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Recent Posts

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61
Final Fantasy V Research & Development / Re: Spell Animation Guide v0.85
« Last post by Xardas on April 04, 2018, 05:05:01 PM »
OMG, necro posting! LYNCH THIS GUY!  :laugh:

So, since I want to change many weapons for my hack (not just the stats), I was referring to LightPhoenix's Weapon Animation Guide a lot. I researched by fiddling with the 9 bytes of the master table to find out what they do, and what the effects of each value are. First, I will tell you what I found out about the bytes themselves:

Quote
This table is located at D9/9855, and contains general information
used in playing weapon animations.  Each entry is nine bytes long.

Byte 1: Weapon Sprite This is true, BUT the sprite itself is also heavily influenced by Byte 3 as well. You don't have much freedom here, as most results end up in displaying garbage, some even crash the game. As far as I tested, only the combinations of Byte 1 and 3 which are actually used by existing weapons lead into acceptable results.
Byte 2: Weapon Color (see color table) I tested all values from 00 to FF - my results can be found in the attached txt, although it's not too detailed as I just noted down about 2 colors. CAPS mean that I don't recommend this colorset because it looks just awful. Some colorsets are used more than once.
Byte 3: Weapon Routine (see below) See Byte 1 (partially).
Byte 4: Weapon Flags? Together with byte 6, this does alter the "cut" animated on the target. Eg. if both byte 4 and 6 are 00, you'll get the cut animation usually done by normal swords, if both are 02 you'll get the knife/spear cut. So far, I didn't find any other esthetically acceptable combinations of byte 4 and 6 other than those used by existing weapons, but I haven't researched these 2 bytes much.
Byte 5: Weapon Sound This is NOT the weapon sound byte. This is another color byte, but not for the weapon sprite. This one is for the "cut" animation.
Byte 6: Unknown, sent to $F582 See byte 4.
Byte 7: Unknown, #20 forces knife animation Still a mystery to me - the appropriate value however is very crucial for katanas.
Byte 8: Weapon Type? This one is the byte responsible for the attack sound (except for the katanas, which are still a mystery to me).
Byte 9: UnknownStill a mystery to me - the appropriate value however is very crucial for katanas.
Credits to LightPhoenix - without his work I wouldn't have been able to do this.
62
Final Fantasy IV Research & Development / Re: Filly Fantasy IV
« Last post by thepatirckinator on April 04, 2018, 03:12:04 PM »
He's an attachment of the She-Demon fight! She-Demon is based on the Darkside superboss from Fedorajoe's Final Fantasy IV: Playable Golbez Edition hack. She-Demon will fight the same as Darkside, but can be affected by Aero which can make the fight end quicker. If that happens, She-Demon will counterattack with the same move but one weapon attack will end the fight. The fight picture you see is the same as when Sunset Shimmer is fought for real, but Sunset is in Applebloom's Position since the fight is against Sunset Shimmer's Darkside. Unlike other bosses, the fight music against She-Demon is Sunset, the Demon Queen, and will not play the victory music if she is defeated.
63
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« Last post by Xardas on April 04, 2018, 09:09:16 AM »
Xardas you might contact Inu and ask for permission for the code that fixes the bugs. If we have that we can compile whatever patch we want. The other option is to as for permission to upload his patch here.
I thought of contacting him, but the last time he updated his homepage was 2010, and I haven't seen an account of him somewhere. I got his patches from RHDN, but he doesn't seem to have a forum account though. Still, his profile was updated just last year - maybe I'll give it a shot!
64
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« Last post by Squall on April 04, 2018, 02:37:27 AM »
Speaking of, both glitches (Teleport in Kelb and Teleport in Library) have already been fixed by this very Inu, and I tested the fixes also on RPGe's translation. They work.
IF our goal is to make a patch that fixes all map-related bugs, or IF we want to make slick the best FF5 resource on the net, Xardas you might contact Inu and ask for permission for the code that fixes the bugs. If we have that we can compile whatever patch we want. The other option is to as for permission to upload his patch here. For me the best will be if he is willing to join us here :) It is never enough to have people with extended knowledge around  :cycle:

What do you think, guys?
65
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« Last post by Squall on April 04, 2018, 02:24:58 AM »
I remember your interest in $63 from before. Unfortunately I know nothing about it, neither I recall being used in battle mechanics  :blush:

Quote
does anybody know of abilities, script commands, or any circumstances that can cause an attack's damage to be redirected to the attacker?
The only thing that comes to my mind is Reflect. There is no implemented mechanics that does deflect/redirect of damage, the way its done in some contemporary RPG (if thats what you have in mind).

