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13375K31C43R

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Monsters die slowly...
« on: June 11, 2015, 12:24:38 PM »
In my opinion, the death animation for most monsters in battle in the SNES version is much too slow. It's a lot faster in the GBA version... I'd love to know how to speed it up in the SNES version, if someone could figure it out...

Also, as a side note, the Final Fantasy Wiki notes that the Dimen spell Mute is bugged to only target the player's party, never the enemies. It also says that it's exclusive to the RPGe version. Details here: http://finalfantasy.wikia.com/wiki/Magic_Bugs#Final_Fantasy_V
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

samurai goroh

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Re: Monsters die slowly...
« Reply #1 on: June 12, 2015, 12:26:46 AM »
I'm sure that bug would be "Pre-set Mute and in-battle cast Mute allow different things", but the page hasn't been created yet...

As for the death animation, I know that some enemies/bosses have a different death animation (which is set by the enemy formation), but I do have to agree that the fading does seem to take a while & could be faster (also killing using Death, the skull animation, is so damn slow but that's likely just the console having problems dealing with to many sprites or so).
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LightPhoenix

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Re: Monsters die slowly...
« Reply #2 on: June 14, 2015, 07:48:13 PM »
The actual dissolve animation is at C1/7725, although it might be more useful to go outward a couple subroutines and start at C1/76FE which contains the animation.  C1/76BC contains a bunch of related animation stuff from what I can tell.  For example, the JSR $754D $7624 is what sets the purple target mask/shadow/whatever.  It's pretty complex, and not my area of expertise, but it looks like it could probably be sped up.
« Last Edit: June 14, 2015, 08:21:06 PM by LightPhoenix »

13375K31C43R

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Re: Monsters die slowly...
« Reply #3 on: March 26, 2016, 12:02:31 AM »
To me, the slowness doesn't look to be related to the code. I think the problem is that the frame delay within the dissolve animation is too high. I've discovered that there are eight overall transitions in the "dissolve" part of the animation, and each one takes eight frames, so it takes 64 frames in total; at 60 frames per second, that's 1 1/15 seconds. That's what I think we need to speed up. In theory, we can get this down to 2/15 of a second.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

13375K31C43R

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Re: Monsters die slowly...
« Reply #4 on: May 13, 2016, 07:01:13 PM »
I found it (I think)! I just made this one change and the animation went four times as fast, which is enough for me. I think it'll look even a little better if I can shorten the pause between the purple mask and the dissolve animation.

Code: [Select]
(Original code)
C1/777E: C0 00 40    CPY #$4000

(Modified)
C1/777E: C0 00 10    CPY #$1000
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Jorgur

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Re: Monsters die slowly...
« Reply #5 on: May 14, 2016, 12:28:50 AM »
Wow, that was simple. Can you make a patch?

13375K31C43R

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Re: Monsters die slowly...
« Reply #6 on: May 14, 2016, 05:03:56 PM »
I don't generally make patches for one-byte fixes, but it's also worth pointing out that this is customizable. My change sped up the animation by a factor of four, but you could also speed it up by, say, a factor of two:

Code: [Select]
C1/777E: C0 00 20    CPY #$2000

Or a factor of eight:

Code: [Select]
C1/777E: C0 00 08    CPY #$0800

I don't know about speeding it up any more than that because that would mean more than one "dissolve step" per frame.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

13375K31C43R

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Re: Monsters die slowly...
« Reply #7 on: May 20, 2016, 12:33:53 PM »
Here's another thing I'd like to speed up, if possible: the "shield block" animation.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

13375K31C43R

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Re: Monsters die slowly...
« Reply #8 on: May 20, 2016, 05:34:02 PM »
Ah, you know what? I was wondering when I'd see a problem with my fix, and now I have: ArcheoAvis. He turns invisible after the first time you kill him.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

13375K31C43R

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Re: Monsters die slowly...
« Reply #9 on: May 20, 2016, 06:22:01 PM »
I'll post the entire code of the death animation for anyone who wants to mull over it. I know that removing the JSR $FD27 removes the "dissolve" effect, which tells me that's the actual frame update function.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

LightPhoenix

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Re: Monsters die slowly...
« Reply #10 on: May 21, 2016, 07:47:50 PM »
Nice work!

13375K31C43R

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Re: Monsters die slowly...
« Reply #11 on: November 25, 2016, 02:45:40 PM »
Hate to necropost, but I found a way to speed up the death animation that doesn't (appear to) break anything else. I have also made a patch containing this solution, and will post it here for all to use.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Praetarius5018

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Re: Monsters die slowly...
« Reply #12 on: November 25, 2016, 03:07:25 PM »
with the new patch I get black flickering in the top half of the screen during monster deaths :(

13375K31C43R

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Re: Monsters die slowly...
« Reply #13 on: November 25, 2016, 06:40:36 PM »
Huh...I don't. Did you perhaps apply the wrong version? What emulator are you using and what monsters are you fighting?
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Praetarius5018

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Re: Monsters die slowly...
« Reply #14 on: November 26, 2016, 03:48:27 AM »
Emulator: Snes9X v1.51.ep10r1 - Geiger's Snes9x Debugger

SNESUtil says my unmodified ROM is unheadered, and I used the -N patch.
and I get death flicker everywhere: Bandersnatch on worldmap, any monster in wind temple, didn't test further