øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=105e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa302-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa302-2.html.zxcüg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.÷¶OKtext/htmlISO-8859-1gzip8:Ö÷¶ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:01:46 GMT0ó°° ®0®P®€§²ð®büg^÷¶ Show Posts - Squall

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Messages - Squall

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106
That explanation was just complete enough for me to give it a try and learn something new. Thanks so much!
Same here :)

107
Anyway, long story short - I think I'm back and I'm excited to get to work!
Heeeyyyy chillyfeez, welcome back!!!

I'm glad that PinkPuff made a modification so you can expand the ROM. That will open a whole new universe of things you can do!

Edit:
Which game did you play for a year?

108
Final Fantasy V Research & Development / Re: Treasure Hunter achievment
« on: October 23, 2017, 03:34:08 PM »
YEEEESSS, I did it:



Anyway I learned few things about the save file, BUT I can't change it because there is checksum, so until I don't find it "File Load failed"

109
Final Fantasy V Research & Development / Treasure Hunter achievment
« on: October 22, 2017, 05:55:31 PM »
Hi guys,

do you know something like save editor for Steam version? I lack only one achievement - Treasure Hunter.
It will be extremely boring and more important - easy to miss a treasure by replay, so I give up in doing it in the normal way.

110
General Discussion / Slick was down
« on: October 05, 2017, 11:24:40 AM »
Slick was down for quite sometime. It will be nice if owners or at least those that take care for Slick give some explanations ...

Personally I'm more interested for the long term expectations - is it going down forever, is this just temporary, is it re-occurring (we had similar period last year).
My main concern is the FF5 wiki, which is probably THE BEST source for internals of FF5.

111
Final Fantasy V Research & Development / Re: What emulator to use?
« on: September 18, 2017, 01:39:26 AM »
Slick is back :)

Thank you assasin. I think I tried before but didn't worked. Somebody told me that the ROM must be without header but no success either. Lets hope the trick is in giving same filenames.

112
Final Fantasy V Research & Development / What emulator to use?
« on: September 15, 2017, 10:32:53 AM »
Hey guys,

I wonder have you used a SNES emulator that can ran .ips on the fly (without the need to patch a ROM before playing it)?

113
Good luck with finishing up the study. Education is very very important, in-spite of how many people seems to neglect it! I just hope you study what you like, what you are talented in.

Yeah FF12 for PC came out this summer. I'm glad you like it, because for me after FF10 ... all is hack & slash, even the upcoming FF7 remake. There is nothing wrong with hack & slash games ... just its not what FF stands for. Somehow exceptions are different :)

Woah so many projects for so many different games ... I wish FF5 was there too :D

114
Quote
I also wonder if 2) the passives can be granted as soon as they are gained, rather than grinding out extra abilities you don't want.
All abilities (not only passives) are gained (learned) with ABP. I don't understand how you gain without grinding ...
maybe some kind of shop where you spend ABP instead of gold?
That will be interesting although it will still involve some grinding :) Implication of that could be a mastering one job while playing other :D

115
Its good to see you back, Grimoire LD ^_^

BTW you have a post in RHDN about having so much knowledge/notes on 3 games (FF4 in particular) but you don't have a knowledge to code ... so I wonder do you have a specific project in mind or ...?

116
Hey N00bHax, welcome to slick and our FF5 community! If you have any questions - don't hesitate to ask, we will try to answer as much as we can/know :)

Quote
I was wondering if 1) if all passives could be made innate
Short version - NO. The number of innates is fixed - 16, while passives ... well I haven't counted but they are much more. So simple tagging of all passives as innates is not possible. Also innates are hard coded, so you can't even change their order.

It seems to me you don't understand how innate work. I will suggest take my Viewer and check carefully Ability & Jobs tabs. Let me try to explain:
- innate are subset of Passive abilities
- there are exact 16 innates (2 bytes) and their bit meaning is hardcoded
- innate don't need to be equipped or learned in order to function
- which innate will be active depend of the Job

Quote
I also wonder if 2) the passives can be granted as soon as they are gained, rather than grinding out extra abilities you don't want.
All abilities (not only passives) are gained (learned) with ABP. I don't understand how you gain without grinding ...

Quote
Does anyone know what the innate-granting function looks like?
There is no such thing. Innates are hardcoded in Job table. There is no granting :)

Quote
I assume it procs upon mastery (job level 2 to 7 depending on the class) with a list of abilities to grant
Not really. When you master a job, its innate ability are added to innates of Mimic/Freelancer

117
Final Fantasy V Research & Development / Re: New Project
« on: September 04, 2017, 02:26:23 AM »
I was about to post how I did a bunch of research trying to increase the number of timers, and didn't realize I had already posted it here.  Good to know.
Hey LightPhoenix you did excellent research on timers. But you shared it in a thread that is easy buried and hard to find. Please make a Wiki topic and share all your research and thoughts (even if you are not sure about). Personally I made an Excel table with what I consider the essence of your post for easy reference :D

As far as I know you have number of research projects with some deeper understanding on the topic. Please make separate wiki document for each. Sometimes even a word could be enough to understand how thing works, so please, don't spare a thing (thought)!

118
Final Fantasy V Research & Development / Re: FFV Offsets
« on: August 31, 2017, 10:06:56 AM »
Thnak y'all so much for explaining that. I knew there was just something different about this game (for example this stuff doesn't apply to FFIV). So does it have anything to do with hiROM and loRom?
Yes, you may check for details here

BTW how it is for FF4? Thats the only FF that uses loROM :)

119
Final Fantasy V Research & Development / Re: New Project
« on: August 31, 2017, 02:15:35 AM »
Oh goodness yes please make a full feature editor for FFV. I really want to make an FFV hack after my FF Postlude project and it would be incredibly helpful to have something akin to Pinkpuff's ff4kster. Please take it into consideration at least! :wink:
Making an editor is not my thing. It require a ton of work, but mostly a good interface that the user will easily use to create things. When I create any program I have a vision about it. It doesnt mean sharp detailed image, rather idea how things work as a whole, a common concept, which then I implement and make it vivid image.

TBH I tried even forced myself to get at least something (even couple of times). Alas, nothing. Regardless I'm willing to do it for you guys, BUT I will do it only if you have a vision for it AND your full support - sharing specific ideas how to do it, suggestions, testing, active in a thread, ...


I just noted how "busted" the old status is; it drains stats every 5 ticks, so between two turns you go from normal to totally useless: -18 everything per turn if you had 30 AGL, ouch
Hehe, yes usually on the second turn you start to feel the 'damage' Old has done :D

120
Final Fantasy V Research & Development / Re: FFV Offsets
« on: August 31, 2017, 01:33:51 AM »
Hehe it's very confusing I know. It was the same with me when I started, but believe me its better that way.

D4/A3C0 or D4A3C0 or D4:A3C0 is abbreviation pointing out to memory address at bank D4. Since we have 16 bit processor most addresses are in the format: BANK: Offset, where Offset is 16 bit. If you check SNES memory banks, you will see that D4 is actually part of ROM address space.

So how a memory address relate to file offset (I suppose when you say ROM you mean the file). Well, its simple - you need to remove C0:0000 from the address:
Code: [Select]
$D4A3C0 - $C00000 = $14A3C0Keep in mind that offset is true in not headered ROM (file). If its headered you need to remove $200

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