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Author Topic: Final Fantasy V Editor (version 1.2.2)  (Read 37313 times)

samurai goroh

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Re: Final Fantasy V Editor (version 1.1.53)
« Reply #15 on: March 18, 2009, 11:51:27 AM »
Nope, I even haven't even installed VB again since I formatted my computer in December :(
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JCE3000GT

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Re: Final Fantasy V Editor (version 1.1.53)
« Reply #16 on: March 18, 2009, 08:13:48 PM »
You still have all the files and stuff from your last build?

samurai goroh

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Re: Final Fantasy V Editor (version 1.1.53)
« Reply #17 on: March 18, 2009, 11:24:39 PM »
I have everything but the images I created, I was going to change most of them anyway... The source code is on the page & I have a back up on a USB memory stick, so there's no worry loosing the code (I think I also mailed myself the code, just to be extra careful ;) )

Actually, the current version is 1.1.54, but I never changed neither my page nor this thread to point it :P


As for now, there's not much I could do with the program other than fixing bugs & investigate (specially the items section). Well, jorgur said he found where the missing data from enemies is, so I'll add that for the next version...
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Deathlike2

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Re: Final Fantasy V Editor (version 1.1.53)
« Reply #18 on: March 19, 2009, 12:07:57 AM »
Looking over the editor's webpage, I have a few thoughts...

I do suggest you look into the unknown fields (not the unused ones, unless you've got the free time)..

The enemy AI script is probably one worth improving the most. Given that the docs explain what exactly the monster AI does per turn, it shouldn't be too difficult to decypher the jibberish looking code into something that is significantly more readable.

Additionally, it seems that you haven't gotten to scripted text yet (well, specifically battle scripts, but that would be my preference)? I'm sure these are some fixed pointers to a known location in memory...

Then again, I'd also ask for a map editor, but that's probably asking a bit much... heh.

 :edit:

Before I forget.. you also need item descriptions to be editable and a spell editor.
« Last Edit: March 19, 2009, 09:10:57 AM by Deathlike2 »
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Jorgur

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Re: Final Fantasy V Editor (version 1.1.53)
« Reply #19 on: March 19, 2009, 09:52:30 AM »
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.

JCE3000GT

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Re: Final Fantasy V Editor (version 1.1.53)
« Reply #20 on: March 19, 2009, 01:43:56 PM »
Awsome!

samurai goroh

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Re: Final Fantasy V Editor (version 1.1.61)
« Reply #21 on: April 30, 2009, 12:04:42 AM »
Made a small update to the editor, the current version is 1.1.61. Here are some stuff I changed:


- Updated the equipment restriction for the Job section. Don't really like how it looks, but it's now readable...
- Updated some parameters of the enemy formation. Still need to update other info that Jorgur has found.
- Small updates to the items section. Reordered the "Element / Stats Up" section...

- Fixed a bug regarding the magic list. Seems that I had 257 elements instead of 256, so if you tried the last one, it would crash.
Quote
Monster editor
! Editor crashes when setting the Control/Release field to FF (Block End)

I think I did fixed this bug before I stopped working on the project...:
Quote
Character editor
- When changing job, Butz' sprite is always shown (even when changing the other characters' jobs)

Removed the opening parenthesis, so that you can start typing the number to navigate faster
Quote
Monster editor
- Parentheses in Attack index field removed - This enables me to quickly choose an index with the keyboard (e.g "0D Sword (grey)" or simliar)
  (If you do this, the input field to the right will be pretty much useless, except if you need to see the index ID as a decimal number)

Removed the option to dump the Shop section, since I haven't programmed it yet...
Quote
Shop editor
- You might want to gray out (or remove) the Dump function since it's not working

Changed the position of the monster image (forgot to mention last time)
Quote
AI viewer
- I think it was better with monster images below the list (but that's just me)

- Corrected some typos
Quote
Unknown (Squeleton) -> Unknown (Skeleton)
Fanfarerro -> Farfarerro
Gigamesh (Exdeath Castle) -> Gilgamesh (Exdeath Castle)
Knive -> Knife (and Ninja Knive)


There are some stuff that I can't/won't fix that are mentioned on the feedback:

Quote
Monster editor
- Read/edit monster names
I could  create another program for that purpose, but I want to keep this one functional to any version.

