øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=285e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa967.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa967.html.zxgüg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰUþ«OKtext/htmlISO-8859-1gzip8:Öþ«ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:01:50 GMT0ó°° ®0®P®€§²ð®güg^Pþ« Show Posts - Squall

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Messages - Squall

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286
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The messages would instruct the player to read the hack's readme file for instructions on managing the multiple parts (how to rename the save file, where to put the files so that the emulator can find them properly), so that hopefully most lay players would still be able to enjoy the game.
That will be terrible from player perspective and will greatly reduce the number of possible users ..

Why dont you put all the content on 'Disk 2, 3,..' in the expansion. This way no need for warning, a player will have no need to read 'readme' and the ROM itself will keep current layout. Think of the expansion as an external hard-drive :D

287
Final Fantasy V Research & Development / Re: FFV Viewer
« on: August 14, 2016, 05:29:05 PM »
x0_000 in background graphic Map/Pattern/Form part has 12 bytes of header.  First 8 are standard, but do you know what last 4 are for?
I don't know what you're talking about, is this a header in the graphics data itself or a table header?
The Master Table for Battle Backgrounds contain 3 pointers - Tiles, Palettes & Tile Map (others may call it form, pattern...)
The TileMap points to a 12 bytes of header followed by the map itself ... First four is a number (constant), second is the number of Map entries.

So my  questions is - do you know what is the meaning of the last 4 bytes. Just open my Viewer they are under 'Extra'

288
Final Fantasy V Research & Development / Re: FFV Viewer
« on: August 12, 2016, 02:45:58 PM »
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Great work as usual, keep it up!
Thank you very much for the kind words!

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So far what I see still missing is:
- Character data
- Equipment types/elemental properties/status properties
I was thinking about Character as a next big step.
Since 'Equipment types/elemental properties/status properties' are already shown when needed I suspect you are talking about the underlying tables, since these are just indexes in tables. I would love to add it, because I feel its quite neglected in all Editors that I have seen. The thing is they are very short with short info ... so not worth dedicating a whole tab. I was thinking maybe to do as you Jorgur with 'Common Lists' - to combine many different ones in one dedicated tab. What do you think?

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I also feel the encounter viewer needs a bit of work
I volunteer to do the work, just tell me in details what you have in mind :D

289
Final Fantasy V Research & Development / Re: Squall's WiKi documents
« on: August 12, 2016, 09:18:38 AM »
Is there an interest in tutorials on:
- How to render Monster Graphic (GBA)
- How to render Battle Backgrounds (GBA)

* Answer to that will determine am I going to write them for the Wiki  :sleep:

290
Final Fantasy V Research & Development / Re: FFV Viewer
« on: August 12, 2016, 09:14:29 AM »
Version 7.0 is out!!!

It became tradition each Friday a new version to come out :D

Although this is a major version, all changes are GBA only:
- New Background tab - now you can see battle backgrounds, even animate some of them :)
- New LZ77  (aka LZ10) decompression, heavily used by GBA games
- Updated monster graphics with GBA
- Updated encounters for GBA. Event and Dungeon ones are still missing.

Short term plans:
- I will add SNES battle backgrounds if somebody help me / teach me how render it. SNES ones are quite ugly so that will be my lowest priority task
- Battle preview with background of our choice (need to decide on the layout)
- Two new docs/tutorials for Wiki - Rendering GBA monster graphic and battle background

291
Final Fantasy V Research & Development / Re: FFV Viewer
« on: August 11, 2016, 06:10:53 PM »
Interesting. So the player will never see this 16 pixels strip ...

Well I hopped it will be used for scroll effects. PC version always do some sort of parallax scroll when battle starts. It uses 3 layers for that effect, two of which glued together are as GBA version, but 3rd is unique to PC. Also in some battles you may see horizontal scroll of clouds or something.

BTW GBA graphics is much easier to me, maybe because it uses data structures close to what you normally do on PC :D

x0_000 in background graphic Map/Pattern/Form part has 12 bytes of header.  First 8 are standard, but do you know what last 4 are for?

292
Final Fantasy V Research & Development / Re: FFV Viewer
« on: August 11, 2016, 01:35:57 AM »
Finally I was able to crack Battle Backgrounds for GBA  :cycle:

x0_000 since GBA screen is 240 wide, but backgrounds are 256, do you know why there are extra 16 pixels (2 tiles/row)?

293
Whoah what a nice font on the attached picture Bahamut ZERO! Is it the actual font used in the game?
If so do you know its dimension? Does it fit in a tile?

294
Happy birthday chillyfeez!

I think you must enter your birthday date in your profile in order others to see when you have a birthday.

295
Final Fantasy V Research & Development / Re: FFV Viewer
« on: August 08, 2016, 01:44:48 AM »
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... and I also notice that the palette pointers might have a header or something?
No there is no header for palette. The palette part is exactly 32 bytes, which is the exactly how 16 color palette need.

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Sorry, never looked much into that.
Too bad, you usually have deep knowledge on a subject and that would have been tremendous help :(

 :edit: I was able to display Goblin correctly from GBA ROM!!!  :cycle:
But I used constant addresses, now only the master table is left, so I can take the the addresses dynamically.

296
Final Fantasy V Research & Development / Re: FFV Viewer
« on: August 05, 2016, 01:52:09 AM »
Hey x0_000, so far I have discovered the following on displaying GBA monster graphic:
- The graphic part of the info start at 1C7E54
- The data contain compressed part (Standart for GBA LZ77) + 32bytes Palette info
- compressed part is Header + Tiles
- Palette is 16 color

Please, help me to find the master table: MonsterID -> Graphic Data!
If that will help, next monster graphics start immediately after the first at 1C807C

297
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: August 04, 2016, 08:52:44 AM »
noisecross, compare this picture with Tileset on Map: 0B  :laugh:


298
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I seem to recall you being unimpressed with the 3bpp offerings from ffv...
yeah  :laugh:

Its funny because there are so many animals but almost no aquatic. There are Turtle variations, Sucker (12) and Octoraken (13).
Aliens ... Catastroph (344) and maybe Sand Porky (63) as alien plant :D
Except SanPorky the rest are 4bpp so color reduction may come in play ...

299
In FF5 some of the monsters are in 3bpp format - just ready to use :D

300
Final Fantasy V Research & Development / Re: Minor patches
« on: August 02, 2016, 04:05:27 PM »
Yes. So you have defined the unused bit for weapons, I thought you will add them under Flail (where probably is original intended type) :)

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