øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=33;area=showposts;start=375e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index449d-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/index449d-2.html.zxãFh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤Œ•OKtext/htmlISO-8859-1gzip8:ÖŒ•ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 02:19:40 GMT0ó°° ®0®P®€§²ð®ãFh^9Œ• Show Posts - Jorgur

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Messages - Jorgur

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376
I think I mistook my Kiss of Blessing patch for the Knife param patch. Meaning, I'm actually missing the Knife param patch. I'll fix the zip as soon as i can.

EDIT: Patches zip file fixed. File name for Kiss of Blessing patch is now correct. I don't have the Knife param patch at the moment, but I don't really recommend it anyway. Still, it should be included for completion's sake.
If you or anyone else has the Knife parameters patch, please upload it.

By the way, you don't need to upload the Monster Release patch, seeing as the problem is simple enough to be fixed with the ROM editor.

377
I've been waiting for some progress on the SS editor. I'm checking it out, and will update the feedback accordingly.

EDIT: Feedback is no longer hosted.

378
Final Fantasy V Research & Development / Re: Table files
« on: June 10, 2009, 09:54:22 AM »
The character 00 (| ) signifies end of text box.

Because of a bug in the table file, it was hard to spot inside text. I'll fix it right away.

379
Final Fantasy V Research & Development / Re: Table files
« on: June 05, 2009, 05:15:58 PM »
Update: Main text file now works properly in Text Edit mode

380
Final Fantasy V Research & Development / Re: Questions
« on: May 23, 2009, 07:46:40 AM »
Strange. It works for me...

I converted to .xls in the same post, try that one.

381
Final Fantasy V Research & Development / Re: Questions
« on: May 21, 2009, 06:48:19 AM »
(I made a topic for this.)

I can't help you, I'm afraid. If you can't find it in the hacking guide, I usually don't have the info.
Maybe in a future release, but that won't happen for some time.

382
Great work, I can start removing entries from my feedback docs now.

One thing: Encounter editor: Byte F, bit 08 is not used for Minotaurus after all (so it's "not used" I guess)

383
Final Fantasy V Research & Development / Table files
« on: March 23, 2009, 08:55:07 AM »
FF5 text
- A universal table file for displaying text in FF5
- Works on RPGe's English translation

FF5 extra
- Extra lines should be put into the text table file, at the bottom
- Battle dialogue
- Menu symbols
- Ending poem

hex-dec
- A simple table file for converting numbers from hex to decimal format


384
Info for magic data is included in the next guide revision. Most (if not all) unknown bits and bytes are cracked as well.
I also have new info on Jobs/Abilities, but you seem to have much of that already.

385
Here are some old, but useful docs, by InstructrTrepe.
Algorithms/Stats FAQ
Other docs

InstructrTrepe's patches are uploaded to the patch archive.

386
All missing bytes are solved in the next hacking guide release.

 :edit:
Code: [Select]
F: Misc.

0 0 0 0   0 0 0 0
BAV B R     V N AD

80 Always back attack (without Caution)
40 Void NOT allowed
20 Boss battle
10 Reveal monster (Sandworm)
08
04 Void cast
02 No reward
01 Alternate death

387
Final Fantasy V Research & Development / Final Fantasy V Plus
« on: December 02, 2008, 09:00:32 AM »
(This project has been discontinued)

Final Fantasy V Plus is a major hack for FFV.

This topic is for all discussion related to development of FF5+.
Come with any questions, comments or ideas for the project.

Version 0.6
- The entire first world has been altered
- Some jobs and abilities have been modified
 - Berserker is no longer always Berserk; has BuildUp
 - Chemist's native ability is now Mix, not Drink
- The ROM will no longer run if patched incorrectly
- New modifications to algorithms, magic, items and shops

388
Feedback has been updated. (Check link in 2nd post)

You have fixed a lot more than mentioned above.  :happy:
I did a quick check, and updated the summarized feedback accordingly.

389
Second revision: (no longer hosted)

I figured it might be a good idea to use the hex ID to differentiate similar indexes. It would be nice for other reasons as well.
I removed the numbers behind, but let me know if you need them.

390
My guess is that Nothing/Empty (unarmed) uses animation 00/01, Knife uses animation 02, Dagger uses 03, and so on. If you'd want a weapon to use a different animation, you'd have to switch the actual animation in the ROM (this explains why many animations are repeated).

I'll finish the list and post it as soon as I can.

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