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Messages - Squall

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406
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: May 05, 2016, 09:51:28 AM »
Yeah that was my point, Duration = 30 (vs heavy) which is VERY short. I tried before to use Stop on Omega ... it was terrible - you need 2 chars dedicated to Stop, you need haste, battle speed reduced to slowest speed (in menu) ... and still it was very, very hard to keep him in Stop :D
I like to kill super-bosses like Omega in non standard way :D

P.S How about Float to counter Earth Shaker?

407
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: May 05, 2016, 09:30:26 AM »
Pre Alfa 3 is out :D

There are MANY, many changes, mainly internal. Most of the routines now have actual working code. Things like Spell Blade, powered elements works. Many of the core routines were rewritten or corrected after looking in the asm-code.
On the surface - most of actions were implemented. I know atm it may look as complete mess, but I need as much as possible visual input/output of what is going inside.

Why still alfa? Well I would considered completed when I can do an action from Monster -> Char, not just Char -> Monster. If things goes well it may end up doing battles - like you set up your chars and do a FULL battle vs monster formation but that will be for version 2 :D

P.S.
1. I need your input about the interface ... I do things mainly from "what I need" perspective, not from "what will be comfy", but that must change after I have a stable core.
2. If you can check things vs your current play-trough ... please report every difference you see from calculated dmg (a screenshot of the program will be great) and the game

408
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: May 05, 2016, 08:17:32 AM »
I was referring to this:
Code: [Select]
Paragraphs
MediaWiki ignores single line breaks. To start a new paragraph, leave an empty line. You can force a line break within a paragraph with the HTML tag <br />.
In Edit I simply copy->paste the text from my working .txt file (from Notepad, Wordpad) and it really ignores line breaks (not sure what they mean by single ...). Here is a link to that: http://slickproductions.org/slickwiki/index.php/Bank_C2

Anyway, here is another interesting piece of code - Old (age) timer:
Code: [Select]
C2/2264: A9 01        LDA #$01
C2/2266: 99 F7 3C     STA $3CF7,Y
C2/2269: B9 FF 3D     LDA $3DFF,Y
C2/226C: 99 7B 3D     STA $3D7B,Y
C2/226F: A6 32        LDX $32
C2/2271: 64 0E        STZ $0E
C2/2273: BD 24 20     LDA $2024,X
C2/2276: 3A           DEC
C2/2277: F0 03        BEQ $227C
C2/2279: 9D 24 20     STA $2024,X
C2/227C: BD 28 20     LDA $2028,X
C2/227F: 3A           DEC
C2/2280: F0 03        BEQ $2285
C2/2282: 9D 28 20     STA $2028,X
C2/2285: E8           INX
C2/2286: E6 0E        INC $0E
C2/2288: A5 0E        LDA $0E
C2/228A: C9 04        CMP #$04
C2/228C: D0 E5        BNE $2273
C2/228E: AE CE 3E     LDX $3ECE
C2/2291: BD B7 3E     LDA $3EB7,X
C2/2294: C9 04        CMP #$04
C2/2296: 90 14        BCC $22AC
C2/2298: A6 32        LDX $32
C2/229A: BD 02 20     LDA $2002,X
C2/229D: 3A           DEC
C2/229E: F0 03        BEQ $22A3
C2/22A0: 9D 02 20     STA $2002,X
C2/22A3: BD 44 20     LDA $2044,X
C2/22A6: 3A           DEC
C2/22A7: 10 03        BPL $22AC
C2/22A9: 9D 44 20     STA $2044,X
C2/22AC: 60           RTS
Somehow I fail to see how that is interpreted as:
"Aging vs Characters: All stats decrease to 1 (not Level)
Aging vs Monsters: Level and Speed decreases to 1"

I see two problems:
- $2024 .. $202B are ALWAYS decreased (I dont see any check there) That would suggest that it affects monsters too
- $2044 is considered Attack power, not Speed/Agi

409
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: May 05, 2016, 04:11:59 AM »
If Titan has Shell, then Hit% = Hit% / 2 (6.3.6)
Also if somehow you manage to summon it as multi-target (it should not be possible ...) you get same effect (for hit%) (6.3.3)

P.S. Out of curiosity, why will you use Paralyze on Heavy enemy?

