øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=210e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index549e-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index549e-2.html.zxeüg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰU ÕOKtext/htmlISO-8859-1gzip@øÕ ÕÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:01:49 GMT0ó°° ®0®P®€§²ð®eüg^ÿÿÿÿÿÿÿÿ&' Õ Show Posts - Squall

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211
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Therefore, I can just change the levels of bosses and heavy enemies into something like 1, so Lv5 Death and Lv2 Old will never have a chance...
I would be grateful if anyone can confirm the assumption for the Level-Solution
Changing boss levels is tricky one. First, levels do matters when dmg is calculated. Also levels are used to calculate some durations. Therefore changing them will change the enemy you are facing (make it harder or easier). Praetarius5018 solution seems as good one (adding extra code that check for Heavy).

TBH you dont really need these LvXXX tricks to win. They are usually used by speedruners to save time, which is a good thing :)

 :edit:
Quote
Hide: Zombie + Hide + Caution + Masamune/HermesSandals = Win EVERY battle (well, maybe the Omniscient battle is an exception)
Never heard of that ... could you elaborate?

212
Final Fantasy V Research & Development / ExDeath on my team
« on: January 24, 2017, 09:01:25 AM »
Wohooo I got ExDeath:


I'm so happy, finally got one of the best magical user in FFBE. Its three stars atm, but soon he will be 6 stars  :happy:

213
Final Fantasy V Research & Development / Re: Landing Bugfix
« on: January 18, 2017, 07:18:40 AM »
me, me want too  :laugh:

214
Final Fantasy V Research & Development / Re: Altering stats
« on: January 14, 2017, 05:52:56 AM »
Quote
I am completely lost, because I have literally no clue what all those 3 letter codes mean
Hehe that comment made my day :D but seriously if you decide to learn ASM we can help you understand it.

Quote
But I think all my questions are answered for now
Great! If you have more don't hesitate to ask.

TBH by trying to help you I learned new interesting things  :cycle:

215
Final Fantasy V Research & Development / Re: Altering stats
« on: January 13, 2017, 08:24:39 AM »
Yes, thats the asm code for the scripted version I quoted from instructrtrepe doc. Thank you Jorgur!

It seems that instead of checking the command (X-Fight), internally it uses $201F to hold flags for auto-hit and command damage modifiers. Luckily for us $201F is exact value that is stored in 4th byte of the action (called: Reflectable + MP cost in Wiki).
Code: [Select]
C2/1A8C: BF E3 59 D1  LDA $D159E3,X
C2/1A90: 99 1F 20     STA $201F,Y

If you check in my Viewer you will see:
Code: [Select]
Name:          Rapid Fire
Index:         23 (17)
Type:          Command

               Str Agi Sta Mag
Stat Bonus:      0   0   0   0

Action:        08 00 00 8C 7F 00 00 00
Action Delay:  1

So the 4th byte is $8C, which mean:
 - Auto-Hit
 - M = M / 2
 - Defense = 0

OMG Xardas, you are sooooo lucky, its not hardcoded!!! You need to change $8C to $00 - you will accomplish your task  :laugh:

 :edit:
Since you want to keep M/2, then you must change to $8c to $08, sorry!

216
Final Fantasy V Research & Development / Re: Altering stats
« on: January 13, 2017, 03:23:29 AM »
Quote
Hard coded you say. So I'm afraid it's somewhere between extremely complicated and impossible to, let's say, nerf X-Fight by removing auto-hit and defense ignore. A little bit of a step backwards because doing that was one of my very first ideas.
Hardcoded simply mean that there is an asm block that take care of specific task without taking into account external params.

If your goal is to remove auto-hit & ignore defense, you just need to change few asm instuctions:

