øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=33;area=showposts;start=90e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9d39-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=33e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9d39-2.html.zxÝFh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤iÀOKtext/htmlISO-8859-1gzip8:ÖiÀÿÿÿÿÿÿÿÿWed, 11 Mar 2020 02:19:34 GMT0ó°° ®0®P®€§²ð®ÝFh^ÿÿÿÿÿÿÿÿÞ!iÀ Show Posts - Jorgur

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Messages - Jorgur

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91
Final Fantasy V Research & Development / Re: Back to FFV
« on: March 24, 2016, 07:35:13 AM »
We had a huge discussion about the Knife formula when we were making the new Fractional M patch. Some people suggested using (Strength*Level)/256 + (Agility*Level)256 + 2, while I recommended (Strength*Level)/128 + 2.

92
Final Fantasy V Research & Development / Re: Back to FFV
« on: March 23, 2016, 09:00:22 AM »
Speaking of Chicken Knife ... M = (Level*Strength)/128 + (Level*Agility)/128 + 2
Isnt it (Level*Agility) restricted to first byte, as knife formula? (if not I understand  why you call it 'broken')
No, the Chicken Knife formula uses both bytes. We discussed this earlier in another topic:
http://slickproductions.org/forum/index.php?topic=978.msg15515#msg15515

P.S 
Code: [Select]
03: Magic Sword 1
Fire Sword, Ice Sword, Bolt Sword, Venom Sword, Break Sword
1 Spell #
2 [Element]
3 [Status 0]
Jorgur, where I can see Spell #?
I honestly don't remember. Maybe this?
http://slickproductions.org/slickwiki/index.php/Jorgur:FF5_Common_lists#Sword

93
Final Fantasy V Research & Development / Re: Back to FFV
« on: March 22, 2016, 06:18:33 AM »
x0_000 is not completely right here. They do increase your Magic, but this does not affect the maximum MP. MP is decided by Level and the character's Magic before applying equipment bonuses. (misunderstanding on my part) The attack animation might look like a crit, but it is actually a regular MP-powered attack. The attack multiplier does not get doubled and the target's defense does not get reduced to 0. However, the damage formula is somewhat broken - much like the Chicken Knife, it is based on two stats as he says: Strength and Magic - so the multiplier ends up being nearly double anyway. The enemy defense also gets reduced to 1/4 since Axe parameters are used (this is immensely useful on the super bosses).

Rune weapons are incredibly overlooked. With a strong magic ability equipped, the Rune Axe seems to have the second highest average damage in the game after the Chicken Knife. Rune Edge is also among the most powerful.

94
Final Fantasy V Research & Development / Re: Back to FFV
« on: March 21, 2016, 10:08:36 AM »
Long time no see!
It is too bad you are freezing the parser. I'm still hoping it will evolve into an editor at some point. :wink:
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.
They do use Axe parameters. The Rune Edge is essentially an axe; you can see this in the wide damage range it outputs.

95
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: December 13, 2015, 03:20:57 AM »
I have the impression of remembering the battle with the Tonberi that only the last one you dealt more physical damage (because he's the closest one). The Algorithm FAQ doesn't mention this, but I'm not sure how accurate that part is (or maybe it could be that I remember wrong...)
I've never noticed this. Could it be GBA only?

96
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: December 11, 2015, 06:07:04 AM »
I haven't looked into it in detail, but my guess is that the coords refer to 8x8 pixel tiles.

97
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: December 11, 2015, 04:24:49 AM »
The text will not fit into the window:

98
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: December 07, 2015, 05:06:38 AM »
I wanted to do it, but here is the dilemma: We have names that come from the ROM. On the otherhand it might be a good idea to have a common naming (regardless of the name in the ROM). So the question is - what name we should use in the info? What name we should use in the list?
What I meant was simply put the name from the list on the left in the info area.
Quote
I'm not sure what 'header information' you refer ...?
Header Yes/No and header size.
Quote
P.S. BTW in the Neo-Exdeath battle there are 2 dummy entries (#335, #336) ... but we cant target them, neither they take dmg from 'hit-all'. Do you know why they are there?
I don't know, but I'm sure somebody else here knows.

99
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: December 05, 2015, 09:06:36 AM »
The program is ever expanding. I look forward to the day when we no longer need hex editors.  :whoa:
Have you considering implementing editing functionality? At the rate at which you work, I can definitely see this becoming a fully fledged editor/parser.

The stand-alone .exe works fine, although I don't see those monster images anywhere. However, the .exe in the .zip-archive is a mess. It gives me an error about Dark Knight Kain's ROM, and I get access violation errors all the time when using the Monster viewer. According to file info, it has version 2.2.0.0 whereas the stand-alone .exe has 3.0.0.0.