410
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: May 05, 2016, 03:48:02 AM »
o boy it is the HTML sh.t  :(

Is there a way to upload the txt file here: http://slickproductions.org/docs/FF5/

411
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: May 04, 2016, 02:52:10 AM »
I tried Chrome, Opera - same problem.
Then I tried FireFox it works ... but doesnt put new lines (line breaks) as is in the .txt file. Do you know how to fix it?
You may check I created 'Squall' section in Wiki-FF5

412
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: May 03, 2016, 06:34:02 AM »
That thing doesn't work properly ... when I pasted the text in the newly created page my browser start to lag and constant Wait or kill window.

I was thinking to do it as: http://slickproductions.org/docs/FF5/Bank%20C2%20disassembly.txt just different file name, but I cant find a way to upload there

413
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 28, 2016, 09:39:44 AM »
How to add a document in slick/doc ?

414
Final Fantasy V Research & Development / Re: Amusing Bit of Timer Code
« on: April 26, 2016, 01:48:41 AM »
Hehe when I said that such way of implementation will require a lot of memory I didnt know that it require even more. Excellent exposition LightPhoenix!

Just to finish what we were discussing with x0_000. I started to dig up and write my own coments on Tseng C2 dump and picture started to reveal itself. As our 'guts & nuts' have suggested, all stats used are against Targets value. In SNES it uses $48 as participant index, which is the Target, not the Attacker.
What is interesting to me was that many of the attacks that enemy use that inflict status (on timer) are 'item' based ($3ED7 is initialized with 1), like Grand-Cross.

P.S. LightPhoenix I would suggest instead of adding a new timer to replace an existing one. This way all the code needed to implement is there, you just need to write what to do when timer reach 0. If I had to choose I would replace Doom.

415
Final Fantasy V Research & Development / Re: Amusing Bit of Timer Code
« on: April 19, 2016, 02:30:43 PM »
Edit: Looks like I missed one value (probably Doom - spellpower), the previous notes are updated. I know what the pairs are for now, it's whether the status is caused by a spell or through an equipment (e.g. Cursed Ring.) My gut feeling also says those values should be Victim's <stat>, not Attacker's <stat> since there is no Attacker for statuses caused by items.
You are most likely right. My description for 'Attacker' comes with plain substitution of Tseng's variable list ... but as I have already witness there are (many) mistakes. The fact that an item could bear a status mean that 'Attacker' should not play a role. That was the reason for me asking couple of days ago :)

416
Final Fantasy V Research & Development / Re: Amusing Bit of Timer Code
« on: April 19, 2016, 02:59:46 AM »
I'm not sure, there might be difference between GBA/SNES (although I doubt its something major) but:
spellpower as you call it ( spellpower + caster level/4 - defender level/4 + misc)

in SNES it is:
Code: [Select]
Final/Timer Duration := 2 * SpellDuration + (Attacker Level / 4) - (Target Level / 4)
- SpellDuration is 7 bits of P2 ($58)
- Target Level/4 is calculated only if bit7 of P2 is not set