1. HIT DETERMINATION FOR PHYSICAL ATTACKS
Quote
1)  If the Target has Sleep, Paralyze or Charm status, the attack automatically
    hits.  Goto Step 10.
2)  If the Attacker is using Aim, Jump, Throw, Sword Dance or X-Fight or if the
    Attacker is attacking himself, the attack automatically hits.  Goto Step 10.
3)  If the Target can't evade Physical (check "Can't Evade" parameter), the
    attack automatically hits.  Goto Step 10.
4)  Check to see if Evade ability, Weapon Block (due to Hardened or Defender),
    Weapon Block (due to Guardian) or Elf Cape succeed (6.3.4).  If any of their
    checks succeed, the attack misses;  do not follow any more steps.  None of
    these abilities can succeed if the Target has Sleep, Paralyze, Charm or Stop
    status or is attacking himself.
5)  Apply Target status effect modifiers to physical Hit% (6.3.7)
6)  Apply Attacker status effect modifiers to physical Hit% (6.3.8)
7)  Let N1 = (0..99) 
    If N1 >= Hit%, the attack misses;  do not follow any more steps.
8)  If the Target has Stop status, it does not get an Evade check and the attack
    hits.  Goto Step 10
9)  Let N2 = (0..99) 
    If N2 < Evade%, the attack misses;  do not follow any more steps.
10)  If the Target has Image status, the attack misses, but the Target loses one
     Image;  do not follow any more steps.
11)  The attack hits.  Follow the rest of the steps to calculate damage.
As you may see to remove auto-hit that mean to remove the check in step 2. That check is usually comparing with bit-field, so you really need to change that bit field (1 byte) to exclude X-Fight. In worst case scenario you must remove the whole check - thats few NOPs

2. COMMAND MODIFIERS TO ATTACK, DEFENSE AND M
Quote
1) If the Attacker is using SwordDance, Attack = Attack * 2 and M = M * 2
2) If the Attacker is using Throw, Attack = Attack * 2
3) If the Attacker is using BuildUp, M = M * 2
4) If the Attacker is using X-Fight, M = M / 2 and Defense = 0
5) If the Target is Defending, M = M / 2
6) If the Target is Guarding, Damage = 0
To remove ignore defense, you must remove Defense = 0 in step 4. That's just few NOPs

So it should be fairly easy task  :laugh:

**NOP - asm instruction with meaning - No Operation

217
Final Fantasy V Research & Development / Re: Altering stats
« on: January 12, 2017, 01:14:53 PM »
I have no my Viewer atm to check Action bytes of X-Fight but here you are few things:

The most important part of all 8 bytes is DF (damage formula). It tells the asm code which subroutine to use when handling specific action. How the rest of the 7 bytes will be used (if used at all) depend on that code!!!

- That mean that things that are called Reflectable/Unavoidable may mean something else in a different DF (especially 7F ones). A good example is Unavoidable, which is not used at all in GBA. Although Jorgur had named 7F 'No attack' it actually mean more like 'other' - something that dont fit in all previously 00-7E formulas. Its used for some 'no attack' actions but is used in some quite damaging actions too :D

- That also mean, the asm code may hardcode specific actions, so "attack 4 times with 0,5xM while ignoring defense and automatically hitting" most likely is hardcoded rather encoded in the 7 bytes. I'm speculating atm, we must see the specific code, but its pretty much good guess :D

218
Final Fantasy V Research & Development / Re: Altering stats
« on: January 12, 2017, 07:04:46 AM »
That's how the game do the calculation internally. There are no negative values. That mean that every doc, faq, walktrough that uses negative values ... well lets just say its not worth readying, because the author bases his thought on wrong base and doesn't really comprehend how things work (which makes 99% of things on the net).

I will suggest that you get my Damage Calculator and experiment. There you may see jobless characters or apply different jobs/abilities and see how char stats change.
In my Viewer you can see pretty much all things available for Abilities (Innates, Equipment Added, Action codes,...)
For list of ROM addresses check Jorgur:FF5 Jobs and abilities

219
Final Fantasy V Research & Development / Re: Altering stats
« on: January 12, 2017, 06:43:01 AM »
Quote
The base stats (If you don't know what I mean, it's the one which is 24 for every stat)
Unfortunately that's common misconception, that you will see in almost every guide for FF5.

