øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=270e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index599d.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index599d.html.zxfüg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰU_¶OKtext/htmlISO-8859-1gzip@øÕ_¶ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:01:50 GMT0ó°° ®0®P®€§²ð®füg^[_¶ Show Posts - Squall

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Messages - Squall

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271
Final Fantasy V Research & Development / Re: FFV Randomizer - Grand Cross
« on: September 07, 2016, 01:46:47 AM »
Thank you for the link, samurai goroh, its always nice to see different things done with FF5 :)

BTW Enuo uses Grand Cross too.

272
General Discussion / Re: Whatever you do:
« on: September 07, 2016, 01:28:00 AM »
Whoah, its hard but I can understand there are people that don't like ice-cream, but to hate people that like it to such degree ...

273
... but I have no idea what I'm doing.
I like that, I feel the same atm  :laugh:

274
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: August 31, 2016, 06:49:25 AM »
Quote
I am not sure if I am giving canonical names the concepts
Your naming is excellent, I understand what you are talking about :D

Thank you very much for the explanation, it really filled the gaps  :laugh:

So far I was able to import sprites and palettes (VRAM). Everything is exactly as in your application. Currently I'm trying to remake your 'Tileset' picture. Attached is my progress. Its close to yours but is missing some details. So far I haven't parsed Flips and Priority. As you may see, there is some garbage where animated tiles will be - like the watch on the wall, fireplace. I remember your comments about some tiles animated and thus custom handled. Is that info here in the map or I need extra stuff?

275
General Discussion / Re: We are back in business!
« on: August 31, 2016, 01:56:48 AM »
TMPR doesn't work in the NES version.
I've noticed this trend a lot in FF1 and FF2 (NES versions). Lots of spells don't seem to do anything. TMPR is awesome in the PS version of FF1, since it allows you to get by with weak weapons.
Yeah when I played FF1 psp I checked for algorithm FAQ. It turns out there was only for NES. What was stunning for me was that there was 'No working properly' under most of the skills.

BTW Temper can be applied up to 4 times. And if you start with Saber, you char can one-hit kill most of the bosses :D

276
General Discussion / Re: We are back in business!
« on: August 30, 2016, 03:59:22 PM »
Quote
it's not really supposed to be balanced
The balance is the difference between a good game and bad game.

Quote
You have to play the game differently every time you generate a new seed because you'll have different advantages and disadvantages compared to vanilla.
Different then Temper + Haste? I doubt that  :laugh:

Although I'm huge FF-series fan, but somehow I dont recall my FF1 nes play. So I decide to play PSP version (few days ago). What can I say ... no back-row, no summons, no blue,... nothing exotic. Damaging magic sux (except hit all). Only viable option are physical hits, boosted with Temper+ Haste.

277
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: August 30, 2016, 10:34:40 AM »
noisecross, I'm trying to reproduce your tutorial. There are some parts that I dont get and there is some missing info.Anyway, please correct me if I got something wrong:

Ok so except World Maps & few custom ones, overall each map is 1024x1024 pixels.
Tiles index is held by byte 8 of map-info -> 3 sets of 256 tiles each (16bpp) + something in 2bpp
Palettes come from byte16  - > we get 8 Palettes (16 colrs each)

Then we have TileBlocks. Blocks are 4 tiles. What info we have here? Is it really a definition of each tile or each block? Is this what you use to make 'Tileset' in your application?

Then we have Tilemaps. What exactly they map  tiles, blocks or ..?

TBH i fail to see the connection of Block, Tiles & Maps :D

278
General Discussion / Re: We are back in business!
« on: August 30, 2016, 01:40:45 AM »
I'm glad everything is up, too. I've been trying to get on here in a hot minute.  :happy:  :cookie:
Send the cookie to me, and welcome to Slick, Googie! If you have any questions, dont hesitate to ask 

Quote
You can't buy Xcalber, because it doesn't appear in any shops in the original game.
My point is you may get end-game item just at the beginning of the game and that is what destroy the balance, because you will have OP item from the start or no chance to gather enough gil to buy it.

279
General Discussion / Re: We are back in business!
« on: August 29, 2016, 06:52:00 AM »
Hmm doesn't that destroy the balance? Imagine in first shop you get Excalibur? :D

280
General Discussion / Re: We are back in business!
« on: August 29, 2016, 06:15:27 AM »
I've seen that link before the site went off, but couldn't understand, what is the goal of the project :)

281
General Discussion / Re: We are back in business!
« on: August 29, 2016, 05:25:04 AM »
Yeah we made a thread on romhacking :)

During the break I did very little, I needed an information from here.

Quote
haven't done anything to FF4MapEdit since the site's been down, but I haven't been idle, either.  My other project took off like a rocket.
Good job, Entroper, what is your other project?

282
General Discussion / We are back in business!
« on: August 29, 2016, 02:08:38 AM »
Hello slick-ers,

I'm glad that we are back online  :laugh:

283
Yeah, just straight 4bpp linear pixels.
Interesting ... Is it the same with all FF4 graphics or just maps?

284
Code: [Select]
private void CopySubTileToTile(byte[] subTiles, int subTilesOffset, ushort[] tile, int tileOffset, ushort[] palette, int paletteOffset)
{
for (int y = 0; y < 8; y++)
{
for (int x = 0; x < 4; x++)
{
byte twoPixels = subTiles[subTilesOffset + 4 * y + x];

byte pixel = (byte)(twoPixels & 0x0F);
tile[tileOffset + 16 * y + 2 * x] = palette[paletteOffset + pixel];

pixel = (byte)((twoPixels & 0xF0) >> 4);
tile[tileOffset + 16 * y + 2 * x + 1] = palette[paletteOffset + pixel];
}
}
}

Hmmm does not FF4 use bitlanes to internally store tiles? That code looks like for GBA :D

285
Correct me if I I got it wrong, but your idea is to do edit with FF4kster keeping the ROM size (and layout compatible with FF4kster). Lets call it MasterROM. Then save different parts of the ROM in external files (.ips or something). When the time for 'Disk 2' come, the user should stop, apply patches for 'disk 2' and run the ROM.

My idea is:
Do the same till you make the external files. Do the same for 'disk 3',...
When you have all externals, simply put them in a new ExtendedROM that contain MasterROM + expansion containing all the external files. Its Win-Win situation: user plays on Extended (no stop), you edit content on Master (FF4kster OK).

There is one problem:
when the time for disk change comes, you will have to write a routine, that transfer bytes from Extended -> Normal. I dont think with your knowledge this will be a hard task. If bytes are sequential this is really just few byte asm code. The catch is you must copy ROM -> ROM. I hope emulators dont check for 'read only' memory protection ...

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