øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1975.135e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3486.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=17.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3486.html.zxŽ9h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ °V> OKtext/htmlISO-8859-1gzip@øÕ> ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 01:22:46 GMT0ó°° ®0®P®€§²ð®�9h^ÿÿÿÿÿÿÿÿ$>  FFV patches (and compatibility with each other)

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Digitsie

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Re: FFV patches (and compatibility with each other)
« Reply #135 on: December 22, 2014, 05:40:02 PM »
Ok here's the updated Fractional M patch.  I'll leave it to someone to figure out what the readme should look like.

It contains:
Trepe's patch, with the following fixes:
Goblin Punch Fix
Jorgur's Knife Formula
Rune Fix
Overflow fix
Minimum M fix
delta fix

Will do the full compilation once this one's been tested.

« Last Edit: January 01, 2015, 08:30:28 AM by Digitsie »

Jorgur

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Re: FFV patches (and compatibility with each other)
« Reply #136 on: December 23, 2014, 02:01:13 PM »
I did a quick test earlier today. It seems to work fine; damage steadily increases with level ups.

Digitsie

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Re: FFV patches (and compatibility with each other)
« Reply #137 on: December 23, 2014, 09:01:40 PM »
Thinking about it, I used my latest Fractional M patch WITH the delta rather than the original Fractional M.

If that's what you were aiming for, I should just redo that, noisecross?

noisecross

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Re: FFV patches (and compatibility with each other)
« Reply #138 on: December 24, 2014, 07:49:40 AM »
If Jorgur have done a test, it should be ok. Anyway, I'd prefer having a new patch with original Fractional M + Delta (without the Overflow Fix) to avoid possible issues in the addresses C2/9411 to C2/9426 and C2/80D4 to C2/812A. As I said, both are areas which have suffer a lot of changes and I am not sure how can affect the Delta to another Fractional M out of the original.

The Delta is intended to be used over a original Fractional M patched file to fix Knives Formula, Rune Weapons, Goblin Punch and Minimum M.

Doing that, we will have:
- Fractional M v1.1 (original Fractional M + Delta)
- Compatible Maximum Damage Overflow (Reply #128)
- Compilation

Digitsie

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Re: FFV patches (and compatibility with each other)
« Reply #139 on: December 24, 2014, 11:11:02 AM »
Ok I'll make the update next week (I don't have the original fractional M patch on this computer, that's on the home computer - at the parents'.)

So the full compilation can then contain updated Fractional M 1.1, Compatible Maximum Damage Overflow, and then the other patches, excluding Jorgur's standalone Knife patch.

That should be easy to do.

Meanwhile, y'lot have a Merry Christmas!

Spooniest

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Re: FFV patches (and compatibility with each other)
« Reply #140 on: December 25, 2014, 05:37:49 PM »
https://dl.dropboxusercontent.com/u/33809435/transfer/Final%20Fantasy%205%20-%20Legend%20of%20the%20Crystals/FF5.tbl

Here is the English table file for the RPGe translation that I used.

Load it (the modified FF5 rom) up in WindHex, and apply this table. The dialogue starts at 00210000 (not sure how to notate it properly).
DID YOU ORDER THE CODE RED?

noisecross

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Re: FFV patches (and compatibility with each other)
« Reply #141 on: December 25, 2014, 07:01:58 PM »
Maybe E1/0000 is the better way to notate it.
How did you done the speech revision?

I think you had to modify the offsets to the speech lines and stuff, isn't it.
Did you also modified the RPGe tlb?

Sorry for the offtopic. You can answer me in private.

Spooniest

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Re: FFV patches (and compatibility with each other)
« Reply #142 on: December 25, 2014, 11:52:24 PM »
Maybe E1/0000 is the better way to notate it.
How did you done the speech revision?

I think you had to modify the offsets to the speech lines and stuff, isn't it.
Did you also modified the RPGe tlb?

Sorry for the offtopic. You can answer me in private.

Not necessary, I think I can be concise. I just never expanded the text more than a single text box would hold. I did not modify the table at all.

What I would do is go to the line, and arrow over to the letter I wanted to change, then type the hex digit for the letter I wanted to change it to.

It's super easy once you get started, it just gets monotonous, switching between the text file of the table and the windhex file of the actual game data. Click Ctrl-S when you're done.
DID YOU ORDER THE CODE RED?

