øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=33;area=showposts;start=300e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7fcb-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=33e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7fcb-2.html.zxâFh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤=ÂOKtext/htmlISO-8859-1gzip8:Ö=ÂÿÿÿÿÿÿÿÿWed, 11 Mar 2020 02:19:39 GMT0ó°° ®0®P®€§²ð®âFh^ÿÿÿÿÿÿÿÿø&= Show Posts - Jorgur

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Messages - Jorgur

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301
Submissions / Final Fantasy V Plus v0.6
« on: April 27, 2011, 11:38:22 AM »
Version 0.6 of my FF5 hack.

Description:

An overall FF5 enhancement hack. Features altered monster/boss stats, tweaked game mechanics, some modified jobs/abilities/items and a few bug fixes.

Currently completed up to World 2.

[attachment deleted by admin]

302
Submissions / Re: FF5 patches update
« on: March 27, 2011, 06:41:41 AM »
I completely forgot about those. They could be included, but they should IMO not act as main readme files. I have a common readme format for all the patches I upload, which informs the user of basic things like upload date and weather or not the ROM needs to be headered. Plus, those original readmes have no explicit newlines, so you would have to scroll horizontally to read them in a browser or text editor without word wrapping.
I will leave the decision on weather or not to include them to Lenophis.

Also, the idea was to replace the original screenshots. :\
http://slickproductions.org/ff5patch.php?id=BlueMage
http://slickproductions.org/ff5patch.php?id=Original%20icons

303
Final Fantasy V Research & Development / Re: Wanted: Bounty Hunters
« on: March 13, 2011, 02:34:00 PM »
I have been thinking for a while about making an Engine Upgrade to FF5. By fixing up death react scripts so they would always execute (or use an alternate method), those battles could be altered so that counter-attacks would work normally. Of course, many other things like the Knife damage formula would also be improved.

It would most likely require the Bugs and Glitches project to be finished first, though.

304
Submissions / FF5 patches update
« on: March 13, 2011, 12:50:38 PM »
Some new readme files and two new screenshots to replace the original ones.

305
General Discussion / Re: Unfortunate news
« on: March 12, 2011, 08:25:14 PM »
Aww, sad to hear this. Just to make sure; there isn't any chance of the site/forum shutting down, right?

306
Final Fantasy V Research & Development / Re: Wanted: Bounty Hunters
« on: March 12, 2011, 04:06:38 PM »
Hey, that's great! Good stuff.

This is a really fruitful topic, I love it. There's one last question that remains without an answer...

There are instances in the game where you fight one out of two monster formations. These instances include monsters-in-a-boxes, encounters in the Underground Cavern (where you chase the Moogle) when you are swept away by the current and the cannons on the Flying Ronka Ruins. Deathlike mentions a 75%/25% spread, which sounds likely, especially since FFVI uses the same odds for similair stuff. However, it'd be really sweet to get some concrete data there, to remove all the times common/rare is used throughout my guide. Is it possible to trace that routine?

I don't know the exact routines, but I did a test on this a while ago. While playing through Karnak Castle six times, I made a note of how often different encounters occurred. 4F88 \ 2F90 means the encounter F88 occurred four times, while F90 occurred twice.

Quote from: My old notes
Chest monsters
B4
 4F88 \ 2F90
B3
 Left:    6F87 \ 0F90(?)
 Right: 6F90
1F
 Left: 5F87
 Right: 4F88 \ F90
Left tower
 2F90 \ 4F91
2F
 Top left: 5F88 \ F90
 Bottom left: 6F90
 Bottom right: 2F88 \ 3F90
 Center right: 5F90
 Top right: 5F88
Right tower
 4F90 \ F91

(It seems I skipped some chests on the last run.)

Doing six tests does not make very reliable statistics, but a 75/25% check seems to be a likely algorithm. A trace would be possible, but I haven't been active in research for quite a while. I'll put this issue on my to-do list for now. If I ever update my hacking docs, it will most likely be included there.

