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21
Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by Squall on April 16, 2018, 03:37:56 PM »
Quote
Not sure if you address grammar arrors or typoes, or issues with understanding.
TBH I understand what you mean (actually Inu) without a need for correction.
But since you asked ... :)
Anyway, sorry that I didn't add a line what is wrong, but you got all 3 right!
22
Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by Xardas on April 16, 2018, 02:39:59 PM »
Code: [Select]
Some patches require the installation of another patch in BEFORE
in order to work properly.

Error fixed where sometimes a character who is not supposed to
      got the first turn in battle nevertheless

ff5_old_timer.ips
    Paralyze and Mute now now last the appropriate time on aging targets.
Not sure if you address grammar errors or typos, or issues with understanding.
I admit that the first example here is phrased sloppy. But I think it should be clear what I meant. The new phrasing is:
Code: [Select]
Some patches only work properly when another specific patch (usually ff5_core.ips or ff5_ext.ips)
is already applied in before. In that case, the required patch is mentioned in the explanation.
If the required patch is changed/updated, you must uninstall all patches which require that file,
apply the new version, and then re-install the patches which required said patch.
The second sentence is also not phrased well. It now reads:
Quote
Sometimes a character who is not supposed to gets the first turn in a battle.
This error is fixed. (?)
I am not sure what is fixed here - I remember that sometimes when characters had similar agility and weight, the character with more weight/less agility still sometimes got the first turn. But AFAIK, there is a little bit of randomness when generating the ATB bar for the first turn. So I do not know if the fix is about this "issue".
As for the third sentence, if you are pointing at the double "now" - this is fixed by now now. xD
If it is about the content - apperantely, silence and paralyze lasted too long on aging characters.

I am not complaining if you point out grammar or spelling errors - doing that is no problem at all. But before doing that, can you please focus on the content? It is more important for now to know, what exactly is fixed (= if the translation is correct). The sentences with (?) are those where I am not sure.

 :edit:
I will start with the source code soon, so you guys do not have to dive into the Japanese comments and hope for good results on Google Translator or dictionaries (looking especially at you, Squall  :laugh:)
23
Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by Squall on April 16, 2018, 11:54:17 AM »
Thank you Xardas! Its very readable!

Here you are few things I spotted:
Code: [Select]
Some patches require the installation of another patch in BEFORE
in order to work properly.

Error fixed where sometimes a character who is not supposed to
      got the first turn in battle nevertheless

ff5_old_timer.ips
    Paralyze and Mute now now last the appropriate time on aging targets.

 :edit:
BTW Praetarius5018, you made a huge hack. Does it happen to delve in magic/weapon animations? Also are you familiar with DMA/HDMA?
Not really, I've only manipulated what LightPhoenix has dubbed Effect Master Table (D8/38EC) in his animation guide. (breakpoint on $C1/A853 gives the first byte of the starting animation)
That was enough to create good-enough spell animations for my new spells.
The hardest part ofc were the spellblade effects as there was almost nothing to work with ._.
What about DMA/HDMA? The things is - I understand the concept, I understand how to 'read' it, BUT it make no sense to me.
24
Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by Praetarius5018 on April 16, 2018, 11:29:12 AM »
@Xardas, thanks for the translation work!
looking forward to the rest

Looking through the formations you'll see enemy spot 8 is never set and the bigget group of monsters alive at the same time is 6 - purely as a workaround.
Exactly!
According to Inu, this fixes the code limitation:
Code: [Select]
;--------------------------------
; 8 番目のモンスターを対象に指定できるように修正
;--------------------------------
org $C29510
FIX_EIGHTH_MONSTER:
    CPY #$000D      ; <- CPY #$000C
But hearing of your problems, I doubt that is the only place.
My fix for that bug changed a different byte but the result should be the same mathematically:
$C2/9517 A8 to EA

as for the cast vs-8 targets animation issue, I've made a topic on that earlier and that's worked so far.


