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Messages - Jorgur

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1
Sounds to me like they originally intended flails to be equippable by Berserkers like the Vikings in FF3. FF5 is in many ways based off FF3 so this comes as no surprise to me. White Mages in FF3 cannot wield them, however.

2
General Discussion / Re: Slick was down
« on: February 20, 2018, 10:07:48 AM »
I've been having problems accessing this site for more than a week now. It just wouldn't load. Is it just me?

3
Final Fantasy V Research & Development / Re: New Project
« on: August 12, 2017, 08:07:00 AM »
I know I've said this before, but how about making the Viewer into an Editor?

4
There's an Ancient Cave hack for Final Fantasy IV.
Did you mean Final Fantasy V?
Can someone make an English Translation of it in terms of text translation?
That's been around for a long time.
http://slickproductions.org/slickwiki/index.php/FF5_Patch:Ancient_Cave_English_Translation

5
You can also use a hex editor like Windhex and load a table file that translates the code into text. Table files can be found in the wiki.

6
Final Fantasy V Research & Development / Re: Monsters die slowly...
« on: June 08, 2017, 02:57:40 PM »
I did a full playthrough of FF5 Ancient Cave with the patch applied - no issues whatsoever.

7
Here we go again.

8
Final Fantasy V Research & Development / Re: Altering stats
« on: February 27, 2017, 08:08:11 AM »
No, I meant in the ASM code.

9
Final Fantasy V Research & Development / Re: Altering stats
« on: February 22, 2017, 09:44:24 AM »
Why can't you just change the values in the code? Should be simple hex editing.

10
It's a simple one byte hex edit, but I'm not familiar with the coding of fractional M so I can't tell you where it is. noisecross would know.

Quote
Not really ... we had that discussion like a year ago.
Not sure what you are referring to. We did have a heated discussion on the knife formula used by standard fractional M.

11
Final Fantasy V Research & Development / Re: Altering stats
« on: February 20, 2017, 09:10:36 AM »
For new games, you have to edit the "Initial data" as well.

Freelancer and Mimic calculate their stats differently, they inherit stats from mastered jobs. Maybe that is what you've overlooked?

12
From what I've seen, the biggest exploit in FF5 speedruns is the ability to change the levels of bosses. By using Darkshock/L2 Old, you can bring their level down to a point where they are vulnerable to level 5 Doom.

One way to prevent this, is to make L5 Doom, L4 Quarter, L3 Flare and L2 Old use the original, unchanged level value during hit determination. I don't know if there is a variable for that, but you could take a look at Hero song, since apparently it does not affect vulnerability to those spells.

13
Final Fantasy V Research & Development / Re: Landing Bugfix
« on: January 15, 2017, 06:27:11 AM »
I kinda thought it's not important enough for the wiki,
I don't see why not, since it fixes some bugs.

14
Final Fantasy V Research & Development / Re: Landing Bugfix
« on: January 14, 2017, 04:11:27 PM »
Thanks for your contribution. Will you consider adding it to the wiki? It is more convenient for everybody to have everything listed in a central location.