Quote
i ask because i think that's what this variable involves, based on the following understanding of the $7Bnn variables:
Well that is a standard 'way' of calculating damage, since Healing is also considered a damage (with revert sign). That mechanics is used in pretty much all FF 1-6 (can't recall about 7).
66
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« Last post by assassin on April 03, 2018, 08:58:42 PM »
(another edition of my annual Ask About Variable $63)

does anybody know of abilities, script commands, or any circumstances that can cause an attack's damage to be redirected to the attacker?

i ask because i think that's what this variable involves, based on the following understanding of the $7Bnn variables:

Code: [Select]
$7B69 = HP or MP damage and/or healing, working copy

-----

$7B6B = attacker HP damage
$7B6D = target HP damage

$7B6F = attacker HP healing
$7B71 = target HP healing

-----

$7B73 = attacker MP healing
$7B75 = target MP healing

$7B77 = attacker MP damage
$7B79 = target MP damage

(gar, those were already covered at: http://erick.guillen.com.mx/Codes/SNES%20Final%20Fantasy%20V.txt)

also, i believe target elemental absorption (Variable $62) will preempt this.

however, knowing jack squat about the game in general, nothing's jumping out at me as a candidate for setting Variable $63 when i scroll through the Algorithms FAQ.  but it might be obvious to somebody who knows something about FF5.
67
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« Last post by Xardas on April 03, 2018, 01:11:31 PM »
And this might be a bit of stretch, but using teleport on either have some relation to the world map.
I know not everyone here has the time or possibility to read every post or check the contents of every post. (I am referring to my own post about Inu's fixes)
Speaking of, both glitches (Teleport in Kelb and Teleport in Library) have already been fixed by this very Inu, and I tested the fixes also on RPGe's translation. They work.
68
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« Last post by samurai goroh on April 03, 2018, 12:06:11 PM »
This is from memory, but here's what happens:

When the timer runs out, the game will use the attack "Terminate" (which is what Odin and the Movers use to abort the battle). If you were to use this glitch with any other monster, then when you return from the battle you will see the animation of your character drowning (even if you're not in the water anymore) & you'll go back to the Title Screen (If you're in the world, then you will simply see the drowning animation & IIRC if you opened the menu, the counter will reach 0:00 but nothing will happen until you return to the world).

However, in the case of Exdeath the credits will play before you actually die, as you're not supposed to get out of the battle unless you won (dying takes you to the title screen). But due to this, there's a side effect that happens when you are watching the stats & this is that since you're dead the "battle" there ends too (and is not shown on the video, but instead of seeing the 4 characters with "THE END", you will go back to the title screen as you would with a game over).

Once you triggered this bug (escaping from the Sunken Walse Castle with the counter) there is only a way to fix this, find something that triggers a time event. Easiest is to go back to the sunken castle, but there are alternatives such as fighting Odin or going to Jacohl Cave's entrance... If you happen to save the game and cannot stop the timer, then you just soft-locked the game XD

Note: Is not really useful for speedrunners considering the setup you need (having the submarine) and that it can only be effectively used on Exdeath (and you would have to clear your way or else you wouldn't be able to reach him on time). Perhaps it counts as a cheap victory if you're doing a 4 Job fiesta or something and are stuck...
69
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« Last post by Squall on April 03, 2018, 02:40:20 AM »
WOAAH impressive!!!

I'm not into the glitchy things, but I guess that is 'mana from heaven' to speedrunners  :laugh:

BTW what is the mechanics of that timer? When it reach 0 you die, yet you won???
70
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« Last post by samurai goroh on April 02, 2018, 09:02:25 PM »
At the Sunken Walse Tower, the map is only the crystal room, so you cannot reach other rooms (other than using the usual stairs). However, there's a side effect & that is that the counter will remain. With that in mind (and if you remember how Odin's fight goes), you can win a battle at the cost of your life & what better use than to reach Exdeath!

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