øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=298e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index65ed-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=298e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index65ed-3.html.zx#qh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ °VxOKtext/htmlISO-8859-1gzip8:ÖxÿÿÿÿÿÿÿÿWed, 11 Mar 2020 05:19:56 GMT0ó°° ®0®P®€§²ð®"qh^Òx Show Posts - Dana Crysalis

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Messages - Dana Crysalis

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1
I did some minor testing to figure out how this works, and it seems very inconsistent.  It repeatedly casts itself, it triggers at odd times unrelated to being attacked, didn't trigger off a counter (That was sort of expected though)...

Anyone know how this works in particular?

2
Final Fantasy V Research & Development / Re: FF5 Tilesets?
« on: September 16, 2013, 05:34:35 AM »
Your eyes are better than mine, haha, I tried extracting that and getting it to resemble the tiles in truth via YY-CHR, but no dice.  Most unfortunate.

3
Final Fantasy V Research & Development / Re: FF5 Tilesets?
« on: September 14, 2013, 07:12:39 AM »
Hm, I took a look through with the programs you mentioned, saw most of the stuff I'd seen before (job sprites, battle backgrounds, etc).  Am I simply looking in the wrong place, or missing a setting?

4
Final Fantasy V Research & Development / Re: FF5 Tilesets?
« on: September 11, 2013, 12:02:50 AM »
Apparently the tile graphics are compressed on the SNES ROM, too.  Is this an undoable thing to uncompress?

5
Another poll for you guys, would you rather have *only* stuff from FF5 available throughout the game, or interesting stuff from other games ported over?  For instance, the previously mentioned accessories to grant new commands, Dragon Horn to boost Jump, monsters/areas from other games, etc, etc.  Gauging interests here.  :)

6
Final Fantasy V Research & Development / Re: FF5 Tilesets?
« on: August 29, 2013, 03:42:58 PM »
After experimentation with multiple tile rippers for GBA and SNES, I've determined that FF5 definitely hides their room tiles better than anything else.  It's a little frustrating.

7
Yeah, Leno, we are making normal and Blue chests.  Current plan is do have jobs findable in either, if you've gotten it from a Blue Chest it won't unlearn when you exit the cave, just lose all AP.  Shinryu and Omega are planned for.  :)  And yeah, bosses are gonna show up, and the game will be pretty easily expandable to include other interesting monsters from other FFs, etc.

As for the mix of room styles, are you thinking having original FF5 maps linked to each other randomly?  I have considered that, but they wouldn't do so very cleanly.  I'd rather make levels out of tiles in that case, really, and make each floor have a tile theme/music randomly.

8
I vote for FF style.

Also it looks awesome. Do you have any Job-related ideas? Will it use the same identical job system from FF5? Or will there be something new/changed or maybe new/different jobs?

We're starting with the FF5 job system (including GBA jobs), but are kicking around ways to add other things.  For instance, equipment that modifies commands. 
Examples:
Gambler's Spirit:  Changes Fight to Slots, using Setzer's slotspin
Martial Belt:   Changes Fight to Blitz, Sabin's ability
W-Item Materia:  Changes Item to W-Item, for double item use

That's very much for *after* we get the main game down, though.

9
So, as you might have gathered from my multiple requests for assets and data, I'm working on replicating the FF5 engine and data in a Windows program (using lua for codebase).  After completing the replication, I am going to make an Ancient Cave game loosely based on the romhack's version (but not being a romhack, it'll be a lot easier to do things.  also it'll be in English)  I thought you guys might be interesting in seeing how it's coming along, so I got these screenshots for ya.

   

Brain fart as to why it says White Magic instead of just White, but I figured I'd leave it that way in the screenshot so it looked less like I was screencapping an emulator.  :)  Also the first screenshot was taken in Basic Mode, the second in Aero, which is why the window looks different.

Would love opinions, especially on this question of design I'm tackling, that being:
Which map style makes more sense for FF5: Ancient Cave?
1.  FF style.  The current FF5AC uses this, basically gives you maps straight from the game
2.  Lufia 2 Ancient Cave style.  Randomly interconnected rooms, to make the player have to hunt for the way down

Either way, I need the tilesets for FF5, which are proving more troublesome to get than I expected!  But things are nicely coming along.

10
Final Fantasy V Research & Development / Re: FF5 Advance stuff
« on: August 23, 2013, 07:06:57 PM »
I couldn't find any FF5A data there beyond his custom classes mods and some basic data you can get from most FAQs nowadays, was there some actual mechanics/hex info there I missed?

11
Final Fantasy V Research & Development / FF5 Tilesets?
« on: August 23, 2013, 07:05:30 PM »
I've checked around the internet and not found anything that is the individual tilesets for FF5Advance maps.  Do these exist, or can they be ripped from the rom?  I do not know how the maps are stored, advice or tiles would be welcome.  :)

12
Final Fantasy V Research & Development / Re: Spell Animation Guide v0.85
« on: August 03, 2013, 10:53:20 PM »
Huge thanks for this, LightPhoenix, my programming friend will  be very grateful.

13
Final Fantasy V Research & Development / Re: Spell Animation Guide v0.85
« on: August 03, 2013, 02:56:00 AM »
Hiya, I have a question.

v0.8    - Moved Weapon information to separate file


I can't seem to find this separate file, i checked the sticky for hacking docs, but I might be blind and have missed it.  I could definitely use info on the weapon animations, is it still lurking around? 

14
The most vital one I'm looking for is encounter groups, but really any and all memory locations would be useful, as my friend and I are trying to rip out every piece of data we can from the ROM.  (We're working on a project to duplicate most of the game's data)

Any help would be much appreciated!

15
Final Fantasy V Research & Development / Re: Assorted info
« on: July 23, 2013, 01:45:01 PM »
Much appreciated!  That spreadsheet doesn't have the one piece of data my programmer friend was asking for, unfortunately, haha.  He wishes to know the memory location for encounter info, anyone have that lying around?  (we're basically trying to rip out any and every piece of data from the cart we can, so if someone has a table laying out how the data's organized on the GBA cart specifically, that would be amazing.)

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