57 -> 16
- Remove Berserk ability: D1/57C5 -> 00

 :edit:
The patch assumes that your ROM file has a header; let me know if you have any problems using it.

258
Final Fantasy V Research & Development / Re: Monk HP+% Question
« on: March 18, 2013, 02:30:25 PM »
Freelancer gets every innate ability of the jobs it has mastered except Berserk. However, the HP+ abilities are not innate, and therefore will not be automatically given to the Freelancer job. The only way to make use of these abilities is to actually equip them.

259
Final Fantasy V Research & Development / Re: Monk HP+% Question
« on: March 17, 2013, 10:59:49 AM »
They are stackable. You can even use an ability several times, and it would stack.

260
Final Fantasy V Research & Development / Re: Character Glow and Palettes
« on: February 20, 2013, 08:10:20 AM »
It would be a wicked mod to have  the multi-glows of every buff/debuff you had on you! :childish:
I second this.

261
Final Fantasy V Research & Development / Re: Monster Editor Beta
« on: January 24, 2013, 07:18:04 PM »
The editor still doesn't like Windows XP. :(
It runs, but it's very glitchy.

 :edit:
Nvm, I think it's because I currently have .NET 2.0 installed.

262
Final Fantasy V Research & Development / Re: Monster Editor Beta
« on: November 14, 2012, 12:09:58 AM »
It works, but that's an older version.

263
Final Fantasy V Research & Development / Re: Monster Editor Beta
« on: November 13, 2012, 12:51:43 PM »
I'd love to try it, but it's still not working on my 32bit system. :\

264
Final Fantasy V Research & Development / Re: A question about Job editting
« on: November 13, 2012, 12:46:57 PM »
That's some useful input. Don't worry about the necromancy, 2 months is hardly a long time here.  :tongue:

265
Final Fantasy V Research & Development / Re: Ways to block regen?
« on: October 01, 2012, 08:08:52 AM »
I stumbled over this line in the Bugs and Glitches list by djibriel. Apparently there is some kind of problem with the regen initial status setting.
Code: [Select]
Regen isn't set for Dragon Flower, Dragon Pod, Exdeath, Genji Shield Gilgamesh

266
Final Fantasy V Research & Development / Re: Monster Editor Beta
« on: September 30, 2012, 02:12:26 PM »
All right, the one in the new link works. The only thing I can say right off the bat is that the interface could have been smaller. A small interface is good when you are working with other things in the background.

267
Final Fantasy V Research & Development / Re: Monster Editor Beta
« on: September 30, 2012, 11:07:43 AM »
Is this for the GBA version?

I can't get it to work. it says "This program is not a valid Win32 application".

 :edit:
Nvm, I read samurai goroh's post. I do hope you will make it compatible with 32bit systems.

268
Final Fantasy V Research & Development / Re: A question about Job editting
« on: September 08, 2012, 02:59:16 AM »
What about adding graphics for these hypothetical new jobs? Is there space for that? Would they have to be placed elsewhere?
Graphics take up a lot of space, so ROM expansion would probably be necessary. Keep in mind that the English ROM uses space in banks E0-E7 (but not all of it).

269
Final Fantasy V Research & Development / Re: A question about Job editting
« on: September 07, 2012, 01:13:52 AM »
When hex editing SNES ROMs, D1 means 11. If the address is D1/52C0, go to 1152C0 in your hex editor. You should be able to find the answers to your questions by examining the data.

Here are most of the common lists in FF5:
http://slickproductions.org/docs/FF5/common%20lists.txt

You can find the rest of my docs here:
http://slickproductions.org/forum/index.php?topic=491.0

270
Final Fantasy V Research & Development / Re: A question about Job editting
« on: September 06, 2012, 09:16:20 AM »
On a side note, adding more jobs would be a far more difficult thing, right?
It would be somewhat more difficult. The engine limitation is 256 jobs, unless there is something I'm missing. However, the real problem is space. The data for jobs is located in the D1 bank, which is more or less filled to the brim. It would be necessary to relocate some data to a different bank.

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