øAslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&action=profile;area=showposts;sa=messages;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index69ca-3.htmlslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&action=profile;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index69ca-3.html.zxoôg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ­·ÃOKtext/htmlISO-8859-1gzip0|Ö·ÃÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:27:51 GMT0ó°° ®0®P®€§²ð®oôg^ÿÿÿÿÿÿÿÿ¢#·Ã Show Posts - Squall

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Messages - Squall

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1
Game Modification Station / Re: New patch: Multiple Events fix
« on: April 20, 2018, 09:12:11 PM »
Sorry I usually talk/ask in a specific context, so without it  things might be confusing :D

... and I have some important school stuff to get out of the way before I help with that...
"that" in the context mean FF5 event :D
I guess I have to elaborate ... My question is more like: are you done with the school work? If so have you had a time for work on FF5 events?

I was thinking:
Quote
I would absolutely love to get back to that when I have a little more time. I would also like to improve on his reference of event commands. Those two things will be most useful to you.
if you concentrate on the research of the event commands I could make event viewer  to show events in a structured way for easy to read/understand (similar to what I have done with monster AI). This way you don't have to go trough each event in the game, because the meaning should be east to convey if you see it that way (structured).
And then we would know what is needed to make Event Editor :)

2
Game Modification Station / Re: New patch: Multiple Events fix
« on: April 20, 2018, 03:11:48 AM »
13375K31C43R did you start with FF5 events?

3
Game Modification Station / Re: New Tool: Visual SAK
« on: April 18, 2018, 05:18:50 PM »
Big thanks to Mauron for the help with CT compression!

Proof of concept:

Finally, CT decompression is done. As I said earlier, its quite modified version of LZSS. It is interesting to me that CT uses compression a lot. Even palettes were compressed.


SNES has so many variations of 8bpp ... Mode 3 one seems most used for static images like title screen. So what is Mode 3 8bpp - a planar (8 planes) format, where planes have specific for SNES order in the memory.

Mode 3 also support two extra 8bpp models - Direct Color and index. If you know a game that uses some of these 2 models, please share. Even better will be if you can make a zSNES save state of it :)

4
Game Modification Station / Re: New Tool: Visual SAK
« on: April 18, 2018, 11:36:45 AM »
Version 3.1 is out!!!
 - New feature: Import of a palette from zSnes savestate.
 - Added new BPP: 8BPP (SNES Mode 7). No planes. In mode 7 a tile takes 128 bites - because in the memory tiles are interwoven with the tile map
 - Added new BPP: 8bpp (SNES Mode 7 - II) same as above except it contain only the tiles (64 bytes each)
 - Added new BPP: 8bpp (SNES Mode 3) - each tile is 64 bytes, but each pixels is divided in 8 planes according to the SNES model of planes
 - Added new Compression: LZSS-CT, a modification of LZSS used in Chrono Trigger SNES

*Download from the first post.

5
Final Fantasy V Research & Development / Re: Inu's Patches
« on: April 16, 2018, 03:37:56 PM »
Quote
Not sure if you address grammar arrors or typoes, or issues with understanding.
TBH I understand what you mean (actually Inu) without a need for correction.
But since you asked ... :)
Anyway, sorry that I didn't add a line what is wrong, but you got all 3 right!

6
Final Fantasy V Research & Development / Re: Inu's Patches
« on: April 16, 2018, 11:54:17 AM »
Thank you Xardas! Its very readable!

Here you are few things I spotted:
Code: [Select]
Some patches require the installation of another patch in BEFORE
in order to work properly.

Error fixed where sometimes a character who is not supposed to
      got the first turn in battle nevertheless

ff5_old_timer.ips
    Paralyze and Mute now now last the appropriate time on aging targets.

 :edit:
BTW Praetarius5018, you made a huge hack. Does it happen to delve in magic/weapon animations? Also are you familiar with DMA/HDMA?
Not really, I've only manipulated what LightPhoenix has dubbed Effect Master Table (D8/38EC) in his animation guide. (breakpoint on $C1/A853 gives the first byte of the starting animation)
That was enough to create good-enough spell animations for my new spells.
The hardest part ofc were the spellblade effects as there was almost nothing to work with ._.
What about DMA/HDMA? The things is - I understand the concept, I understand how to 'read' it, BUT it make no sense to me.

7
Final Fantasy V Research & Development / Re: Inu's Patches
« on: April 16, 2018, 02:53:26 AM »
Looking through the formations you'll see enemy spot 8 is never set and the bigget group of monsters alive at the same time is 6 - purely as a workaround.
Exactly!
According to Inu, this fixes the code limitation:
Code: [Select]
;--------------------------------
; 8 番目のモンスターを対象に指定できるように修正
;--------------------------------
org $C29510
FIX_EIGHTH_MONSTER:
    CPY #$000D      ; <- CPY #$000C
But hearing of your problems, I doubt that is the only place.

BTW Praetarius5018, you made a huge hack. Does it happen to delve in magic/weapon animations? Also are you familiar with DMA/HDMA?