Jorgur

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Re: FFV patches (and compatibility with each other)
« Reply #143 on: December 26, 2014, 08:21:51 AM »
I ran into a possible bug while testing.

Galuf Black Mage
Level 5
Atk 15
Magic 55

5*55=275
275/256~=1,074
M = 5,074

15*5,074=76,11
16*5,074=81,184

Galuf attacks three Skeletons with Fire. He is expected to do 76 or 81 damage on each Skeleton. Instead I get this:
« Last Edit: August 30, 2016, 06:40:57 PM by Jorgur »

assassin

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Re: FFV patches (and compatibility with each other)
« Reply #144 on: December 26, 2014, 03:31:43 PM »
do you ever get 76 in there if you cast a bunch of times, or is it only the two values?  out of curiosity, what is the damage range in the original game?  i realize it's not supposed to match; i'm more interested in the difference between high and low (again, amongst a bunch of castings).
« Last Edit: December 26, 2014, 03:39:49 PM by assassin »

Jorgur

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Re: FFV patches (and compatibility with each other)
« Reply #145 on: December 26, 2014, 03:44:03 PM »
No, I never get 76, only 70 and 81.
Quote
******************************
6.4.1) MAGIC DAMAGE PARAMETERS
******************************

Attack = Spell Attack + (0..(Spell Attack/8))
M = (Level*Magic Power)/256 + 4
Defense = Magic Defense
With a weak spell like Fire, there should be only 2 possibilities, Attack = 15 and Attack = 16. This remains true even with fractional M. It should never be 14.

 :edit:
It turns out this also happens in vanilla FF5. It seems to be a bug in FF5 rather than in the fractional M patch.
« Last Edit: December 26, 2014, 03:52:42 PM by Jorgur »

noisecross

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Re: FFV patches (and compatibility with each other)
« Reply #146 on: December 26, 2014, 03:48:09 PM »
The damage is right:

Code: [Select]
------------------------------------------
Fire(multi) vs Skeleton
------------------------------------------
Attack  = Spell Attack + (0..(Spell Attack/8))
M       = (Level*Magic Power)/256 + 4
Defense = Magic Defense

  Attack  = 15  + (0..1) = 15 or 16
  M       = 137 + 512 = 649
  Defense = 5

(Multitargetting)
Multitargetting modifiers to Attack (6.5.1). Attack = Attack / 2
  Attack  = 7 or 8

(Skeleton is weak to fire)
Attack Element modifiers to Attack and Defense (6.5.16). Attack = Attack * 2, Defense = 0
  Attack  = 14 or 16
  Defense = 0

Attack = 14 => Damage = 9086 / 128  = 70
Attack = 16 => Damage = 10384 / 128 = 81
« Last Edit: December 26, 2014, 04:30:19 PM by noisecross »

assassin

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Re: FFV patches (and compatibility with each other)
« Reply #147 on: December 26, 2014, 03:54:02 PM »
ahh..  that's what i get for not going through the simple steps of 15 DIV 2 * 2 , and just assuming the modifiers cancelled. :/

Quote
Attack  = 15  + (0..2) = 15, 16 or 17

like Jorgur said, i don't think it'll ever be 17 here.  15 DIV 8 = 1.

Jorgur

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Re: FFV patches (and compatibility with each other)
« Reply #148 on: December 26, 2014, 03:59:44 PM »
Ah, I see. I guess it is not a bug.

Would it be possible to use M/2 instead of Atk/2 (multitargeting/element half) if element weakness applies?

 :edit:
One thing I noticed just now is that fractional M doesn't seem to apply to monsters' Fight command. This means that if you are using Defend/back row and the monster's M is 1, you will still take full damage.
« Last Edit: December 26, 2014, 04:32:32 PM by Jorgur »

noisecross

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Re: FFV patches (and compatibility with each other)
« Reply #149 on: December 26, 2014, 04:41:26 PM »
like Jorgur said, i don't think it'll ever be 17 here.  15 DIV 8 = 1.

Right. Is edited on my previous post.

Would it be possible to use M/2 instead of Atk/2 (when multitargeting) if element weakness applies?

It seems so, but I am not sure if that is going to have a high impact on damage.

One thing I noticed just now is that fractional M doesn't seem to apply to monsters' Fight command.

The addresses C2/8246 and C2/825A are edited by the Fractional M patch. What is the issue there?