If somebody is interested, the values that x0_000 describe in SNES are here (I have corrected Tseng's decompilation because it had HUGE error in this part:
Code: [Select]
JMP Table
C2/254A: 72 25        $2572        Spell Duration
C2/254C: 76 25        $2576        120
C2/254E: 79 25        $2579        Attacker's Vitality + 20
C2/2550: 79 25        $2579        Attacker's Vitality + 20
C2/2552: 72 25        $2572        Spell Duration
C2/2554: 84 25        $2584        120
C2/2556: 72 25        $2572        Spell Duration
C2/2558: 87 25        $2587        49
C2/255A: 72 25        $2572        Spell Duration
C2/255C: 8A 25        $258A        180 - Attacker's Magic / 2
C2/255E: 72 25        $2572        Spell Duration
C2/2560: 9A 25        $259A        180
C2/2562: 9D 25        $259D        10
C2/2564: 9D 25        $259D        10
C2/2566: A0 25        $25A0        110 - Attacker's Magic
C2/2568: A0 25        $25A0        110 - Attacker's Magic
C2/256A: AF 25        $25AF        30
C2/256C: AF 25        $25AF        30
C2/256E: B2 25        $25B2        Spell Duration - Attacker's Magic / 2
C2/2570: C3 25        $25C3        120 - Attacker's Magic / 2

Duration = Spell Duration
C2/2572: AD D8 3E     LDA $3ED8
C2/2575: 60           RTS

Duration = 120
C2/2576: A9 78        LDA #$78
C2/2578: 60           RTS

Duration = Attacker's Vitality + 20
C2/2579: 18           CLC
C2/257A: AD E3 7B     LDA $7BE3
C2/257D: 69 14        ADC #$14
C2/257F: 90 02        BCC $2583
C2/2581: A9 FF        LDA #$FF
C2/2583: 60           RTS

Duration = 120
C2/2584: A9 78        LDA #$78
C2/2586: 60           RTS

Duration = 49
C2/2587: A9 31        LDA #$31
C2/2589: 60           RTS

Duration = 180 - Attacker's Magic Power / 2
C2/258A: AD E4 7B     LDA $7BE4
C2/258D: 4A           LSR
C2/258E: 85 0E        STA $0E
C2/2590: 38           SEC
C2/2591: A9 B4        LDA #$B4
C2/2593: E5 0E        SBC $0E
C2/2595: B0 02        BCS $2599
C2/2597: A9 01        LDA #$01
C2/2599: 60           RTS

Duration = 180
C2/259A: A9 B4        LDA #$B4
C2/259C: 60           RTS

Duration = 10
C2/259D: A9 0A        LDA #$0A
C2/259F: 60           RTS

Duration = 110 - Attacker's Magic Power
C2/25A0: 38           SEC
C2/25A1: A9 6E        LDA #$6E
C2/25A3: ED E4 7B     SBC $7BE4
C2/25A6: 90 04        BCC $25AC
C2/25A8: C9 1E        CMP #$1E
C2/25AA: B0 02        BCS $25AE
C2/25AC: A9 1E        LDA #$1E
C2/25AE: 60           RTS

Duration = 30
C2/25AF: A9 1E        LDA #$1E
C2/25B1: 60           RTS

Duration = Spell Duration - Attacker's Magic Power / 2
C2/25B2: AD E4 7B     LDA $7BE4
C2/25B5: 4A           LSR
C2/25B6: 85 0E        STA $0E     (Magic Power/2)
C2/25B8: 38           SEC
C2/25B9: AD D8 3E     LDA $3ED8   (Status Duration = Status Duration - (Magic Power/2))
C2/25BC: E5 0E        SBC $0E
C2/25BE: B0 02        BCS $25C2
C2/25C0: A9 01        LDA #$01
C2/25C2: 60           RTS

Duration = 120 - Attacker's Magic Power / 2
C2/25C3: AD E4 7B     LDA $7BE4
C2/25C6: 4A           LSR
C2/25C7: 85 0E        STA $0E
C2/25C9: 38           SEC
C2/25CA: A9 78        LDA #$78
C2/25CC: E5 0E        SBC $0E
C2/25CE: B0 02        BCS $25D2
C2/25D0: A9 01        LDA #$01
C2/25D2: 60           RTS 

Edit 1> It seems your 11082  is Attacker's Magic Power ($7BE4). Also in SNES Doom is 49 not 59 ...
Edit 2> BTW how Doom work? Obviously you dont die in 49 ticks ... maybe every 49 ticks you get Coundown -1 (which is initialized by 30)
Edit 3> I have replaced Tseng decompilation and added more comments
Edit 4> x0_000, all the entries it the Jump table are pared. In SNES that depend on $3ED7. It has value 0 or 1 and I think it shows who is the target: char or monster

