Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=337;area=showposts;start=15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7b80-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=337e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7b80-3.html.zxIh^@>OKtext/htmlISO-8859-1gzip8:Wed, 11 Mar 2020 02:31:34 GMT0 0PIh^ Show Posts - Praetarius5018

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Messages - Praetarius5018

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16
Final Fantasy V Research & Development / Re: New Project
« on: August 30, 2017, 03:56:23 PM »
OK, so the ATB decrements with 1 each tick, right???
yes, also a "tick" takes about 3-5 frames usually for me

I just noted how "busted" the old status is; it drains stats every 5 ticks, so between two turns you go from normal to totally useless: -18 everything per turn if you had 30 AGL, ouch

17
Final Fantasy V Research & Development / Re: New Project
« on: August 29, 2017, 11:09:07 AM »
1. hmmm... now I want to know that, too.

2. if you have 30 AGL you need 90 ATB ticks, 90 AGL needs 30 ATB ticks
those ticks happen several times per second, slow/haste does not affect that anymore from here.
btw. haste and slow do affect the delay between action input and execution if > 1
though ticks still happen during animations

3. whoever "inputs" their move faster, for player top to bottom, gets to act/choose first; monster obviously need no decision time, so I think they similarly go by "position" (top name in in board in the bottom left).

18
Final Fantasy V Research & Development / Re: New Project
« on: August 28, 2017, 04:58:50 PM »
needed ticks before an action can be chosen:
120 - AGL
x2 for slow
x0.5 for fast
at least 1
then you need at least one more atb tick even for moves that should have 0 delay, read delay from 115DA0+ability id

that's all I have

19
Final Fantasy V Research & Development / Re: Free RAM?
« on: August 26, 2017, 03:27:33 PM »
I'm afraid the TAS goes through bosses too fast so that many potentially relevant actions are skipped.

While, yes this is a lot closer than what I alone had, it is quite possibly still incomplete - or rather, the list probably still has some actually used values in there, I'm afraid...

20
Final Fantasy V Research & Development / Re: New Ability Info
« on: August 26, 2017, 09:36:17 AM »
115CE0, 2 bytes per active ability
lists the status effects that disable an ability

btw, when all 4 abilities of a character are disabled at the same time, the game crashes.
!Black + 3 choosable slots was not a great idea, nope.

21
Final Fantasy V Research & Development / Re: Free RAM?
« on: August 26, 2017, 04:41:30 AM »
I started with just a comparison old == new value, which after 2 or 3 repetitions filtered all values that weren't 0x55, so it being the default emulator values checks out.
I had already checked against that document before but thanks for double checking, I often miss obvious entries.

Simplest might be checking against a savestate that went the whole game from start to finish without ingame re-loading, any cleanup would probably not end up with the emulators default values; sadly I don't have one of those around.

22
Final Fantasy V Research & Development / Free RAM?
« on: August 24, 2017, 10:59:14 AM »
As with many ROM hacking projects, more usable RAM is needed.
I don't care if it is included in the savegame for now.

So I went and just checked in the RAM watch values that didn't change at all (equal to previous value) between power on and switching between 5 different saves.
Coincidently all values are 0x55 so that helps, I guess.

Results were:

7E1E14 - 7E1E3F
7E1E68 - 7E1EFF
7E1F08 - 7E1F94
7E7D09 - 7E7D28
7EDC76 - 7EDCF5
7EF873 - 7EF9A0
7EF9CC - 7EFFFF
7F6000 - 7F61FF
7F6A11 - 7F6A17
7F6A43 - 7F6A48

I don't really trust this method, so someone already got a list or a better method?

23
Final Fantasy V Research & Development / Re: Monster AI - HP triggers
« on: August 07, 2017, 10:54:34 AM »
For me it is more bad than ok;
I've repurposed message speed as a difficulty selector which also affects enemy HP, so yeah..

24
Final Fantasy V Research & Development / Re: Monster AI - HP triggers
« on: August 05, 2017, 10:16:57 AM »
thanks, that helped a lot

25
Final Fantasy V Research & Development / Monster AI - HP triggers
« on: August 05, 2017, 05:55:57 AM »
when I started I thought the HP conditions in enemy AI would be percentage so it wouldn't matter what I set HP to.
I was wrong, the checks are in absolute values ..

specifically I mean the likes of Magisa checking for her own HP to drop below 300 before she summons her husband.

does someone happen to have a list with enemies that even use any HP checks or a good method to find them?
367 entries are a bit much for me atm..