8
Final Fantasy V Research & Development / Re: Inu's Patches
« on: April 15, 2018, 06:59:54 PM »
I will first translate the readme file, then I'm gonna continue with the source codes.
Until then, you can try accessing the readme via RHDN - this is a short english version, although not translated very well.
OK. If its possible, please prioritize the 'core' file. This is where the interesting part is. It contain not only fixes, but memory variables aka: ROM/RAM map. I know I will add plenty of new entries in my 'extended ROM map'. Also the code is well formatted and commented, so its super easy to read (and understand). I've read the whole core as I'm reading a book :D

Fun fact: Have you noticed that monster encounter always have max of 7, although the mechanics allow 8? It seems that design is not by chance ... the battle code (in C2) actually limit it too. Inu has made a fix for this ... but I don't think its a bug rather intended. I know that some the magic animation when used on 8 targets freeze the code (regardless is it a bug or hardware limitation)

9
Final Fantasy V Research & Development / Re: Inu's Patches
« on: April 15, 2018, 09:47:57 AM »
Are these translations helpful / do they make sense to you? If so, I will continue translating.
Yes very helpful!!!
 
But if you do it in that way, its is hard to read after that. Could you get a file and replace Japanese with the English translations, while keeping the layout of the file? That is important to see the translation in the context, so we can understand what Inu is doing? Something like:
Code: [Select]
;--------------------------------
; Battle program (?) (maybe mechanics?)
;--------------------------------
org $C20003
BATTLE_MAIN:
    PHP
    REP #$30
    PHB
    PHD
    PHA
    PHX
    PHY
    SEP #$20
    JSR $0053       ; reset all registers
    JSR BATTLE_INIT
    STZ $7CD8       ;Battle reset flag (1: on)

Quote
Also, someone gotta tell me if my translations make sense, since it would be wasted time if the translations aren't good enogh.
No it is not a waste! Your translation will be much, much better then what google will do. If you have doubts or different versions - please add them too, let the reader decide (or you can share here and together from the code context decide)

10
Final Fantasy V Research & Development / Re: Title Screen
« on: April 14, 2018, 04:47:57 AM »
Anybody? Somebody?  :laugh:

I did some extensive digging. So far I found:
* Title screen uses Mode 7
* The dragon and the letters are Sprites - 4bpp
  - Dragon is composed of 16x16 sprites
  - Letters are 8x8 sprites
  - I have found the tiles, they are LZSS compressed

* 'Final Fantasy V' label - upper part
  - Composed by 8x8 tiles, 8bpp (mode 7 format)

* 'Final Fantasy V' label - reflected part
  - it uses vertical reflection of above
  - it is animated trough DMA/HDMA

I'm looking for:
 Q1 - Palette for the whole scene
 Q2 - Tiles for 'Final Fantasy V' label
 Q3 - Tilemap for upper part
 Q4 - Tilemap for reflected part
 Q5 - DMA/HDMA - how they make the animation???
 Q6 - routines in the ROM that do the job (not required, just for the sake of fullness)
*Q1..Q4 - I need an address (offset) in the ROM. How they are stored

11
Final Fantasy V Research & Development / Re: Inu's Patches
« on: April 14, 2018, 03:55:16 AM »
he gave permission to use his patches and sourcecodes!
Excellent work Xardas!!!

He has done quite some work. I checked the asm folder and there are plenty of interesting things :D
Unfortunately the comments are in Japanese :(

12
Final Fantasy V Research & Development / Title Screen
« on: April 12, 2018, 02:59:06 AM »
Does somebody knows how the title screen is composed and its all graphical assets (tiles, palettes, tilemaps,...)?
I'm talking about the very first screen we see with Final Fantasy V label before running chocobo.

13
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 11, 2018, 01:43:46 AM »
!Guard also redirects physical attacks (although self damage probably can't occur from various coding.)
No Guard reduce physical damage but doesn't redirect it :)

14
it seems like the second byte is a certain stat/parameter, and the first byte is how that stat/parameter is modified.

So it seems the second byte meanings are: 50 is the parameter for damage, 52 is for Damage multiplier, and 54 is defense
And the first byte meanings are: 06 = multiply by 2, 46 = divide by 2, and 86 = set to 0, correct?
First byte as you called it is an assembler instruction. Always the first byte is the instruction.
The second byte is a param. Always all bytes after the first are params.
$86 mean STX Param, STX = Store (register) X. Param in this case is a memory location. So $50, $52, $54 are actually memory addresses!
$86 would mean Store 0 at XX ONLY if X register = 0

Quote
So all I did was change the '86 54' to '46 54', and the result was that X-Fight no longer ignores defense but instead uses half the enemy's defense (I playtested against Omega and his very impressive 190 defense). 'Simple enough' I thought, so I was trying to do the same with Magic Sword, yet for some reason it didn't seem to work. Here's the subroutine for Magic Sword:
Hehe you got lucky for the X-Fight :)

My advice to you is:
try to learn the ASM. That is like an alphabet - if you don't know it you cant write.
Don't try to learn all the commands at once - in a good tutorial commands are grouped so when a task is given you have enough knowledge to make it.

15
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: April 05, 2018, 03:07:16 AM »
I got his patches from RHDN, but he doesn't seem to have a forum account though

OK, I thought you have found him in a Japanese site, that's why I asked you :D

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