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Author Topic: Final Fantasy V Editor (version 1.2.2)  (Read 37311 times)

Lenophis

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Re: Final Fantasy V Editor (version 1.2.00)
« Reply #45 on: March 09, 2010, 02:48:29 AM »
Incoming potentially stupid question: Why are there multiple helmet, gauntlet, sword, armor, and staff icons?

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Jorgur

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Re: Final Fantasy V Editor (version 1.2.1)
« Reply #46 on: March 09, 2010, 09:42:34 AM »
There are some equipment types that share the same icon. The ring at the 3rd row in the far left signifies common equipment such as leather gear and most accessories.

Sword/Knight sword
Knife/Ninja knife
Light helm/Heavy helm/Mage hat
Light armor/Heavy armor (not Mage robe ?)

The bottom row is a little random I suppose. If you hold the mouse over any checkbox, a tooltip will appear, telling you what each box does.

Dragonsbrethren

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Re: Final Fantasy V Editor (version 1.2.1)
« Reply #47 on: March 09, 2010, 10:09:25 AM »
I meant to comment on that before. I think a field with just what appears in the tooltip next to each check box would be a lot more useful than the icons, especially since those are completely unofficial. RPGe added some extra icons for their translation, but didn't bother adding them to the routine that prints what equipment each job can use, which always bugged me a bit. FF5 Advance added a few weapon icons, but didn't bother with the light/medium/special armors.

Lenophis

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Re: Final Fantasy V Editor (version 1.2.1)
« Reply #48 on: March 09, 2010, 02:15:29 PM »
The bottom row is a little random I suppose. If you hold the mouse over any checkbox, a tooltip will appear, telling you what each box does.
If the tooltip appears for any shared icon, then I guess what I was going to say it moot. :tongue:

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Jorgur

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Re: Final Fantasy V Editor (version 1.2.1)
« Reply #49 on: March 09, 2010, 02:53:37 PM »
I also think the icons are confusing from time to time, but I don't really know what can be done about it. There aren't that many icons to choose from (many of them are only used in the fan translation). samuraigoroh probably thought using text would take up too much space, and I would agree with him on that.

samurai goroh

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Re: Final Fantasy V Editor (version 1.2.1)
« Reply #50 on: March 09, 2010, 08:45:42 PM »
Incoming potentially stupid question: Why are there multiple helmet, gauntlet, sword, armor, and staff icons?
Pretty much Jorgur is right regarding the question about the icons. If there where more icons I could use, I would, but sadly there isn't. I had to reuse icons that had a similar group...

I meant to comment on that before. I think a field with just what appears in the tooltip next to each check box would be a lot more useful than the icons, especially since those are completely unofficial. RPGe added some extra icons for their translation, but didn't bother adding them to the routine that prints what equipment each job can use, which always bugged me a bit. FF5 Advance added a few weapon icons, but didn't bother with the light/medium/special armors.
I remade the icons to look less pixelated, but I guess that in a future release I will extract the icons from the game (just as I currently do with the Jobs sprites).


Also, I've been thinking on adding a place for the tooltip text (in every window), so you don't have to wait for the tooltip to appear. Will consider it next time I make changes on the GUI...
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Jorgur

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Re: Final Fantasy V Editor (version 1.2.1)
« Reply #51 on: March 29, 2010, 10:18:59 AM »

World 1 ocean encounters
http://www.aerdan.org/sites/default/files/world%201%20ocean%20encounters.PNG
Mmm, never noticed this map, but I just found where this data is stored (thanks to an explanation in Gamefaqs of a document)

This information is located at the next address:
C0/7A00 to C0/83FF ->

The data is stored as follows:
P  N/U  F  N/U  D  N/U  S  N/U

P = Plains
F = Forest
D = Desert\Swamp
S = Sea
N/U = Not used

Not sure if N/U really isn't used, but is always set to 0, so I assume so...

It stores the data as a 8x8 grid, just like is shown in this map.


