øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=33;area=showposts;start=45e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5e7b.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=33e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5e7b.html.zxÜFh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤Y§OKtext/htmlISO-8859-1gzip@øÕY§ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 02:19:33 GMT0ó°° ®0®P®€§²ð®ÜFh^ Y§ Show Posts - Jorgur

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Jorgur

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 »
46
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: July 19, 2016, 07:49:12 AM »
Very neat program! I would like to see some more features though, such as click-and-drag to scroll the maps.
- I get unhandled exception errors on map 0x0D
- Transparent water is not displayed properly

47
Final Fantasy V Research & Development / Re: FFV Viewer
« on: July 07, 2016, 05:11:04 AM »
If IPS patching fails, try adding/removing header first. You can use TUSH:
http://www.romhacking.net/utilities/608/

48
Final Fantasy V Research & Development / Re: FFV Viewer
« on: July 06, 2016, 11:07:14 AM »
Quote
Yes, but the other entries are not used. I think its better to show only 367 rather having huge area of blank (empty) entries :)
Well, people might want to make hacks with more monsters added at the end.
Quote
btw do you know anything about:
Nope. All I know is already in the wiki.

49
Final Fantasy V Research & Development / Re: FFV Viewer
« on: July 06, 2016, 05:25:13 AM »
- If you minimize and restore the program while looking at a monster the graphics disappear
- There is space for 384 monsters but the list ends at 367

Can something be done about this (pic attached)? Perhaps have the program look at the ASM for displaying text to find the correct location of the text.

50
Final Fantasy V Research & Development / Re: FFV Viewer
« on: June 25, 2016, 03:32:42 AM »
Quote
D0/D004-D0/DC29: 1-2BPP: Monster shapes
Is this it?

51
Final Fantasy V Research & Development / Re: FFV Viewer
« on: June 24, 2016, 04:32:49 AM »
If you send a message to Lenophis he might do something about it.

52
Final Fantasy V Research & Development / Re: FFV Viewer
« on: June 17, 2016, 01:16:54 PM »
Is there any chance you will make it extract graphics from the ROM instead of relying on external images? It would be useful for examining ROM hacks with customized monsters.

53
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 12, 2016, 10:23:51 AM »
Yes, that is what it should be doing.

54
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 12, 2016, 05:41:20 AM »
About the dmg in Calculator ... I see where the confusion comes. There are 2 different flags:
 - Barhanded Up - a flag that comes with gear (Kaiser Knuckle)
 - Innate Brawl (Barehanded)
I called this internal flag Barehanded Up, so it can be distinguished from Innate one.
You may easily spot the difference in Min/MaxAttack part:
 - gear - it adds 50 to Attack (as in your case 3 + 50)
 - innate - adds 2*Level to Attack
My point is that the Attack is not supposed to be increased. Barehanded up should not affect the unarmed damage of a Knight.

55
Final Fantasy V Research & Development / Re: Back to FFV
« on: June 12, 2016, 05:03:40 AM »
Quote
you will need 224*4 bytes to remove the index
You mean that each item would need 32 bits of flags to define its type. That is unneccessary since no item belongs to more than one type. Each Equipment type value could refer to a certain Equipment type bit.

I was thinking of a system like this:
Code: [Select]
Bit   Value
80    07        80    0F        80    17        80    1F
40    06        40    0E        40    16        40    1E
20    05        20    0D        20    15        20    1D
10    04        10    0C        10    14        10    1C
08    03        08    0B        08    13        08    1B
04    02        04    0A        04    12        04    1A
02    01        02    09        02    11        02    19
01    00        01    08        01    10        01    18
All that is needed is a little bit of ASM to convert between value and bit.

The rewards for doing this are as follows:
- 256 bytes of ROM space freed up
- You get a system that is much simpler and easier to work with

Downsides:
- You cannot have more than 32 Equipment type values - currently you can have up to 32 plus 32 "hybrids" such as Full Moon

56
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: June 12, 2016, 04:41:29 AM »
Quote
Does that mean you 'skip' the sanity check of 9999 and you can actually do bigger number like 10000?
No. If I understand it correctly, it will overflow and start back at 0x0000 plus remainder before the 9999 check. The issue is that it might end up being less than 9999.

57
Final Fantasy V Research & Development / Re: FFV Viewer
« on: June 11, 2016, 03:29:17 PM »
Typo: Descrtiption
Typo: Can be Drinked -> Can be Drunk (or is it intended?)
Issue: The list goes to index 259 when it should end at 255
Inconsistency: I see Index and Name for usables, but not for Weapons and Armor

58
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 11, 2016, 03:04:56 PM »
Quote
It contain only data about your characters. You may create one by clicking 'Save'.
I have a request. I would like the program to automatically create an .ini file with default FF5 characters if no .ini file exists.
Quote
pls check how it works on SNES
Butz at level 4 does 22-24 damage with unarmed attacks as a Monk. When using Kick as a Monk he does 16 damage.
Quote
Could you share a pic of your char setup
Screenshot attached.
[Bartz]
Level=1
Job=1
Ability=0
AbilityLvl=0
BaseStr=4
BaseAgi=1
BaseSta=3
BaseMag=1
RHand=1
LHand=1
Head=129
Body=0
Accessory=0
Status=0
Command1=5
Command2=6
Command3=0
Command4=2
RShield=0
LShield=0
MasteredJobs=0

59
Final Fantasy V Research & Development / Re: Back to FFV
« on: June 11, 2016, 02:45:11 PM »
My guess is that they wanted to create a Thief/Ninja weapon type, but were running out of usable bits in the "Equipment Type" byte list. Instead of making a new entry called "Exotic weapons", they made equipment type value 1E into a "hybrid" type, belonging to both Ninja Sword and Thief Gear categories.

I just thought of something. The developers meant for Mimics to be able to use any kind of armor including Thief Glove, so they set the bit for Thief Gear. Doing this, however, enabled Mimics to use Exotic weapons. I speculate that Mimics were not supposed to be able to equip Exotic Weapons, don't you guys agree?

In hindsight, they should have probably just made a new entry for exotic weapons. The current system is confusing and unneccessary, unless somebody plans on adding tons of new equipment types.
What if we make a patch that adds a new entry for Exotic weapons and remove the index system? We could free up quite a bit of ROM space.  :happy:

60
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 08, 2016, 07:19:15 AM »
FFVDmgCalc.ini doesn't seem to be included, or am I missing something?

 :edit:
Typo: Deffense

 :edit:
According to instructrtrepe's algorithm guide, the Kick ability is supposed to have 3 less attack power than an unarmed attack. The calculator currently does not take that into account.
My theory is that unarmed attacks use the attack power of the weapon "Empty", while Kick does not.

 :edit:
According to instructrtrepe's algorithm guide, Barehanded Up should only be in effect if the Brawl ability is applied. The calculator increases the damage even without Brawl.

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 »