Quote
- Do not change default ROM folder after dumping info (to directory of dumped text file) (have a separate default dump folder)
That's not my fault & I think there's nothing I can do. Maybe not using the common dialog to open files fix this, but I don't know how could you open now files (although I think I read there's a way...)

Quote
Monster editor
! Increment/decrement buttons in most fields (http://img148.imageshack.us/img148/7989/incdecmh4.png)
These are called spinners on Java, if I'm not mistaken. I believe they don't exist in Visual Basic, so the only thing close to it would be a combo box...

Quote
Table editor
- Improved scrolling (currently you are using the old Win95 method)
I don't know if you can insert other type of tables & how would they behave as they do right now. I didn't created the behavior for the current one, I found it on the Internet & implemented to my program...
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Jorgur

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Re: Final Fantasy V Editor (version 1.1.61)
« Reply #22 on: May 05, 2009, 01:39:32 PM »
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)

SentinalBlade

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Re: Final Fantasy V Editor (version 1.1.61)
« Reply #23 on: May 06, 2009, 10:23:08 PM »
Quote
Quote
Monster editor
! Increment/decrement buttons in most fields (http://img148.imageshack.us/img148/7989/incdecmh4.png)
These are called spinners on Java, if I'm not mistaken. I believe they don't exist in Visual Basic, so the only thing close to it would be a combo box...

Create two buttons and add an arrow image on them. When you click on the image with an up arrow, have a label or text box's value increase by 1, and the opposite happen for a decrease.

I wish it was all in one tool, but you have to use several to get the desired effect, rather than just one drag and drop thing.  Hope thats what you were talking about.

samurai goroh

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spinner
« Reply #24 on: May 06, 2009, 10:58:39 PM »
Never though about creating one myself. Thanks for the tip SentinalBlade :)


As for the editor, currently I been working on the Magic section, almost finish it up :)
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SentinalBlade

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Re: Final Fantasy V Editor (version 1.1.61)
« Reply #25 on: May 07, 2009, 03:54:56 PM »
Absolutly no problem. Im going away to Tennessee, and i dont know when ill be back. To fiddle away the time, i downloaded your source code. There isnt much i can to help you if i think i have time, but its always better to have help on a project that will help the community.

My biggest area of interest is in the AI capabilities; Took a look at the dissassembly, and i think i can get a smooth interface.

Im leaving on a last minute notice, so if i get any progress before i get a call, ill pm you or post a picture of the layout and a few snippets of the code.

samurai goroh

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Re: Final Fantasy V Editor (version 1.1.7)
« Reply #26 on: May 08, 2009, 09:06:51 AM »
As mentioned on the first post, SentinalBlade  will be lending me a hand with the programming & now both will (hopefully) create a better editor :)


BTW, I just updated the changes I made, current version is 1.1.7. Basically the change is just that I added the option to edit Magic properties. I forgot to mention before, but you can also watch the palette used for the jobs. Once I'm able to extract sprites from the game, I'll create an option to edit them along with its palette...
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samurai goroh

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Sprites
« Reply #27 on: May 16, 2009, 11:45:01 PM »
I'm almost done with the sprites ;)

This where my first attempts:
Using Circles
Using "Squares"

Now, I'm finally able to paint the sprites appropriately & this is how it currently looks :D
« Last Edit: May 17, 2009, 03:15:08 PM by samurai goroh »
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samurai goroh

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Re: Final Fantasy V Editor (version 1.1.71)
« Reply #28 on: May 19, 2009, 09:08:46 AM »
Pretty much finished with the Job sprite viewer, just need to know how many different poses are to be able to create with these sprites (And which ones you connect :P). I found a page with the sprites, although I don't seem to identify all the tiles with these sprites :P

I uploaded the editor & this is how it currently looks like:
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Dragonsbrethren

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Re: Final Fantasy V Editor (version 1.1.71)
« Reply #29 on: May 19, 2009, 02:55:31 PM »
These should be complete:

http://tsgk.captainn.net/index.php?p=showgame&t=sy&sy=8&ga=280&sec=41

It's funny how little the general sprite assembly changed from the NES games to FF5. FF1 was missing a lot of the animations, but what was there was put together the same way. FF2-5 have pretty much all the same animations, put together in the same way.