15
Final Fantasy V Research & Development / Re: Altering stats
« on: January 13, 2017, 06:49:58 AM »
Here is the code in question:
Code: [Select]
Hit% Determination for physical
C2/7EBE: A6 49        LDX $49
C2/7EC0: BD 1B 20     LDA $201B,X
C2/7EC3: 1D 71 20     ORA $2071,X
C2/7EC6: 29 70        AND #$70      (Target Status = Sleep, Paralyze or Charm)
C2/7EC8: D0 28        BNE $7EF2
C2/7ECA: A6 32        LDX $32
C2/7ECC: BD 1F 20     LDA $201F,X   (Check for Autohit abilities)
C2/7ECF: 30 21        BMI $7EF2
C2/7ED1: A5 39        LDA $39
C2/7ED3: AA           TAX
C2/7ED4: BD FD 79     LDA $79FD,X
C2/7ED7: A6 49        LDX $49
C2/7ED9: 3D 64 20     AND $2064,X  (Check Target Can't Evade vs. Attack type)
C2/7EDC: D0 14        BNE $7EF2
C2/7EDE: 20 FC 7C     JSR $7CFC    (Check for Evade, Weapon Block or Elf Cape)
C2/7EE1: A5 56        LDA $56
C2/7EE3: D0 10        BNE $7EF5
C2/7EE5: 20 AC 7D     JSR $7DAC    (Target Status Effect Modifiers to Hit%)
C2/7EE8: 20 D1 7D     JSR $7DD1    (Attacker Status Effect Modifiers to Physical Hit)
C2/7EEB: 20 23 7E     JSR $7E23    (Check for Physical Hit)
C2/7EEE: A5 56        LDA $56
C2/7EF0: D0 03        BNE $7EF5
C2/7EF2: 20 E2 7D     JSR $7DE2    (Check for Target Image)
C2/7EF5: 60           RTS
Code: [Select]
Command modifications to damage
C2/83BD: A6 32        LDX $32
C2/83BF: BD 1F 20     LDA $201F,X
C2/83C2: 29 40        AND #$40
C2/83C4: F0 06        BEQ $83CC
C2/83C6: C2 20        REP #$20
C2/83C8: 06 50        ASL $50      (Damage = Damage * 2)
C2/83CA: E2 20        SEP #$20
C2/83CC: BD 1F 20     LDA $201F,X
C2/83CF: 29 20        AND #$20
C2/83D1: F0 07        BEQ $83DA
C2/83D3: C2 20        REP #$20
C2/83D5: 46 50        LSR $50      (Damage = Damage / 2)
C2/83D7: 7B           TDC
C2/83D8: E2 20        SEP #$20
C2/83DA: BD 1F 20     LDA $201F,X
C2/83DD: 29 10        AND #$10
C2/83DF: F0 06        BEQ $83E7
C2/83E1: C2 20        REP #$20
C2/83E3: 06 52        ASL $52      (M = M * 2)
C2/83E5: E2 20        SEP #$20
C2/83E7: BD 1F 20     LDA $201F,X
C2/83EA: 29 08        AND #$08
C2/83EC: F0 07        BEQ $83F5
C2/83EE: C2 20        REP #$20
C2/83F0: 46 52        LSR $52      (M = M / 2)
C2/83F2: 7B           TDC
C2/83F3: E2 20        SEP #$20
C2/83F5: BD 1F 20     LDA $201F,X
C2/83F8: 29 04        AND #$04
C2/83FA: F0 04        BEQ $8400
C2/83FC: 7B           TDC
C2/83FD: AA           TAX
C2/83FE: 86 54        STX $54      (Defense = 0)
C2/8400: A6 49        LDX $49
C2/8402: BD 65 20     LDA $2065,X  (Target Creature Type = Human?)
C2/8405: 10 0F        BPL $8416
C2/8407: A6 32        LDX $32
C2/8409: BD 1F 20     LDA $201F,X
C2/840C: 29 01        AND #$01
C2/840E: F0 06        BEQ $8416
C2/8410: C2 20        REP #$20
C2/8412: 06 50        ASL $50      (Damage = Damage * 2)
C2/8414: E2 20        SEP #$20
C2/8416: A6 49        LDX $49
C2/8418: BD 1E 20     LDA $201E,X
C2/841B: 10 07        BPL $8424    (If Target is Defending)
C2/841D: C2 20        REP #$20
C2/841F: 46 52        LSR $52      (M = M / 2)
C2/8421: 7B           TDC
C2/8422: E2 20        SEP #$20
C2/8424: BD 1E 20     LDA $201E,X
C2/8427: 29 40        AND #$40
C2/8429: F0 04        BEQ $842F    (If Target is Guarding)
C2/842B: 7B           TDC
C2/842C: AA           TAX
C2/842D: 86 50        STX $50      (Damage = 0)
C2/842F: 60           RTS

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