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Messages - Squall

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376
Final Fantasy V Research & Development / Re: Back to FFV
« on: June 11, 2016, 04:48:05 PM »
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they made equipment type value 1E into a "hybrid" type, belonging to both Ninja Sword and Thief Gear categories.
Haha, thats the key why only 3 Jobs:
- Thief because he has Thief Gear flag ... nothing to do with weapons :D
- Ninja - obviously Ninja Sword flag
- Mime - same as Thief, but you might be right that's not intended

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What if we make a patch that adds a new entry for Exotic weapons and remove the index system? We could free up quite a bit of ROM space
Adding a new type of weapon is possible, since there is 1 unused bit and Flail is not used too.
I'm not sure about ROM space ... you will save 64x4 bytes, but you will need 224*4 bytes to remove the index. You can optimize a little bit by using only 2 bytes instead of currently 4, so you will end up with 224 *2. We already have 1 byte for the index, so you will end up with 224 extra bytes. Compared that with 256 currently used ...  not worth the efforts :D

377
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 11, 2016, 04:16:00 PM »
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I have a request. I would like the program to automatically create an .ini file with default FF5 characters if no .ini file exists.
Sure, I will do it in next release.

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Butz at level 4 does 22-24 damage with unarmed attacks as a Monk. When using Kick as a Monk he does 16 damage.
Too bad that mean that SNES version has even worse Kick. Probably same is for GBA. I'm really glad I dont use these versions :D

About the dmg in Calculator ... I see where the confusion comes. There are 2 different flags:
 - Barhanded Up - a flag that comes with gear (Kaiser Knuckle)
 - Innate Brawl (Barehanded)
I called this internal flag Barehanded Up, so it can be distinguished from Innate one.
You may easily spot the difference in Min/MaxAttack part:
 - gear - it adds 50 to Attack (as in your case 3 + 50)
 - innate - adds 2*Level to Attack

378
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 11, 2016, 01:57:00 PM »
Level 100? Somebody is cheating :D

379
Final Fantasy V Research & Development / Re: FFV Viewer
« on: June 10, 2016, 09:39:52 AM »
Version 5.3 is out!!!

- New Items (usable) tab. It was long time missing, that's the reason for releasing it as 5.3 instead of 6.0
- New filters added in various tabs. I plan for few more to add :)
- Exports were moved from Weapon to Text tab. They needed a separate space, but adding a new tab wasn't ok for me. Luckily the Text tab had vast empty space. Now exports have an option to be saved in a file.
- Removed '???' from unused bits.

More?
We will see. I have few details in Mobs to finish and add finally add so needed Battle Formation. Maybe adding Shops when I really have nothing else to do :D

380
Final Fantasy V Research & Development / Re: Back to FFV
« on: June 09, 2016, 12:47:40 PM »
Since I said I will freeze the Viewer, today I worked a little bit on it adding more filters for Weapons/Armor :D
While doing it I stumbled again on something interesting:

Every weapon/armor has a type that is a 6-bit number (0..63). The game uses only (0..31) and their values-meaning are well documented. The type number is an index in a table, that contain the same 4 bytes that describe gear compatibility of Jobs/Ability. Although we have 32 bits, almost all entries use only one bit. There is only one exception: so called 'Exotic Weapons'.

There are 3 weapons that fits there: Moorning Blade, Rising Sun & Twin Lance.
Can you guess, why only Thief, Ninja & Mime may use them? :D

381
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 08, 2016, 10:04:18 AM »
The .ini is not required, thats why I haven't included it. It contain only data about your characters. You may create one by clicking 'Save'.
Thank you for the spotting typos, I really appreciate it!!!

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According to instructrtrepe's algorithm guide, the Kick ability is supposed to have 3 less attack power than an unarmed attack
pls check how it works on SNES. My guess is that he might be right, because 'Attack' (Fight) uses 12 bytes for weapon def (the weapon for Fist attack is Empty/Unarmed), which include 3 for battle power - $7A03. Kick uses action which has 8 bytes first 4 and last 4. Battle power is not between them. They both use DF: 30. I followed all brances in Kick and I didnt see command that writes in $7A03. So the battle power has a value that was used before calling Kick, most likely 0.
In short: instructrtrepe's  is most likely right (for SNES).

However in my PC version you might know that Kick was fixed ... it doesn't take into account row (your or the enemy) so you get nice full dmg even from behind and even to enemy that are in Back. I checked the dmg - both Kick and Attack produce the same dmg. I was testing Galuf, level 7 Monk, naked (vs Goblin). Both Kick and Attack were producing 51 or 54 dmg (excluding crits) - same as calculated in the Calculator.

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According to instructrtrepe's algorithm guide, Barehanded Up should only be in effect if the Brawl ability is applied. The calculator increases the damage even without Brawl.
If your char is a Monk, yes Brawl is in effect even without learning/equipping. Could you share a pic of your char setup (left 1/3 of the screen)? Sharing the ini is also an option. Probably the best will be to Save your char setup, and to copy the section of the .ini thats for that char here as comment :)

382
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 08, 2016, 06:17:42 AM »
Pre-alfa 4 is out!

Jobs, Abilities, Master Jobs, Innates are incorporated and should work properly (except Berserk). 4 slots for command are added (instead of 1). They could be customized, but are automatically filled with Jobs default commands.
Thanks to that info, now all derived stats should be 100% accurate. Every change you make in the char setup automatically calls 'CALC' which recalculated all derived stats :D
Now all implemented actions should work accurate, except weapons that have FX.

Edit: You must download again the zip file and extract data files (.csv) in the same folder the application is!