Quote
Also, I'm considering setting up a FFV(A) Bugs 'nd Glitches document, as the knowledge seems scattered. Bugs are much better described when the faulty code is exposed though, and some bugs don't become apparent in gameplay unless the code is viewed. I'd never be able to give it the quality it needs by myself. Is there any enthusiasm about such a project on these boards? Hell, I could just give a big list of bugs I've collected so far and then never have my name appear anywhere, I'd just like to see such a document come into being.

I'll be happy to help out. I can compile the document and do at least some of the research. :happy:
I took the liberty of starting a topic for this project (link below). Anyone is free to contribute in any way or amount.

http://slickproductions.org/forum/index.php?topic=1572.0

307
Final Fantasy V Research & Development / FF5 Bugs & Glitches
« on: March 07, 2011, 05:17:22 PM »
I thought the wiki would be the perfect place for this project so I created a page for it.
http://slickproductions.org/slickwiki/index.php/FF5_Bugs_and_Glitches

This page is free for everyone to edit, so please contribute if you can!

308
Another great contribution! These posts interestingly reveal the story behind the Knives' Parameters patch. I took out some of the more relevant replies.

The topic begins with InstructrTrepe discussing the bug and the earliest solution.

Quote
From: instructrtrepe | Posted: 5/14/2004 4:14:06 AM | Message Detail
Ever wonder why the Thief has such pathetic physical damage in combat?

[...]

I had always found it odd that only the first byte of Agility mattered in getting a +1 bonus to M. Thus, someone with 4 Agility would get +1 to M, but someone with 96 Agility would not. I believe the above formula is the result of mistake in the code. Given its layout, I believe the intention was for the formula to be :

M = (Strength*Level)/128 + (Agility*Level)/128 + 2

[...]

Would the "correct" formula mess up game balance?
Possibly. Ninjas in the early - mid game could arguably become too powerful. The Hunter would also get a nice boost, possibly too much. Dancers with Sword Dance could also be ridiculously good boss killer. However, consider:

a) If the enemies have a low to mid degree of Defense, Swords, Katanas and Axes (and therefore Knights, Samurais and Berserkers) will still be your best fighters. If the enemy has high Defense, even the Ninja will look weak.

b) Swords, Katanas and Axes can benefit very early in the game with Double Grip. Knives would need 2-handed, which would come far later and Bows and Whips cannot benefit from either.

c) Finally, I think the "correct" formula would give you even more options in terms of party configurations. Now, if you want a strong physical attacker, you have a lot more choices: Thief with Brawl, but give him a Knife anyway, Mediator, Hunter, Dancer can all be viable options.

A user named "usernamehere" notices the unusually high power of the weapons in question.

Quote

From: Alex Jackson | Posted: 5/15/2004 11:32:21 PM | Message Detail
Hey instructrtrepe, how difficult would it be to rewrite the damage algorithms to allow M to be a fraction?

One thing that always bugged me in FF5 (once I actually started figuring out and paying attention to what things affected how much damage you do) was that equipment that adds a few points to Strength or Magic is almost always worthless, because the points usually aren't enough to bump M up to the next whole number...

Instructrtrepe posts details on the fractional M system concept, and initiates some discussion around it.

Quote
From: instructrtrepe | Posted: 5/19/2004 1:01:05 AM | Message Detail
Does anyone think the Knife Fix makes them too powerful? Does anyone think a more appropriate damage formula for knives would be:

(((Strength+Agility)/2)*Level)/128 + 2

I'm in the middle of trying to make the "Fractional M" patch, and I think I could probably pull the above off in the meantime.

I'd of course leave the Chicken Knife alone, it being a unique weapon and all.

Silktail suggests a more "complicated" fix. They discuss for a while and InstructrTrepe finally decides on the solution currently available in this topic.



309
Yes, they are roughly the same. Strength and Magic are a bit higher than Agility, but the difference is fairly minor.

310
Yes, this is exactly the reason why the Chicken Knife is much more powerful than the Brave Blade. I don't know if this was really intended; rather than use an average of Strength and Agility, both stats contribute equally in the M calculation. The same thing applies to Bells and Throw. The former is hard to notice because their Attack Power is reduced to 50-100% in damage calculations.

