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Messages - Jorgur

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106
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: November 06, 2015, 05:29:10 PM »
I will make a post with my GBA findings (it seems you know all for SNES, so I doubt I will have a new info to write). Please advise should I do it here or different thread.
That's your choice. The forum is a good place for minor things, but the wiki might be a better option.

107
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: November 05, 2015, 09:33:52 PM »
Oh, that means there is an error in my docs. I'll change it right away.

Quote
I was wondering myself about 'Death' property of some items, thank you for explaining its meaning in this case. BTW that 'Always' ... does it mean that come back if you get revived in a battle?
Probably? I have never tested it.

108
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: November 04, 2015, 08:55:58 PM »
I like the new features, but it looks pretty bad - at least on Windows XP. You might want to use a font where all the characters have the same length, such as Courier:

                +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B
Raw Data (hex): 08 05 11 80 00 00 14 02 00 00 00 00
Raw Data (dec): 8 5 17 128 0 0 20 2 0 0 0 0

Gear Slot:   Shield
Gear Type:   Shield
Weight:        5 ($05)
P. Defense:    2 ($02)
P. Evade:     20 ($14)
M. Defense:    0 ($00)
M. Evade:      0 ($00)
Boost: Stats -
Special:     

Elemntal Def: 00 00 00 00 00
        Absorb -
        Evade  -
        Immune -
        Half   -
        Weak   -
Status Def:   00 00 00 00 00 00 00
        Auto   -
        Immune -


Also, the text is not correct when using a ROM without header.

 :edit:
Found a typo. In the pop-up field on the right for armor it says "Phisical dodge". It should be "Physical".

 :edit:
It seems you have mixed up the Gear Types "Heavy armor" and "Light armor". Those two should be swapped.

 :edit:
For Initial Status, bit 80 in "Status 0" does not give Death status. It makes the other initial statuses last forever, i.e. "Always".

109
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: November 03, 2015, 07:37:25 PM »
So, there is no ASM code that uses that particular byte?

110
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: November 03, 2015, 02:11:30 AM »
Jorgur, if I understood well the byte at +A in gear info is a simply an index into 'Element defense definitions' (D1/2580) table? Same goes for for +B but in Status table?
Yes.

Quote
BTW what is the difference between:
Code: [Select]
1 [Element] evade
2 [Element] immunity
If you evade (100%) an element isnt it the same as been immune to it? Or there is a separate code that handle evasion ... in such case there should be a % to it
It's been so long since I wrote the docs, I forgot. It could be just an unused byte, or maybe there is a different functionality, I don't know.

111
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: November 02, 2015, 07:52:49 PM »
Quote
- Elemental Defense (+A) of gear ... It seems that info is not directly includes in these 12 bytes. Is there a separate table that handle that or it is hard-coded?
- Status Defense (+B) - same as Elemental Defense.
A separate table:
http://slickproductions.org/slickwiki/index.php/Jorgur:FF5_Item_data#Element_defense_definitions

112
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: October 30, 2015, 06:50:42 AM »
It seems to be used in some un-commented parts of the C2 bank. No idea what it refers to.

113
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: October 29, 2015, 10:26:12 PM »
Quote
Also, as an aside: a long time ago I went through each damage formula and the instructrtrepe/Tseng document is not 100% correct.  Some things that they say none for are technically used but never set. Perhaps I'll write it up this weekend and stick it in the wiki now that I have a little more free time.
Interesting. I would would very much like to see a list of errors in that document.

114
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: October 28, 2015, 08:23:51 PM »
Does this program have a name? "SNESParser" is a little vague, isn't it?

 :edit:
It would be neat if it used the weapon names from the ROM, so I could check out the weapons from FF5 Ancient Cave.  :tongue:

115
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: October 28, 2015, 09:22:48 AM »
Quote
Headers are usually the size of 0x200, but don't assume that will always be the case.
So you get the modulo remainder and assume that to be the header?

116
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: October 28, 2015, 08:54:15 AM »
Yes, the 0x200 header is constant. Programming isn't my strong point, though. Maybe a filesize check of some kind?

117
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: October 27, 2015, 06:08:04 PM »
Neat program, but it doesn't seem to display the information correctly. My ROM doesn't have a header, maybe that's why?