P.S. Since the possible combinations of char setup is so huge, its not possible for a single person to check, I will be VERY thankful if you can check your char/char setup vs my Calculator at your current play-trough (or old/new saves). The best will be if you check your hole party in low, mid & best setup. If you see any difference between what the game status report and my Calculator pls report (screenshot may be the best)

383
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 08, 2016, 02:22:23 AM »
Hmm, I use PC (aka Steam) version. Tested it there and Barehanded works as normal innate...
It seems Djibriel's doc has mistakes in it. TBH I never tested it because Monk is not my job of preference, so I just assume that what he wrote is true.
Thank you for checking Jorgur!

So that mean all innates work as they should. Two-handed is most likely excluded later on. Berserk conform (1) but not (2). Thats good because we dont want our Freelancer to start with Auto-Berserk, dont we :D

384
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 07, 2016, 06:14:37 AM »
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What are you saying here? The Monk has the "Innate Ability: Barehanded" bit set. When you master Monk, Barehanded transfers to Freelancer/Mimic
Yes

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and improves their Fist damage without needing to equip Barehanded. How is it any different from Counter-Attack?
No. If it was that way it will be exactly what innates do, but you need to 'equip' it in order to get the dmg bonus. Besides you can equip it without mastering Monk ... thats why its doesn't fit to innate definition/understanding.

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This piece of dialogue suggests that Double Grip may have been intended as an innate ability for Knight during development of the game. They may have decided to remove it because it was too powerful.
Interesting ... that would be my first guess too :D

385
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 07, 2016, 04:27:26 AM »
Hehe Jorgur, sometimes your answers make me laugh spontaneously :D
(Of course I know this table, I have already implemented it in the Viewer)

Ok, here is the deal: I will quote few sentences from Djibriel's walktrough (on FAQ):
(1) 'Jobs can have inherent (innate) abilities that are set no matter what'.
(2) 'Mastering a Job will unlock ... most inherent abilities of that Job (if any) for the Freelancer and Mime Jobs'.
and the examples for above:
- 'A Monk will always have Barehanded and Counter' (1)
- 'When Bartz masters the Monk Job ... In addition, he will gain Counter and Barehanded as inherent abilities' (2)

The problem:
1. When you choose a Monk, yes you get passive Counter without learning it, BUT you cant use Barehanded until you learn it. Then why Barehanded is called innate? (1)
2. When we master Monk, yes Counter & Barehanded bits transfer to Mime/Freelancer, BUT we cant use Barehanded without equipping it, yet we can equip it without mastering Monk Job (as far as we had learned the ability). Then the question is the same: why Barehanded is innate, when it could be used as any other non innate ability? (2)

In short:
Abilities that dont need to be 'equipped' fit well the Djibriel's description and in general understanding what innate is. The problem comes with the few that need to be 'equipped': 'Two-Handed' & 'Barehanded'. Obviously they dont fit innate definitions (1) and (2) (& general understanding), yet they have bits reserved.

Because of all that mess naturally comes the questions:
- what is game definition of innate? Putting these two there is a bug? Maybe initially they were meant as innate, but later on they saw it will make jobs using them too overpowered? Maybe the 2 bytes we call 'Innate' are just a place for various bits - some for innate, some for other purposes ...
- is there a table that shows which ability needs to be 'equipped' (in the case of Barehanded) and which not (in the case of Counter)

386
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 07, 2016, 02:03:05 AM »
OK. Lets try this way:

Jobs have certain ability that we can learn:
 - Some abilities we call innate. Why innate, whats so special about them?
 - Some of the abilities require to 'equip' them - like 'Barehanded', while others work without equipping them - like Counter (if we are Monk). Is there a table or something that indicates which ability needs to be 'equipped' and which works without.

387
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 06, 2016, 07:49:48 AM »
Edit2: I hopped that going back to Job/Abilities will give me a clear picture on how things works, but I'm kind of ... square one again:
 - What is the purpose of so called 'innates'?
 - What is the purpose of learning abilities?
 - Some abilities require to be 'equipped' in order to take effect. Is there a table or something to distinguish who require and who is taken in account automatically?

388
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 05, 2016, 05:50:56 PM »
Yeah I was looking at same subroutine, that's why I think that +4A of each player contain max start  of mastered jobs for each player.
However the few places that have explicit 054A seems to use 5 bytes (not 4 for the 4 stats) ... 

Edit: Anyway I'm more interested on how and when mastering stats code appear. They could store info for mastered jobs or they could just keep 'last highest stats' (in +4A maybe). Most likely its combination of both, because we can see mastered jobs in the menu (that mean they were stored somewhere), yet stats calculation doesnt check such table.

P.S. Since I cant pinpoint in the asm code, do you know when Jobs innates are transferred to mime/freelancer?

I know these questions maybe confusing and kind of random, but I'm trying to make 100% accurate char setup in my Dmg Calculator. Everything is smooth till mime/freelancer job come.

389
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 03, 2016, 09:04:21 AM »
Hey guys, I'm sure we are familiar with:
'Mastering a Job will unlock the stat boosts of that Job (if any) for the Freelancer and Mime Jobs.'

My question is how this is implemented in the asm code for SNES? (routine / memory)

I think that current boost for these jobs is held in offset $4A (Str, Agi, Sta, Mag) in each char info...

390
Squall stands corrected :D

Well it seems you are right, react & condition is not the same ... I always wonder why FF appear in a such illogical way. Now I understand its well placed. Ohh forget what I said in my previous comment!

Then my question is what is the difference between condition and react? Why some conditions are called simply condition while other are called react?
For example:
  01 if status of Target (Self) is :[Status] (Dead)
  0F react death
logically they are the same. Then why 01 is simply condition, while OF is reaction?

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