øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=120e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb1dd-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb1dd-3.html.zx>–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>nµOKtext/htmlISO-8859-1gzip@øÕnµÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:15 GMT0ó°° ®0®P®€§²ð®=–h^çnµ Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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121
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: June 28, 2017, 12:50:29 AM »
I'd be very pleased if somebody check this one  :lame:

The four bugs are definitely fixed. It is a pretty big patch, though, which makes me wonder two things: one, how you made the patch, and two, what other maps might be affected.

122
Final Fantasy V Research & Development / Re: Restoring monster count
« on: June 28, 2017, 12:08:48 AM »
Here's a new version of the patch, with the right border issue fixed and ASM included!

123
Final Fantasy V Research & Development / Re: Restoring monster count
« on: June 27, 2017, 08:40:11 AM »
Thanks for the help, noisecross! I found a solution thanks to the pointers you gave me, and I have attached a patch for anyone who wants to try it out.

Note that there are some enemies, such as bosses, that still have ten-character names. One issue that I find with this is that, for whatever odd reason, a small part of the monster name window's right edge disappears, which doesn't seem to happen in the normal game.

Also, on a personal note, I think I just prefer it the way it is.

124
Final Fantasy V Research & Development / Restoring monster count
« on: June 25, 2017, 11:27:03 AM »
The monsters in FF2SNES have names of eight characters or less, which leaves room for a convenient count of each monster type. In FF5, translated by RPGe, the monster names are expanded to a window-filling ten characters, eliminating the monster counts. The same goes for FF3SNES, but right now I'm only interested in FF5 (and I think it'd be harder to shorten the monster names there).

Suppose I managed to shorten every monster's name in FF5 to eight characters or less. What code would I need to modify to be able to add the counts back in?

125
Game Modification Station / Re: New patch: Multiple Events fix
« on: June 24, 2017, 09:11:37 PM »
:bump: Event fix #8!

126
Game Modification Station / Re: New patch: Map Mishap Glitch fix
« on: June 24, 2017, 09:07:44 PM »
OK, this patch has now been fixed, as has Phoenix Chest.

127
Game Modification Station / Re: New patch: Phoenix Chest Bug fix
« on: June 24, 2017, 09:07:21 PM »
:bump: New version.

128
Game Modification Station / Re: New patch: Map Mishap Glitch fix
« on: June 24, 2017, 10:02:49 AM »
Map Mishap (no header).ips
Phoenix Chest (no header).ips
Address: 0x18E74E - 0x18E74F

Probably NOT harmless. Best case, you applied Map Mishap followed by Phoenix Chest, in which case everything's fine. Moderate case, you applied only Map Mishap, in which case there's probably a side effect that makes the chest appear open before Locke actually opens it. Worst case, you applied Phoenix Chest and then Map Mishap and broke the universe.

Don't worry, it shouldn't be too hard to fix. I just need to remove that one change from Map Mishap. But while I'm at it, I can probably reduce the size of the Phoenix Chest fix by a byte or two as well.

Morph Mayhem (no header).ips
MP Digit Recolor (no header).ips
Address: 0x2A7F7 - 0x2A7FF

Well, that sucks. :sad:

And I couldn't find Morph Mayhem's topic for some reason. ;P

That's because Morph Mayhem was one of the patches released for my first anniversary.

129
Game Modification Station / FF6 PlayStation editing
« on: June 14, 2017, 01:11:58 PM »
I've found a way to port some of my patches to the PS1 version of FF6, namely the ones that edit things in data, like event scripts and animation scripts and things like that. However, the BIN file I obtained contains two copies of the event scripts. Any idea why there would need to be two copies? Why they are used? Should I edit just one, or both?

130
Just wondering if a version of CV's bug patch could be made without the Banon Riding patch. Reason being, it corrupts the sprites in FF3USME;
This has been mentioned before more than once; the reason it corrupts the sprites in FF3usME is because the pointers to the sprites in FF3usME are hard-coded. FF3usME should be updated to read those pointers from the ROM.

131
Final Fantasy V Research & Development / Re: Two Galufs
« on: June 08, 2017, 02:23:29 PM »
Awesome! I've added a number of events to the list myself, and since you gave me permission, I can allow anyone to check it out here.

132
Basically, the way it works is, the event you want to add into an animation script is specified by one byte. The game reads in that byte and determines what function to call to run that event. Depending on the event, some number of parameters may be required; these are populated by the next few bytes. After that event is fully processed and displayed, the animation handler then reads the next byte for the next event.

So, for instance, you could have an animation that runs on events like "show this sprite here" followed by "move it X steps in this direction" followed by "change its palette to show these colours" followed by "show this other sprite next to it", etc.

It works the same way in FF6, and storyboard event scripts use the same principles as well. I know LightPhoenix has a partial list of the storyboard event scripts, for instance DB means "refresh player" (see also: Two Galufs).

133
Final Fantasy V Research & Development / Re: Monsters die slowly...
« on: June 06, 2017, 10:35:19 PM »
Whoa, hold the phone folks! There was a mistake in the previous version of the patch - one of the patched ranges had a misreported size, which one person has reported to result in an expansion of the ROM to over 13 MB! :eek:

Here's a corrected version.

134
Final Fantasy V Research & Development / Re: Two Galufs
« on: June 06, 2017, 01:22:14 AM »
Sorry to necropost, but I thought I'd mention that I've now included a set of patches to fix this on the PS1 version as well.

135
Final Fantasy V Research & Development / Re: Monsters die slowly...
« on: June 05, 2017, 02:59:22 PM »
Here's another update: the previous version causes large enemy sprites, like bosses, to still have a somewhat slow death animation. Therefore, I added a control to keep the death animation as fast as possible if the amount of RAM being dissolved is large enough.

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