26
Final Fantasy V Research & Development / Re: Enuo
« on: July 19, 2017, 02:33:49 PM »
Quote
how about without directly attacking him?
reflect on party + multitarget Firaga on party comes to mind
Good strategy Praetarius5018. This allows 9999 hit at lower levels and will not require max level. The animations will most likely be much longer then Goblin Kick, but never the less 100% solid strategy!
after thinking about this some more, probably not that good..
I'm not sure who is targetted if you hit your own party and reflect it, do the 2 dummy target have a chance to be hit? if so, 33% chance = forget this strategy

afaik Fire3 has 185 power
multitarget cuts that in half, so 92
fire rod or equivalent increases that by 50%, so 138
Enuo has 30 m.def, that leaves 4 times 108 attack times M as damage for that strategy or 432 * M

direct attack with Flare has 254 power and reduces def to 1/32? 0 in this case, so final damage would be 254 * M

direct attack with Fire3 and fire rod would come out to (185 * 1.5 - 30) * M = 247 * M

~75% damage increase overall, not too shabby.

27
hmmm... I think I understand a bit more, ty.


Enuo trough a clever design is the only boss with HP > 65k. For a regular player Enuo is 120k boss (see even with the limited engine and a bit of creativity they could overcome their own limitations).
If THAT counts why not (Neo) X-Death?
tree 49001 HP + Neo 50k, 55k, 55k, 60k
269001 HP

buffs on the party carry over in both cases and debuffs on the boss vanish because he is dead.

As you may see Enuo is nothing special stat wise/protection, yet everything is so well balanced, the battle is so well designed that regardless what you will throw at him, there is no 1-2 round win.
Or on the flipside, it doesn't matter what you throw at him - so the fun of finding a whole in his defenses and formulating a strategy around that is out...
to me that is half the fun in FF5, building a party that can deal with the various bosses' unique weaknesses (not necessarily elemental).

28
Final Fantasy V Research & Development / Re: Enuo
« on: July 04, 2017, 11:01:02 AM »
Wait, wait, wait, wait!
I said he *reminds* me of those bosses, not that he is exactly like those!

For me that stems probably from the fact that he is just straight forward; (almost) every other boss in FF5 has something to them, a gimmick or trick or weakness or anything that allows the player - but not forces them - to take alternate alternate strategies compared to just deal damage, heal and pray he runs out of HP before you do.
I do count simple elemental weaknesses here but not in every game because here having access to element X is only a choice but not a guarantee thanks to the job system.
A boss is weak to wind but you have no !Blue to make use of that? tough it out or switch party jobs/abilities!
In most other games you have fixed characters/classes/jobs/skills so you either have it or you don't, no real "choice" for the player.

Enuo? nothing I can see. Status effects are out and all elements are equal so just take the strongest moves and be done.

29
Final Fantasy V Research & Development / Re: Enuo
« on: July 03, 2017, 11:54:48 AM »
Design wise Enuo always reminds me of those lazy rpgmaker bosses, max stats, immune to everything.
Very true. But that kind of lazy artificially-difficulted bosses are not exclusive from amateur RPGMaker users.
Penance from FFX is an archetype of max-stated-inmune-to-everything-boss. You can only beat it with high stated characters or using a kill-everything technique... such a disappointing opponent.
I've no statistics but certainly way too many bosses everywhere.
RPGmaker has just the most obvious ones - especially with the games that you can load in the maker and check yourself.




on topic:
how about without directly attacking him?
reflect on party + multitarget Firaga on party comes to mind

30
Regardless current battle engine is good enough. With a little bit of creativeness and maybe few tweaks in the design you can produce an interesting boss battle like Enuo.
Could you please elaborate what makes Enuo interesting to you?
I just see the average pile of high states with immunity to everything "because boss" that spams highest level spells - a type which I'm admittedly tired of seeing.
Please tell me there's an angle I just didn't see on him.


Excuse me, but do you mean too hard for the player or the maker?
Wow, that was a slip of the tongue. In this case, both.
maker - if already done my proposed change, does that count?

player - depends on how well the numbers are set, but that applies to every numerical change


I don't know if FF5 made it easy, but in FF6 it was made to be very easy. It uses indexing for stats, and all we had to do was check to see if our index was at least 8. If it was, we knew it was a monster and could check the third byte and do the special checks. Unfortunately, the checks are everywhere cause FF6 is a mess. I am merely speculating if FF5 would be easier to do this with, since FF5 is just a less-sophisticated version of FF6, engine-wise.
I don't know if the underlying engine is really that much less sophisticated but it is often a total mess still (or already).
At least the order is consistent, first the 4 player character then up to 8 monster, so index comparison is easy - and also used in a couple places already.

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