 :edit:
This might be relevant:
http://slickproductions.org/forum/index.php?topic=1060.0

118
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: October 23, 2015, 05:26:15 AM »
No problem!  :wink:

119
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: October 22, 2015, 06:00:43 PM »
Quote
So let me state what I understood and please correct me if something is wrong: Parameter meaning depend on the damage formula. 'Back row OK' is hard-coded in that formula. 'Strong vs' too.
So pretty much all 3 are hard-coded.
You are correct, but Strong VS isn't exactly hard coded, as it uses Parameter 1.
Quote
BTW how to 'translate' the addresses you use in offset in the ROM (.smc) file? For example: D1/1380-1C7F: Item names (menu), at what offset in the file is?
The offsets are in SNES HiROM format, meaning you have to subtract 0xC00000 to get the file offset. D11380-C00000=111380. You can also set up the hex editor to work with the SNES HiROM format (I use Windhex).
Quote
What 128 hit% on Excalipoor mean? Is 128 so called 'A' - always hit?
Maybe? Let me check.

 :edit:
Code: [Select]
Attack Type 28 (Ignore Defense)
C2/6DED: 20 F6 7E     JSR $7EF6  (Hit Determination for Magic)
C2/6DF0: A5 56        LDA $56
C2/6DF2: D0 1D        BNE $6E11
C2/6DF4: A5 58        LDA $58
C2/6DF6: AA           TAX
C2/6DF7: 86 0E        STX $0E
C2/6DF9: A5 59        LDA $59
C2/6DFB: C2 20        REP #$20
C2/6DFD: 20 B1 01     JSR $01B1
C2/6E00: 18           CLC
C2/6E01: 65 0E        ADC $0E     (Damage = Parameter 3 & Parameter 2)
C2/6E03: C9 0F 27     CMP #$270F
C2/6E06: 90 03        BCC $6E0B
C2/6E08: A9 0F 27     LDA #$270F
C2/6E0B: 8D 6D 7B     STA $7B6D    (Max Damage = 9999)
C2/6E0E: 7B           TDC
C2/6E0F: E2 20        SEP #$20
C2/6E11: 60           RTS

Hit% Determination for Magic
C2/7EF6: A5 57        LDA $57
C2/7EF8: 30 20        BMI $7F1A    (Check for Autohit)
C2/7EFA: A5 39        LDA $39
C2/7EFC: AA           TAX
C2/7EFD: BD FD 79     LDA $79FD,X
C2/7F00: A6 49        LDX $49
C2/7F02: 3D 64 20     AND $2064,X  (Check Target Can't Evade vs. Attack type)
C2/7F05: D0 13        BNE $7F1A
C2/7F07: 20 0D 7C     JSR $7C0D    (Hit = Hit + Attacker Level - Target Level, Evade = Magic Evade)
C2/7F0A: 20 97 7C     JSR $7C97    (Aegis Shield Check)
C2/7F0D: A5 56        LDA $56
C2/7F0F: D0 09        BNE $7F1A
C2/7F11: 20 C3 7C     JSR $7CC3    (Multitargetting effect on Hit%)
C2/7F14: 20 8B 7D     JSR $7D8B    (Target Status Effect Modifiers to Magical Hit%)
C2/7F17: 20 12 7E     JSR $7E12    (Check for Status Hit)
C2/7F1A: 60           RTS
I think $57 refers to Parameter 1 which is Hit%. This is the code in question:
C2/7EF6: A5 57        LDA $57
C2/7EF8: 30 20        BMI $7F1A    (Check for Autohit)

