Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;sa=topics;start=15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index84dd-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=topics;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index84dd-2.html.zxug^ ܝOKtext/htmlISO-8859-1gzip8:ܝTue, 10 Mar 2020 21:02:05 GMT0 0Pug^,&ܝ Show Posts - Squall

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Topics - Squall

Pages: « 1 2
16
General Discussion / New Final Fantasy game!
« on: November 21, 2016, 06:20:01 AM »
Hey guys,

Have you heard about the latest Final Fantasy titles? No, I'm not talking about FF15, which will be another FF bearing title that has nothing to do with what FF stands for!

I'm talking about Final Fantasy Brave Exvious. In reality its not a new game ... it started like a year or two in Japan, but just this summer was released for the rest of the world. How to describe the game ... its like playing FF game online. It pretty much stay faithful to FF titles (1-10). You will be able to assemble a team with most of the FF franchise characters - good and evil. You will progress over the story, but there are extras, like coliseum where you do PvE tough bosses or arena, which is PvP. From time to time developers feature different FF titles, so you can get characters exclusively from that title. This week will be FF5, so you can get Bartz & ExDeath in your team :)

If you are interested and join I will be glad to become friends. My nick is Squall with ID 130643482. Currently I share 5start Terra (from FF6) wich does dissent damage and can play as support.


17
Final Fantasy IV Research & Development / Question about the Music (SPC)
« on: October 17, 2016, 03:35:31 AM »
Hey guys, I'm trying to find the master table for SPC Song sequences (a table that by ID of a song you get a pointer to actual data).

According to last post here it starts at 3721D. Well it seems as master table - it contains around 44 enties, each is 3 bytes. By examining the date I found that the 3 bytes doesn't contain exact pointer (relative or absoute). It contain 2 types of data:
- EF 32 01 -> $0132EF - that should mean song with id 0 (Nothing). Actually there are 25 bytes song :)
- xx yy 01 -> $01yyxx - pointer to which we must add $024000 to actually match file offset, or C2:4000 to match ROM address

Again according to last post there is a code that 'translate' the value from master table to actual address ... but doesn't quite fit with my observation. What is the real story?

P.S. I found that in the end of the master there are couple EF 32 01 entries which mean that master table was designed to hold 43 songs but used 37.

18
General Discussion / Did you watch Kingsglaive: Final Fantasy XV (movie)?
« on: September 10, 2016, 08:10:36 AM »
Yesterday I watched the movie and it was wooah. I cant believe how details animation could be ... at certain points I have the feeling there is a real car or a real man in fron of the camera.

I would love to play a game in that universe with that graphics quality, but with old (FF1-FF9) battle system, because the new FF15 seems worse then contemporary titles with similar battle mechanics - Dragon Age for example.

19
Hey guys, anybody alive? Its so quiet lately ...

Please share how are you doing and is there a project that you are working on?

20
General Discussion / We are back in business!
« on: August 29, 2016, 02:08:38 AM »
Hello slick-ers,

I'm glad that we are back online  :laugh:

21
Final Fantasy V Research & Development / Battle Background
« on: August 01, 2016, 09:50:17 AM »
Lets use this thread to share knowledge on: Battle Background

 :edit:
Master Table: D4BA21 - 8 bytes per entry.
ASM Code: C1335A

22
Final Fantasy V Research & Development / Squall's WiKi documents
« on: July 28, 2016, 06:24:51 AM »
I'm going to use this thread to hold all the changes and discussions to the Wiki Pages I add.

ExtendeD ROM Map:
For now this will be a link to an Excel table. The main reason is that I dont know how to convert it to native Wiki format and Excel is a great tool to edit.
So what is extended?:
- Added Offset column for easy Hex searches. Besides some sites use ROM offset rater SNES address, so it will be easy to cross-reference things.
- Size column. There are many situations that I needed to know the area size.
- Type column is extended. Now it shows not only the type of info (Data, Text, Asm, BGM, Snd,...) but some type specific texts like 3BPP, 4BPP, 8x8 (for tiles) Data xNN (table with NN bytes per record)

Monster Graphics Tutorial
 :edit:
First draft is out.
Example is added.