BTW Praetarius5018, you made a huge hack. Does it happen to delve in magic/weapon animations? Also are you familiar with DMA/HDMA?
Not really, I've only manipulated what LightPhoenix has dubbed Effect Master Table (D8/38EC) in his animation guide. (breakpoint on $C1/A853 gives the first byte of the starting animation)
That was enough to create good-enough spell animations for my new spells.
The hardest part ofc were the spellblade effects as there was almost nothing to work with ._.
25
Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by Xardas on April 16, 2018, 09:54:20 AM »
I have completed the translation of the readme file.
There are some bugs that I am not sure if I fully understood them. You will find some question marks. I am also pretty sure that the txt includes typos.
Therefore, I'll just treat it as a beta version. There will be an update for sure.
Any feedback and/or correction is welcome.

You will find the translations in the first post of this thread.
26
Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by Squall on April 16, 2018, 02:53:26 AM »
Looking through the formations you'll see enemy spot 8 is never set and the bigget group of monsters alive at the same time is 6 - purely as a workaround.
Exactly!
According to Inu, this fixes the code limitation:
Code: [Select]
;--------------------------------
; 8 番目のモンスターを対象に指定できるように修正
;--------------------------------
org $C29510
FIX_EIGHTH_MONSTER:
    CPY #$000D      ; <- CPY #$000C
But hearing of your problems, I doubt that is the only place.

BTW Praetarius5018, you made a huge hack. Does it happen to delve in magic/weapon animations? Also are you familiar with DMA/HDMA?
27
Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by Praetarius5018 on April 16, 2018, 01:28:41 AM »
I've had some trouble with 8 monster encounter;
e.g. targetting the 8th monster with a single target attack would aim at "something" different, specifically the attacker's position - 1 (so 3rd hero hits 2nd hero) and obviously if the first hero does that you get a major crash.
Also multi target animations are optimized for 5 or 6 monster, with 7-8 you get glitchy graphic overflows and in some cases crashes - that one was insanely hard to track down, I tell you.

Looking through the formations you'll see enemy spot 8 is never set and the bigget group of monsters alive at the same time is 6 - purely as a workaround.
28
Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by Squall on April 15, 2018, 06:59:54 PM »
I will first translate the readme file, then I'm gonna continue with the source codes.
Until then, you can try accessing the readme via RHDN - this is a short english version, although not translated very well.
OK. If its possible, please prioritize the 'core' file. This is where the interesting part is. It contain not only fixes, but memory variables aka: ROM/RAM map. I know I will add plenty of new entries in my 'extended ROM map'. Also the code is well formatted and commented, so its super easy to read (and understand). I've read the whole core as I'm reading a book :D

Fun fact: Have you noticed that monster encounter always have max of 7, although the mechanics allow 8? It seems that design is not by chance ... the battle code (in C2) actually limit it too. Inu has made a fix for this ... but I don't think its a bug rather intended. I know that some the magic animation when used on 8 targets freeze the code (regardless is it a bug or hardware limitation)
29
Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by Xardas on April 15, 2018, 12:20:16 PM »
Don't worry about the formating - I plan to translate the txt and upload the translation as txt as well.
I will first translate the readme file, then I'm gonna continue with the source codes.
Until then, you can try accessing the readme via RHDN - this is a short english version, although not translated very well.
30
Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by Squall on April 15, 2018, 09:47:57 AM »
Are these translations helpful / do they make sense to you? If so, I will continue translating.
Yes very helpful!!!
 
But if you do it in that way, its is hard to read after that. Could you get a file and replace Japanese with the English translations, while keeping the layout of the file? That is important to see the translation in the context, so we can understand what Inu is doing? Something like:
Code: [Select]
;--------------------------------
; Battle program (?) (maybe mechanics?)
;--------------------------------
org $C20003
BATTLE_MAIN:
    PHP
    REP #$30
    PHB
    PHD
    PHA
    PHX
    PHY
    SEP #$20
    JSR $0053       ; reset all registers
    JSR BATTLE_INIT
    STZ $7CD8       ;Battle reset flag (1: on)

Quote
Also, someone gotta tell me if my translations make sense, since it would be wasted time if the translations aren't good enogh.
No it is not a waste! Your translation will be much, much better then what google will do. If you have doubts or different versions - please add them too, let the reader decide (or you can share here and together from the code context decide)
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