Final Fantasy V Research & Development / Re: FFV Randomizer - Grand Cross
« on: September 07, 2016, 01:46:47 AM »BTW Enuo uses Grand Cross too.
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... but I have no idea what I'm doing.I like that, I feel the same atm
I am not sure if I am giving canonical names the conceptsYour naming is excellent, I understand what you are talking about :D

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.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.
it's not really supposed to be balancedThe balance is the difference between a good game and bad game.
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

I'm glad everything is up, too. I've been trying to get on here in a hot minute.Send the cookie to me, and welcome to Slick, Googie! If you have any questions, dont hesitate to ask![]()
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.
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?
Yeah, just straight 4bpp linear pixels.Interesting ... Is it the same with all FF4 graphics or just maps?
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];
}
}
}