417
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 18, 2016, 03:18:10 PM »
I knew that it was too good to be true :D

Ahh I see now ... so $60 hold a flag - do we have a SpellBlade.
Yes I missed INC $60 ... not because I didnt see the code, but there are couple of flag variable, some without description, some change the meaning in different subroutines (like '$4D = Base Hit%', but in all subroutines that I've looked it hold the Element of the action/magic)

THANK you Jorgur!!! Mistery solved, no extra x2.
Well thats why I try to check with the asm code (as much as I can understand)... cant trust the description only :D
What is interesting that in my implementation I used only 3 variables, not 6 ($2050-$2055) and much simple logic (no need for 6 ORs) :D

Edit> Currently I play SpaceQuest V. Its an adventure ('point & click) game and if you miss a detail you pretty much will not be able to solve a puzzle. I felt almost as I missed a detail from the puzzle :D

418
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 18, 2016, 02:36:47 AM »
Hey guys, here is another interesting situation, that I stumble upon playing with my DmgCalc:

What will happen if we hit DevilCrab (weak to ice) with Broadsword after we have used 'Blizzard' (aka Ice1) SpellBlade? Personally I will expect x2 dmg ...
BUT my calculator showed x4 dmg. According to the Algorithm (and I checked that in the asm code, too):
Code: [Select]
ATTACK TYPE (HEX: 31) (Swords)
...
9) Apply Magic Sword modifiers to Attack, Defense and M (6.5.15).
10) Apply Attack Element modifiers to Attack and Defense (6.5.16).
    Note that Magic Sword elements override weapon attack elements.

In step 9 we get x2 and in step 10 we get another x2 for total x4 (def = 0)
So that mean when we use Spell Blade with element that target is weak, we get extra x2 ...
Am I doing something wrong???

419
Final Fantasy V Research & Development / Re: Amusing Bit of Timer Code
« on: April 18, 2016, 02:15:48 AM »
So things are just as I thought initially - regardless how/who cast a buff, the benefit depends on the target stats :(

Anyway, congrats x0_000 for the new ... picture :D

420
Final Fantasy V Research & Development / Re: Amusing Bit of Timer Code
« on: April 14, 2016, 02:28:48 AM »
All clear now.

I guess that formula 110-Magic relate to that code (SNES):
Code: [Select]
C2/25A0: 38           SEC
C2/25A1: A9 6E        LDA #$6E
C2/25A3: ED E4 7B     SBC $7BE4
C2/25A6: 90 04        BCC $25AC
C2/25A8: C9 1E        CMP #$1E
C2/25AA: B0 02        BCS $25AE
C2/25AC: A9 1E        LDA #$1E
C2/25AE: 60           RTS

C2/25AF: A9 1E        LDA #$1E
C2/25B1: 60           RTS

C2/25B2: AD E4 7B     LDA $7BE4
C2/25B5: 4A           LSR
C2/25B6: 85 0E        STA $0E     (Magic Power/2)
C2/25B8: 38           SEC
C2/25B9: AD D8 3E     LDA $3ED8   (Status Duration = Status Duration - (Magic Power/2))
C2/25BC: E5 0E        SBC $0E
C2/25BE: B0 02        BCS $25C2
C2/25C0: A9 01        LDA #$01
C2/25C2: 60           RTS
Do you know the code below - Status Duration = Status Duration - (Magic Power/2), when is performed (because I cant find implicit jump/branch) ? Is it used for all timers or just specific statuses?

According to the description: '$7BE4 = Attacker's Magic Power', so these corrections are made vs Magic of the one that perform the action, not the one receiving? ... What happen when things come from an item like 'Protect Ring' (Auto-Regen)?

P.S. If above assumption is true then its better to get Regen from somebody with highest Magic, because we will get timer event more often :D

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