If you can imagine a jobless characters (not possible in the game), without equipment and ability they will have stats:
Code: [Select]
               Str  Agl  Vit  Mag
Butz             4    1    3    1
Lenna            1    2    1    4
Galuf            3    0    4    0
Faris            3    3    2    2
Cara             1    4    0    3

When a character equip a job his stats get increased by:
Job Stat Bonus
Code: [Select]
               Str  Agl  Vit  Mag
Normal/Mimic    24   24   24   24
Knight          47   25   44   10
Monk            50   25   50    1
Thief           25   40   26   18
Dragoon         42   29   39   12
Ninja           39   38   27   14
Samurai         43   26   43   12
Berserker       45   15   49    1
Hunter          40   36   25   19
Mystic Knight   38   38   38   25
White Mage      17   25   24   49
Black Mage      15   24   22   55
Time Mage       19   26   21   48
Summoner        14   23   23   57
Blue Mage       16   25   27   47
Red Mage        32   29   18   32
Mediator        37   25   32   21
Chemist         26   27   30   20
Geomancer       28   26   28   48
Bard            16   32   15   35
Dancer          29   29   14   19

On top of that, ALL abilities also carry stat bonus. I know this is not you've heard or experience, but most ability carry stats of 0 0 0 0, so for you nothing change. Unfortunately I don't know a link that have full list of stat bonus ability have, so I will suggest to open my Viewer on Ability section, there you will see the full picture.

Now the question is how all of this affect character stats?
Code: [Select]
Character Stats = Char Base Stats + MAX(Job Bonus, Ability Bonus)
MAX - bigger of arguments
- above is calculated for each stat: Str, Agi, Sta, Mag

Example:
Code: [Select]
Bartz as Knight with Equip Sword ability:
Equip Sword has stat bonus of 47, 0, 0, 0
Str = 4 + MAX(47, 47) = 4+47 = 51
Agi = 1 + Max(25, 0 ) = 1+25 = 26
Sta = 3 + MAX(44, 0 ) = 3+44 = 47
Mag = 1 + MAX(10, 0 ) = 1+10 = 10

Code: [Select]
Bartz as Knight with Equip Harps ability:
Equip Harps has stat bonus of 0, 32, 0, 35
Str = 4 + MAX(47, 0 ) = 4+47 = 51
Agi = 1 + Max(25, 32) = 1+32 = 33
Sta = 3 + MAX(44, 0 ) = 3+44 = 47
Mag = 1 + MAX(10, 35) = 1+35 = 45

220
Hey Jorgur and samurai goroh, how are you guys doing?

221
Quote
I know how this looks like - I just ask things and give nothing back, so I look like a douche.
Not at all !!!
I've asked for screenshot, not because I expect to be given something, but because I'm also interested in handling visuals of weapons (include the animations). That's something  that I would love to add in the Viewer :)
Don't worry we are here to help each other as much as we can (sharing same passion about FF and FF5 in particular).

Quote
But there is something I can offer to you all in the meantime: I know some Japanese
woah respect ^^ Every additional language somebody learn is a treasure. Japanese here is high valued one  :laugh:

222
Quote
I wasn't able to find LightPhoenix's weapon guide in the wiki. So I looked for the spell guide forum thread and bam - it's there.
Hehe its in the forum not wiki. The link I gave you is for the forum. 'Weapon Guide' is an attachment at that thread :)

Quote
And it worked perfectly, I now have my legendary trident *insert evil laughter here*.
Congratulation! Would you like to share some screenshots or maybe some video?

223
Hey Xardas,

changing battle sprite of a weapon is tightly connected with Spell Animation Guide To my knowledge thats the only topic here that is connected with your question. Especially check 'Weapon Guide' attachment!
Also I think weapon sprites are not compressed, so you should be able to locate them in the ROM & visualize. LightPhoenix is the only person that have extended research on the topic, so you may try to PM him.

Changing event drop ... noisercross had some progress on the subject.

224
Hehe, I'm not sure was that addressed to me, but yes! December was crazy at work (as usual) but after that we had 8 days of break including the 2 holidays, so it became kind of vacation :D

I used the time to meet with relatives, friends, colleagues, travel a little bit and it really was fun time. For long I hadn't had a chance to really relax ... I dont know how to explain but have you had some break where you thoughts are still at work and the busy daily life, so no real relax? So this period was really about throwing all the worries and burdens and just have fun :D

225
Welcome to slick Xardas!

We are small but dedicated community. I'm glad to see more people delving into FF5. If you have any question - dont hesitate to ask, there is no need to hold, because it may take some time to get the answer (and more people to see it, hopefully somebody will know).

Personally I'll suggest our FF5 Wiki, in my humble opinion it contain the best source of info about the game (that include the links). Forum contain hidden gems buts its usually hard to find :D
With that said, I'm eager to learn more about your project. I would suggest you make a separate thread where you post your project details, thoughts, questions connected with it, ...

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