I'm already working on adding it to the Editor. This should explain better how is stored...:
Code: [Select]

World = w * &H200
Zone = z * &H2
CoordX = x * &H8
CoordY = y * &H40

    ' ==================================================
    ' Load the World Map Enemy Group
    ' ==================================================
    Get #FF, &H107A00 + 1 + World + Zone + CoordX + CoordY + Header, CurVal
    cbGroup.ListIndex = CurVal


I'm planning on creating 3 maps, one for each world, this is how it currently looks like:

Just a thought: Why don't you use maps with colour? It would be more useful if you could see the mountains and forests and so on.
Also, what term are you thinking of using for this data? I meant to research on this for v0.6 and mine was "Group locations". However, I wanted to replace it with something else, like "Group assignments". Thoughts on this?
« Last Edit: March 29, 2010, 10:34:03 AM by Jorgur »

samurai goroh

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Re: Final Fantasy V Editor (version 1.2.1)
« Reply #52 on: March 29, 2010, 03:46:53 PM »
Well, that's the only map I had available, so I worked with that. I guess I'll take the maps that appear from the game, though I just noticed that they are not squared (though that doesn't really matter...)

As for giving it a more appropriate name, the only thing I though was "Enemy Group Zone", but I'm not quite convinced on the name yet :P

I guess I'll make a release when I finish this area, so it shouldn't take much time...
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Jorgur

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Re: Final Fantasy V Editor (version 1.2.1)
« Reply #53 on: March 30, 2010, 08:10:56 AM »
For the overworld, "Zones" is pretty good. I would say anything with Zones in it should be acceptable. There are groups assigned to each non-overworld map as well, but that can wait until later I suppose.

samurai goroh

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Re: Final Fantasy V Editor (version 1.2.2)
« Reply #54 on: April 01, 2010, 01:01:26 PM »
Just made a quick update which includes the zone formation (which you can find on the "Enemy Formation" window)

Here's how it looks:
http://www.erick.guillen.com.mx/FFV_Editor/Group_Formation.png
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Jorgur

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Re: Final Fantasy V Editor (version 1.2.2)
« Reply #55 on: April 02, 2010, 01:34:07 AM »
Neat, just too bad it takes up my whole screen. Changed to my 1024*768 LCD screen today...

samurai goroh

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Re: Final Fantasy V Editor (version 1.2.2)
« Reply #56 on: April 03, 2010, 10:05:31 AM »
Yea, I was thinking on adding a tab like in the enemy window, to split the information in 2 parts, but since I can still see everything in my screen, I leaved it like that :P

Guess if I add the enemy group formation (the one for each room), I won't have other choice but to separate the info... (Though the only info I have is the rooms & that's for the RAM...)
I'm the best in the universe! Just remember! [F-zero X]

Jorgur

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Re: Final Fantasy V Editor (version 1.2.2)
« Reply #57 on: April 04, 2010, 06:31:17 AM »
I could do the research, but not until v0.6 is done. The plan was actually to do it before now, but I decided to postpone it.

Edea

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Re: Final Fantasy V Editor (version 1.2.2)
« Reply #58 on: December 10, 2011, 11:23:08 AM »
 :bump:

Sorry for the thread necro, but I had a question regarding this editor's job sprite/palette viewers; has anyone tried making it so that any changes made to the palettes inside the viewer can be saved?  Whenever I try to change one of the colors for a given Job's palette, it doesn't actually affect anything (and immediately reverts the moment I move to another sprite).  If anyone's done work on that I'd love to know, I wanted to recolor Faris's Thief sprite so she matches the others.  The viewer is wonderful-looking otherwise, so adding that functionality would be excellent.

Jorgur

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Re: Final Fantasy V Editor (version 1.2.2)
« Reply #59 on: December 10, 2011, 11:41:32 PM »
I am not sure if there is an editor for that, but you can do it with a hex editor. The information is available on this board, but it was never documented.

http://slickproductions.org/forum/index.php?topic=1015.0