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Messages - 13375K31C43R

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1
Game Modification Station / Re: New patch: Multiple Events fix
« on: April 20, 2018, 07:45:01 PM »
13375K31C43R did you start with FF5 events?

You mean finding more event script locations? Not in a long time, but I definitely want to resume that soon.

As a memory refresher, here's what I have done so far: https://docs.google.com/document/d/1wX10LWyX3Y09d0LAxsY6sRGJ4kGQF9TpLufK3kLhraI/edit?usp=sharing

2
This looks cool, but given that there are no formations in the game with more than six monsters, are there any actual benefits to applying this to a vanilla ROM? As an example, you mentioned an issue with Ice2 on six enemies...

Ice2 doesn't crash the game at 6 enemies, but the 6th enemy didn't display the "got hit" part of the animation.

Is this for real? And are there any other examples?

Also, are any of these issues possibly contingent on your choice of emulator?

3
Game Modification Station / Re: New patch: Multiple Events fix
« on: April 20, 2018, 02:42:24 AM »
:bump: Ten event fixes and counting!

4
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?

You're sort of right. The first byte is the opcode (06 = ASL $dp, 46 = LSR $dp, 86= STX $dp) and the second byte is the parameter 'dp'. These opcodes, respectively, perform an arithmetic left bitshift on a RAM address, perform a logical right bitshift on a RAM address, or store the value in the X register to a RAM address, where the RAM address is specified by a "direct page" combined with the value of the direct page register, so only two bytes are needed in the instruction instead of three. Furthermore, as assassin pointed out, the values themselves that are affected may be either 8-bit or 16-bit depending on the CPU flags for the accumulator register (ASL, LSR) or the X & Y registers (STX). You can learn more about SNES operations by clicking here.

Code: [Select]
C2/86C0: 64 54        STZ $54      (Defense = 0)
C2/86C2: 64 55        STZ $55

This only handles the case of a target absorbing an element. You'll also need to make these edits and nothing else:

Code: [Select]
C2/86F6: 46 54        LSR $54

C2/871F: 46 54        LSR $54

C2/872F: 46 54        LSR $54

Do this and it should work.

5
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: April 08, 2018, 10:03:58 PM »
Do we know any other place where the PC can walk on air/through walls?

Check out these links:
http://finalfantasy.wikia.com/wiki/Walking_through_walls_glitch#Final_Fantasy_V
http://finalfantasy.wikia.com/wiki/Walking_in_air_glitch#Final_Fantasy_V

I think the only occurrence of walking on air has been fixed, though.

6
General Discussion / Re: State of the Sketcher
« on: March 18, 2018, 11:58:44 AM »
I just wanted to say that I hate you. I wanted to forget about my hack and suddently you appeared from nowhere, bashing bugs like crazy, forcing me to update the hack countless times. :tongue:

CV Reynolds probably hates me too because I keep making him update his bugfix comp. No regrets! :laugh:

Now seriously, I wish you luck in school and your life. Thanks for all these years of dedication, you have done A LOT for this community.

Thank you! :childish:

7
General Discussion / Re: State of the Sketcher
« on: March 18, 2018, 02:20:32 AM »
Happy late 2018! As someone that went back to university in 2016, I can say I can relate. I had to put on hold my FF6A Editor and abandon my FF6 hack project so I can fullfill my forum admin and forum coding tasks and do properly school things. I just focus on smaller hacking projects but I'll admit if I was not spending time in the ROM hacking world and would only study, my average could go from B to B+ or  A-... but we must also do things that are enjoyables :P

I think you are a FF6 bugfix beast, do less this year but don't abandon everything and focus some periods on school to have some free time once in a while to fix another bug!

Thanks! I appreciate all of this! :happy: I feel like I'm running out of bugs to fix in FF6 anyway. There is a bug I want to try to fix in FF5, though, and I want to do a lot of research into the event scripts in FF5 also.

Good luck with your own projects!

8
Final Fantasy V Research & Development / Re: Landing Bugfix
« on: March 17, 2018, 04:36:48 AM »
What happens if we've already applied the noisecross patch? How easy is it to replace that with this?

It's probably worth mentioning that there are a few other map-related bugs that noisecross's patch fixes that aren't mentioned here.

9
Zombie Rippler (Leet Sketcher) (to version 1.2 and now is type A. Because it's default. I probably should've went type A in the first place anyway...)

Doesn't mean you have to go with type A. You had your own reason for going with type B before, and type A is now the default just because of an arbitrary decision (namely, because it happened to be type A).

Then again, maybe your reasoning is that if someone wanted to use a different type, they could just download the patch and replace it themselves...

10
Final Fantasy V Research & Development / Re: FFV Viewer
« on: March 03, 2018, 12:36:44 PM »
By the way, I'm getting an error when trying to run this: "S:\2564 - Final Fantasy V Advance (U)(Independent).gba not found."

11
Final Fantasy V Research & Development / Re: FFV Viewer
« on: March 03, 2018, 12:30:17 PM »
I'm curious, did you do 'de-compile' a script to its commands and then, maybe put some notes there (similar to what LightPhoenix has done to few scripts), or you when trough the script, understood what it does and added a description?

A combination of the latter plus debugging.

12
Game Modification Station / Re: New patch: Zombie/Tapir Bug fix
« on: March 03, 2018, 12:29:12 AM »
:bump: GBA port! Also, no functional changes to SNES/SFC patches, but B patch has been shrunk; anyone who wants to apply B patch must apply A patch beforehand.

13
Game Modification Station / Re: New patch: Zombie/Rippler Bug fix
« on: March 03, 2018, 12:25:35 AM »
:bump: Bug fix, plus GBA port! Also, note the change in the B and C patches.

14
Final Fantasy V Research & Development / Re: FFV Viewer
« on: March 02, 2018, 09:28:01 PM »
First of all, great work on this!
Thank you!

Have a cookie! :cookie:

13375K31C43R Do you think you can deep dive in the topic? LightPhoenix had made an extensive research in the past and his documents are the only thing we have on the subject.

I did make some contributions (over a year ago) to LightPhoenix's list of event script IDs, which I put on Google Drive - check it out here. 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.

15
1) yeah, that's why it's my suspicion that a proper Vanish+Imp/etc fix (e.g. ported Imp Skimp) will let you drop the GBA Imp additions.  doesn't seem like it'd be fun to port, but hey. :P

It certainly won't be fun if I ever even get to porting Imp Skimp to GBA. In fact, I'm still not entirely satisfied with the current implementation of Imp Skimp. It works fine for now, but I'd much rather just have a "correct graphic" check everywhere that it's needed. Sadly, I don't know how to do that and I'm too busy to try and find out.

if i'm following right, does this mean Imp-granting physical Specials (Monster # 14, 60, 65, 180, 198, 201, 205, 220) will now remove Vanish from Imp-susceptible targets and be able to hit them?

Best answer I have to that is...possibly? :sad:

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