Hardware Register Map
That document list all hardware registers that are mapped in RAM - PPU, APU, Joypad, DMA/HDMA

Money (Gil)
That document explain how FF5 handle money and items price.

If you see any spell, grammatical or not correct info please post here.
If you have extra info on the topic, please share here.
If you have any questions, please feel free to ask :)

23
Final Fantasy V Research & Development / Wiki related questions
« on: July 27, 2016, 02:08:03 AM »
Hey guys,

I'm going to prepare couple documents for our Wiki. I need your help and advise:
If I have an Excel spreadsheet, what is the best way to show it in the native wiki format?
Do you use application that helps you write your wiki documents?

In general please share how you write a wiki document, please!

24
Final Fantasy IV Research & Development / Question about the graphic
« on: July 04, 2016, 09:24:38 AM »
Hey guys,

I'm 'working' on FF5, but alas the forum there is quite 'silent'. I see you have accumulated quite a knowledge about FF4, so hopefully my question will be easy for you :D

I'm trying to display the images of a mobs from SNES rom of FF5. The game uses a master table of 5 bytes that contain:
 - Palette, Tiles & Tile-Map offsets
 - Compress, Shadow & Size flags.
First 3 are obvious, Size   0 is 64x64 pixels; 1 is 128x128 pixels.

So I wonder (and hope so): Does FF4 uses similar structure? If thats the case, do you know what Compress & Shadow does?
You may see my current progress here and the forum topic for it.

25
Hey guys,

Does somebody of you know Japanese?
I'm searching for good non-google translation of
14B180- : モンスター画像entry[5Bytes * 384] 1b:圧縮フラグ,15b:画像アドレス,1b:大きさ,1b:影フラグ,4b:未使用,2b:色ID上位,1B:色ID下位,1B:形ID
(from http://www9.atwiki.jp/ffbin/32.html)

I think it holds the key for the info I'm looking so hard last couple of days!!! What do you know about D4/B180?

26
Final Fantasy V Research & Development / FFV Damage Calculator
« on: March 30, 2016, 07:44:29 AM »
Hey guys,

maybe you've heard that name many time, but have seen nothing so far. That's why I decided to release a stable version.  I will be happy to hear from you your comments, suggestion or critics :)

Download: Additional files  FFVDmgCalc 0.4.1 (.exe only)
You need to extract the additional files and the .exe in the same folder

Instructions:
You need to setup your characters, by specifying level, ability, equipment,... At any time you can 'Save' or 'Load' character information. For now only one save. Once you are done with a character, press 'CALC' to calculate its derived stats.
The damage calculation is done on the right side. First you need to select an enemy and then you may perform different attacks (Attack, GilToss, Animals - you can choose which one

Versions:
pre-alfa. Initial release.

pre-alfa2. Element info added. Status info added. Row placement. Some internal flags are visualized.

pre-alfa3. Many changes. Almost all magic/actions implemented.

pre-alfa4. Jobs, Abilities, Master Jobs, Innate are incorporated. Stats should be 100% accurate. Increased Dmg accuracy.

To-Do:
Items full info
Enemies full info
Enemy formations
Add missing actions!
Implement all internal routines.
Implement Attack FXs

Credits:
Board of Slick, FFV community

27
Final Fantasy V Research & Development / Back to FFV
« on: March 21, 2016, 06:40:14 AM »
Hey guys,

its been few months since I've done something for FFV (playing or coding). It seems now is a good time to continue. I calculated that doing 2 projects at the same time will pretty much make my main project to crawl, beside the benefits from parsing project are too little, so for now I'm freezing the parser and start working hard on my 'Damage Calculator'. Its still in pre-alfa stage, but if you like I can post the last version. I'm using Tseng's document as a main source of implementation.

P.S. As I'm implementing Rune Weapons formula ($3C) I noticed that all rune weapons use axe params (6.4.8) ... Is that a bug (glitch) or Tseng's wrong description? I kinda always expected that rune sword will act as sword + boost to attack for the expense of some mana, not as axe.