My guess is that Knives were intended to use an average of Strength and Agility. They probably slipped quite a bit by making the formula fully use both stats and then messing up the calculation procedure, basically using just one of them. This, in turn, gave the illusion that the Knife parameters were balanced towards the rest. Being satisfied with the formula, they applied similar ones to the Chicken Knife, Throw and Bells parameters.

A possible solution is to apply this formula to Knives:
M = (Level*Strength)/256 + (Level*Agility)/256 + 2

But then another question arises: What about the Chicken Knife? If its formula is to be changed as well, the Chicken Knife would be half as powerful as usual. Then there are the Bells and Throw, which also use similar calculations without the lower byte bug.

My approach is this issue is to simply leave it alone. Knives do roughly the same damage as other weapons. Throw is extra powerful (I have no problem with that) and Bells have a somewhat strange calculation (but they are not particularly powerful). I can live with these things, rather than making a patch that would distort game balance.

311
The Knife Parameter patch actually does more than remove the arbitrary bonus to M. It will effectively double the damage done by Knives, Bows, Whips and some other weapons.

The original damage formula for knifes is as follows:
M = (Str * Level) / 128 + (Random small bonus) + 2

There are 2 versions of the Knife Parameter patch. The first one changes the formula to this:
M = (Str * Level) / 128 + (Agl * Level) / 128 + 2

Notice how M ends up about twice as big as before, resulting in twice the damage output for all Agility based weapons. I have actually done a playthrough while using this patch. It was apparent, especially in the latter stages, that Knife based weapons were much more powerful than the ones based on Strength.

He then made a second patch to "even out the balance" towards other weapons:
Quote from: Algorithm FAQ
If Agility > Strength, M = (Strength*Level)/256 + (Agility*Level)/128 + 2
Otherwise, M = (Strength*Level)/128 + (Agility*Level)/256 + 2
This "alternate, but more complicated fix" increases the damage output by around 50%. The one uploaded in this topic seems to be of this variant. The same goes for the fix included in the Fractional M patch.

If you want to simply remove the arbitrary bonus to M, you can find my Knife fix patch here.

312
Great contribution from both of you!
I do not really recommend these patches because the Fractional M patch breaks certain routines and the Knife Parameter patch affects game balance. Still, it is nice to have them here for the sake of completion, especially with original readme files.  :happy:

313
Submissions / FF5 patch: Original icons
« on: February 10, 2011, 06:56:30 AM »
FF5 - Original icons patch

Screenshot and files attached.

Description:
Replaces the modified icons in RPGe's translation with the original ones.


[attachment deleted by admin]

314
Final Fantasy V Research & Development / Re: Final Fantasy V Plus
« on: January 14, 2011, 04:00:23 PM »
Thanks for all replies!
Any feedback will come in handy, especially Darksun's extensive post.  :happy:

HP inconsistency
I realize, like Lenophis said, that the monsters HP levels are somewhat inconsistent, especially in the early stages. I will most likely fix this, but seeing as this is not a bug but more of a design flaw, it will probably happen in v0.7 (this policy is for me to be able to look back on previous versions and learn from earlier mistakes).

Boss difficulty
There seems to be some varying opinions on the difficulty of certain bosses, especially the earlier ones. These bosses are somewhat special since strategy is the only real factor for winning. My idea was to require certain strategies - but not specific team setups - in order to win. E.g. to beat Siren you will have make use of Row/Defend in order to survive her undead form. To defeat Magisa and Forza, status magic is almost a requirement (as an alternative you can wait for her to deplete her MP and render her useless). LiquiFlame is especially tough because it heals itself if you hesitate to attack.
Let me know if you think the bosses should be easier and/or require less strategy to beat.

Apparently Galura is vulnerable to Blind status. This is a mistake on my part and I will be sure to give him status immunity before the v0.6 release.

315
Submissions / Assorted FF5 patches
« on: November 22, 2010, 08:46:16 AM »
Here are some FF5 patches by various authors. As discussed in PM with Leno, the patches will be taken down if the author wishes it.

instructrtrepe's patches
- Kiss of Blessing fix
- Observe fix
- Power Drink fix

Grond's patches
- Blue Mage sprite fix [screenshot 1] [2]
- Galuf Mimic sprite set [screenshot]

Description texts are located within the readme files.



[attachment deleted by admin]

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