I'm guessing the "BMI" statement checks the highest bit of the Hit%. In other words, it checks if Hit% is 128 or more. instructrtrepe/Tseng calls this "Autohit". This seems to only apply to magic (Excailber/Excalipoor is technically a magical weapon), as there does not seem to be a similar check for physical attacks:
Code: [Select]
Hit% Determination for physical
C2/7EBE: A6 49        LDX $49
C2/7EC0: BD 1B 20     LDA $201B,X
C2/7EC3: 1D 71 20     ORA $2071,X
C2/7EC6: 29 70        AND #$70      (Target Status = Sleep, Paralyze or Charm)
C2/7EC8: D0 28        BNE $7EF2
C2/7ECA: A6 32        LDX $32
C2/7ECC: BD 1F 20     LDA $201F,X   (Check for Autohit abilities)
C2/7ECF: 30 21        BMI $7EF2
C2/7ED1: A5 39        LDA $39
C2/7ED3: AA           TAX
C2/7ED4: BD FD 79     LDA $79FD,X
C2/7ED7: A6 49        LDX $49
C2/7ED9: 3D 64 20     AND $2064,X  (Check Target Can't Evade vs. Attack type)
C2/7EDC: D0 14        BNE $7EF2
C2/7EDE: 20 FC 7C     JSR $7CFC    (Check for Evade, Weapon Block or Elf Cape)
C2/7EE1: A5 56        LDA $56
C2/7EE3: D0 10        BNE $7EF5
C2/7EE5: 20 AC 7D     JSR $7DAC    (Target Status Effect Modifiers to Hit%)
C2/7EE8: 20 D1 7D     JSR $7DD1    (Attacker Status Effect Modifiers to Physical Hit)
C2/7EEB: 20 23 7E     JSR $7E23    (Check for Physical Hit)
C2/7EEE: A5 56        LDA $56
C2/7EF0: D0 03        BNE $7EF5
C2/7EF2: 20 E2 7D     JSR $7DE2    (Check for Target Image)
C2/7EF5: 60           RTS
This code probably checks for Aim, Jump, etc:
C2/7ECC: BD 1F 20     LDA $201F,X   (Check for Autohit abilities)
C2/7ECF: 30 21        BMI $7EF2

120
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: October 21, 2015, 06:52:13 PM »
Hmm, I thought it should be self explanatory, but the parameters are different depending on the attack formula. They are described in detail here. The list of attack formulae can be found here. I don't know how and where the GBA version stores this.

Item names are actually not encrypted in the SNES version. More info here. You will need a table file which can be found here.

As for the rest... give me a moment.  :happy:

 :edit:
Quote from: Algorithm guide
**************************************************************
6.5.18) CREATURE TYPE CRITICAL MODIFIERS TO ATTACK AND DEFENSE
**************************************************************

If the Target's Creature type matches the Attacker's "STRONG VS." parameter,
Attack = Attack * 2 and Defense = 0
This modifier is used for Magic types 72h and 73h (Bows and Spears Strong vs.
Creature type)
http://slickproductions.org/slickwiki/index.php/Jorgur:FF5_Actions#72:_Bows_strong_vs._monster_type
Strong VS. is parameter #1.

Back row OK is hard coded, I believe. You need to look at the ASM code in the C2 bank. Here is one example:
Code: [Select]
Attack Type 31 (Swords)
C2/6EE1: 20 47 7C     JSR $7C47  (Hit = 100%, Evade = Evade%)
C2/6EE4: 20 BE 7E     JSR $7EBE  Hit% Determination for physical
C2/6EE7: A5 56        LDA $56
C2/6EE9: D0 2E        BNE $6F19
C2/6EEB: 20 FC 7F     JSR $7FFC  (Sword Damage Formula)
C2/6EEE: 20 9B 83     JSR $839B  (Check Back Row Modifications)
C2/6EF1: 20 BD 83     JSR $83BD  (Check for Command Modifiers)
C2/6EF4: 20 30 84     JSR $8430  (Check Double Grip Modifier)
C2/6EF7: 20 12 85     JSR $8512  (Check Target Status Effect Modifiers to Physical Damage)
C2/6EFA: 20 33 85     JSR $8533  (Check Attacker Status Effect Modifiers to Physical Damage)
C2/6EFD: 20 84 86     JSR $8684  (Check Magic Sword Modifiers)
C2/6F00: A5 61        LDA $61
C2/6F02: D0 19        BNE $6F1D
C2/6F04: A5 56        LDA $56
C2/6F06: D0 11        BNE $6F19
C2/6F08: A5 57        LDA $57
C2/6F0A: 85 4D        STA $4D   
C2/6F0C: 20 34 87     JSR $8734  (Check Attack Element Modifiers)
C2/6F0F: A5 56        LDA $56
C2/6F11: D0 06        BNE $6F19
C2/6F13: 20 11 88     JSR $8811  (Calculate Final Damage)
C2/6F16: 4C CF 8B     JMP $8BCF  (Check for Magic Sword Status Effects)
C2/6F19: A9 80        LDA #$80
C2/6F1B: 85 56        STA $56    (Attack Misses, Set $56 to 128)
C2/6F1D: 60           RTS

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