28
Final Fantasy V Research & Development / FFV Viewer
« on: October 27, 2015, 07:14:10 AM »
Hey guys,

while I was learning how the info for weapons is stored an application emerged. As a token of thanks to the great support (mainly Jorgur *respect*) I'm sharing it with you.
It was written for specific purpose - learning and export the accumulated data for my damage calculation project, but regardless I will be happy to hear from you your comments, suggestion or critics :)

Download: :edit: Images (zip)  Maps (zip)  Music (zip)  7.2 (exe-only)
You will need .smc or .gba file!
In order to see images, download both files and extract 'Images' folder where the .exe is!


 :xzone: Versions:
1.0  Can read SNES files (with headers)
1.1  Can read GBA files (tested with '2564 - Final Fantasy V Advance (U)(Independent)' )
1.2  Added all missing info. Now it read correctly all SNES files (with or without a header)

2.0 Major update. Name changed. Can read armor info (SNES only). A new Text section for GBA/SNES <-> ANSI text conversation. Fully read Weapon, Armor, Magic & Description text from ROM.
2.1 Many visual changes. Corrected SNES no header reading routines. Added missing info on ChikenKnife FX.
2.2 Can read GBA armor info, including Element/Status table. Export to CSV.

3.0 Major update. Can read Enemy/Monster info & AI script (SNES only).
3.1 Internal structure redesigned. Drop/steal info added.
3.2 Now work for GBA too.

4.0 Major update. Can read Magic info (SNES only)
4.1 Full parsing on all magic/abilities! Some minor bug fixes.
4.2 Added GBA info (big thanks to x0_000).

5.0 Name changed. Added Job/Ability tabs (SNES only).
5.1 Full parsing on all Job/Ability (SNES only).
5.2 Added GBA info (big thanks to x0_000).
5.3 Added Usable Items section. Added more filters in different tabs. Export moved in Text tab.
5.4 Many small fixes for GBA Enemy content & Display Info
5.5 Added Job Sprites & Palettes. Now you may see all frames in the battle for all characters & all jobs (SNES only!)
5.6 Added Monster Image as it is in the ROM (SNES only!, no Compression flag)
5.6.1 Now handle Compression flag  (SNES only!)

6.0 Added Encounters. You can see the battle, hear the music ^^. Added interactive WorldMap encounter selection! (SNES only!)
6.1 Added missing Encounters - Monster-in-a-box treasure, Dungeons, Event related. (SNES only!)

7.0 Added Background tab (GBA only!) Added LZ77 GBA compression. Added Monster Graphics (GBA)
7.1 Various bug fixes and small changes
7.2 Added Font (GBA only for now)

 :xzone: Credits:
Great icon artwork from Alforata
Sprites extracted from FF1&3 by The Spriters Resource
Initial 'guide' by samurai goroh

29
Final Fantasy V Research & Development / New kid on the blocks
« on: October 15, 2015, 03:28:57 AM »
Hi guys,

I just registered. Its good to see some names that I've seen only by reading Game FAQ's documents.
I have played pretty much all FF titles except online ones.

The reason I'm here is Final Fantasy V that I currently play (PC version). I'm software developer (primary Delphi) and its been my long dream to implement a FF title battle mechanics.

The project that I'm working is 'simple': Predict a damage that a char do vs selected monster. By prediction I understand calculating min..max. Damage could be from attack, magic, summon,.. I want to experiment with different weapons, levels, jobs, abilities,... All this must be easy (interactive) so I can check impact of changing things.

Behind the scene I want in every prediction to see calculated values of A, D, M before calculating damage ( (A-D)/M) and check how they are impacted in changing setup.
In the project I want an user to sets a char (with all his base attributes, equipment, classes, level,..) and calculate his derived stats.

Well I don't know did I describe clearly what I have in mind, but internally I will need to implement one big chunk of FFV battle mechanics. So any help is appreciate. Currently I'm using mainly Tseng' document for SNES version. So far calculating derived stats works fine (tested in the game).

30
General Discussion / Hi
« on: October 15, 2015, 02:57:08 AM »
Hey guys I just registered and decide to say Hi to the community :)

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