The AI viewer is pretty neat. Nothing wrong with it as far as I can tell.
Sadly, the monster names are displayed incorrectly for FF5: Ancient Cave. This is because that ROM stores the monster names in a different location (probably the same place as the Jap. version). Not much we can do about it though.
The monster indexes confuse me. One seems to be the monsters' position in the list; the other reflects the true index, except some of the monsters have the same value (e.g. Neo-Exdeath's parts).
I would like to see Weapon names in the main area of the Weapons section, Armor names in the main area in the Armor section and Monster names in the main area of the monster section. This would enable us to copy/paste the names.
Displaying header information would be useful as well.

The overall design seems good. I like how you can quickly change sections on the left side, and hide/show advanced info on the right. Resizing areas and the main window seems to cause a lot of issues, so you might want to consider disabling resizing altogether. Just a thought: You could add a separate section for program settings, such as resizing and displaying raw data.

Some issues:
- When you resize the main area of the Monster viewer the program will sometimes crash. Resizing it too small gives you a non-fatal error.
- If you open a ROM, go to the monster viewer and immediately click on the "info" buttons, you get a non-fatal error. If you instead try to resize the main area in the monster viewer, you get a different error.
- If you hide advance info in Weapons/Armor then go to the Monster editor, the main area becomes tiny.
- Trying to view the Monster info for Minotauros gives you a non-fatal access-violation error.
- The Thunder Rod has an odd glitch (see attachment).
- If you click on Info-hex followed by AI-hex, or Info-dec followed by AI-dec, the Info buttons "turn off". However the info still shows up in the main area as if they were "on".
- I see the list of monsters stops at index 368. According to the ROM map in the wiki, the monster data section has enough space for 384 monsters. This might be a problem with ROM hacks that use all of the space.

100
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: December 05, 2015, 07:34:50 AM »
Because as you say, the first FF states the end of unconditional blocks and the second FF states the end of conditional blocks. If there are no conditional blocks you get the double FF at the end.
I messed up here. It has nothing to do with conditions. Quote from my "AI scripts" doc:
Quote
FF marks the end of the last non-react block, and the end of the last react block

101
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: November 25, 2015, 12:20:55 AM »
1. in F3 'Set Target', what:
 - 00 (BlandLamia),
 - 05 (BoneDragon),
 - 0E (CureBeast),
 - 06 (Alcumia),
 - 1D (Wall Mage) mean?
The FF5 algorithm guide at GameFAQs should have those answers.
Quote
2. When we have 2 or more conditions, I guess we have logical AND. Is it possible to utilize other logical operations?
Not to my knowledge. Then again, you never know.  :happy:
Quote
3. When we have action group, then we must have 3 bytes in it, no more no less?
It seems like it. I do not know any instances where fewer or more actions are used. Again, this is just speculation.
Quote
4. Why we have 2 FF: <Block End>? ... if it is really end of block we should have more?
* my personal observations here is that FF is used to end unconditional part & conditional part
Because as you say, the first FF states the end of unconditional blocks and the second FF states the end of conditional blocks. If there are no conditional blocks you get the double FF at the end.
Quote
5. What exactly F9 does?
I'm guessing miscellaneous things, depending on what byte follows. The ASM would give you more answers.
Quote
6. In F6 (Display Text), I guess what follow is an index of the text. Can you point where is this table?
Could it be "E7/3B00-50FF: Battle dialogue"? It would be somewhere else in the Japanese version.
Quote
7. What '05 if in position (0000)##' mean?
It means the first byte is 05, the second byte 00, the third byte also 00 and the fourth byte indicating the position it needs to be in.
Quote
* Actually the syntax here should be 05 (00) ## ##
I might have messed up. I'll make a note of this.

102
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: November 11, 2015, 02:36:56 AM »
It's not hard. You just click on the Edit button to change things. To create a new page, type in the name of your page in the Search field and hit enter, then click on the red link that appears.

103
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: November 11, 2015, 02:28:53 AM »
Quote
Would it be appropriate for me to create my own thread at this point?
I also have a thread for my own patches, so I don't see why not.

104
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: November 09, 2015, 10:13:23 PM »
Instead of asking us to put it on the wiki, why not do it yourself?  :happy:
The wiki doesn't belong to anyone, in fact, it could use some more contributing users.

105
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: November 06, 2015, 08:16:28 PM »
I was wondering myself about 'Death' property of some items, thank you for explaining its meaning in this case. BTW that 'Always' ... does it mean that come back if you get revived in a battle?

Isn't that the byte bit that's set for things like Bone Mail that make you undead?
A bit that makes you undead or a bit that makes the status last forever? There is a bit under "Special properties" that makes you undead.

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