øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=24;area=showposts;start=75e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb04f-4.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=24e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb04f-4.html.zxXeh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ .è‹OKtext/htmlISO-8859-1gzip@øÕè‹ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:29:37 GMT0ó°° ®0®P®€§²ð®Xeh^7è‹ Show Posts - Entroper

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Messages - Entroper

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76
General Discussion / The stairs in the Castle of Ordeals.
« on: August 26, 2008, 11:13:08 PM »
The stairs on the third floor of the Castle of Ordeals take you directly to the overworld.

 :hmm:

77
General Discussion / Re: C++ is retarded sometimes.
« on: August 24, 2008, 03:46:37 PM »
<iostream> is part of the C++ standard library.  I think the standard library, in comparison to Java and C#, is one of the biggest reasons for C++'s decline.

There are things you can do in C++ that you could never, ever do in Java or C#.  But there are a lot of things you can do very easily in Java and C# that are a pain in C++, and could be made easier if the langauge were updated.

78
General Discussion / C++ is retarded sometimes.
« on: August 22, 2008, 11:29:39 PM »
Apparently, using the stream operators produces results inconsistent with themselves.  If I open an ifstream, and use the >> operator to read from the stream into a char variable, the program reads two bytes, and puts the second one into the variable.  If, on the other hand, I open an ofstream, and use the << operator to output the contents of a char variable to a file, it outputs one byte.

 :lame:

In other news, I've managed to decode the RLE-compressed maps.  I need to finalize my own map format, and then I might actually be ready to do a map viewer.

79
General Discussion / Re: Map format in the ROM
« on: August 20, 2008, 10:42:32 PM »
I've been productive today.   :omg:


80
General Discussion / Re: Map format in the ROM
« on: August 20, 2008, 04:09:26 PM »
I got it!

I fixed two bugs in the ripping code, and then discovered that the pattern tables are stored in a rather odd fasion.  All of the upper-left tiles for a map tileset come first, then all the upper-right tiles, etc.  So to assemble the first 16x16 tile, I need to look in the pattern table at entries 0, 128, 256, and 384 to see which 8x8 tiles to use.  Strange, but I can't argue with the results it produced.  :)  I now have the town tileset in .bmp format.

The next step is to identify all of the distinct tileset + palette combinations.  A lot of the dungeons in FF1 share the same tileset, and just use different color palettes (Gurgu Volcano's tileset is just a red version of the Earth Cave tileset).  Since I'm just using straight 24-bit images instead of bothering with palettized textures (which aren't well-supported by graphics drivers), I need separate tilesets for these.  But I don't want to rip a separate tileset for each map, since, for example, all five floors of the Earth Cave use the same tileset + palette combination.  Once I've identified and labeled these, I can have the program spit out all of the unique map tilesets into their own folders.  Then it's time for a little RLE-decompression on the map data.

In some other news, my Linux box died when I moved apartments.  I think there's just a PCI card not seated properly or something (the motherboard and case have had fitment issues ever since I built the thing), but I just haven't had time to unhook everything and drag it out to check.  It's acting as a headless server (not connected to a monitor or keyboard) because I usually just ssh into it, so fixing it is a pain.  The result of all this is that my web server will be down until I get it fixed.  Until then, I'll use the attachment system for updates.

81
General Discussion / Map format in the ROM
« on: August 19, 2008, 11:00:39 PM »
Hello all.  I'm not dead!

I have been rather busy lately.  I may have mentioned that we had a bug infestation at our apartment.  As it turned out, the bugs came back after the second extermination, and we elected to move to a vacant apartment across the street.  I've also had to work late a lot at my new job, but recently I've had a bit more free time to plug away at the project.

So, I've decided on a format for tiles and such in my maps.  The map file will have a tileset section that just lists pathnames to where tilesets can be found.  Each tileset has a definition file that contains filenames of all the images in the tileset.  This way, authors will be able to do drop-in replacements of upgraded tilesets, without having to edit the maps, and yet map editors can use as many tiles as they want per map.

I've started trying to rip the initial tilesets from the ROM, but I'm having some difficulty with the patterns.  If someone knows how the map's 16x16 tiles are composed from the 8x8 tiles in each tileset, that info would be greatly appreciated.  If not, I'll have to pore over these tiles and figure out why they're coming out weird looking.  :)

82
General Discussion / Re: Bought a new computer
« on: May 12, 2008, 12:59:47 AM »
I like the GUI stuff in Vista.  XP's "Luna" interface looks like Fisher Price, but Aero actually looks slick and modern, and it hasn't ever slowed me down.  I absolutely must have UAC turned off, though.

83
Gaming Discussion / Re: FF4 - Analyzing Underappreciated Magic
« on: May 04, 2008, 01:27:06 AM »
My Tellah usage second time around is:
Kill him first fight so he stops sucking experience.

Revive him once the kids have stoned themselves.

Wow, that's probably pretty effective.  That gives Cecil and Yang a bit of a boost before the Magnetic Cave.  I'll have to try it next time. :)

84
Gaming Discussion / Re: FF4 - Analyzing Underappreciated Magic
« on: May 03, 2008, 04:56:07 PM »
I mainly stick to having Tellah use staves for (lousy) attack magic.

85
Gaming Discussion / Re: FF4 - Analyzing Underappreciated Magic
« on: May 02, 2008, 10:25:27 PM »
Indeed they did.  It takes something like 3 or 4 full rounds of combat for Twin to go off.  It's sheer absurdity to take half your party out of commission for so long.

86
Gaming Discussion / Re: FF4A - ZeromusEG Stupidity
« on: April 22, 2008, 08:08:47 PM »
It doesn't happen until he's below 20,000 hp, so he'll never absorb more than 6666.  At that point in the game, it's pretty easy to do that much damage.

87
Final Fantasy V Research & Development / FF5 data spreadsheet (GBA)
« on: April 17, 2008, 06:59:02 PM »
http://entroper.no-ip.org/FF5/FF5data.xls

There are offsets for a lot of the data from the US GBA ROM in there, descriptions of each of the fields in the tables (and any flags they've used), details about enemy AI scripts, etc.

I should add, the authors of that Excel file are myself (Entroper) and a friend of mine (Miodhchion).

88
Gaming Discussion / Re: Movies of playthrus
« on: April 12, 2008, 10:47:53 AM »
Ah yes, grinding in Elfland.  At least it's not as bad as the original NES version.  :)

89
Pandora's Box / Re: Videos
« on: April 01, 2008, 03:27:04 AM »
Did I just get Locke-rolled?

90
Final Fantasy IV Research & Development / Re: Recall Command
« on: March 31, 2008, 02:51:32 PM »
So, 5% each Stone, Virus, Weak, Fatal.  15% each Fire1, Ice-1, Lit-1, Toad.  20% fail.  Those numbers work out very nicely.

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