øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=33;area=showposts;start=345e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexba98.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=33e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexba98.html.zxãFh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤oœOKtext/htmlISO-8859-1gzip8:ÖoœÿÿÿÿÿÿÿÿWed, 11 Mar 2020 02:19:39 GMT0ó°° ®0®P®€§²ð®âFh^Ðoœ Show Posts - Jorgur

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Messages - Jorgur

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346
Final Fantasy V Research & Development / Re: FFV Sprite editing
« on: February 21, 2010, 04:22:53 AM »
Remember that the sprite is used in the ending sequence, along with Lenna and Faris riding on chocobos, as well as Cara riding the Hiryuu.

347
Final Fantasy V Research & Development / Re: FFV Sprite editing
« on: February 20, 2010, 06:12:44 AM »
I have not found that part either. It might be compressed, meaning it can only be found via ASM analysis. We are just starting out with that, so I do not think we will find out for some time.

Just out of curiosity, what are you going to use this info for?

348

Character editor works like a charm. The Mg. Evade field should especially come in handy. So does the inventory editor and Magic editor (this should be VERY useful). The battle stuff is at least partially incorrect, but I don't think those fields have ever been correct ingame. The settings editor is strange... sometimes it's all wrong and sometimes it works perfectly. I have to look into this some more.

The character-in-battle editor seems to be messed up. Butz appeares in all slots, and only the first shows any correct data. The monster editor does not show anything at all.

One more thing:
- Selecting Dump (and Cancel) changes the mouse cursor

I am starting a new feedback file for the editor. You will find the file at the same place as usual.

349
Yay!

I'll be sure to test for bugs and such.

350
Final Fantasy V Research & Development / Re: Magic Graphics Explained
« on: January 30, 2010, 06:43:15 AM »
Another good piece of progress. Good work, as usual.

It doesn't come as a surprise that each spell has its own routine, seeing as how different the spells can be. Weapon animations, however, I'm not so sure about. I would be happy to give you some advice on how to put down the missing pieces, but my guess is that you would prefer doing it on your own (like I do).

You should make a document on this, or if you don't have time, I could document it in your name (I have plenty of time :p). Perhaps a little later though, when everything has been tested and solved in detail.

351
Feedback has been updated.

Any chance for an update?

352
Final Fantasy V Research & Development / Re: Magic Graphics Explained
« on: January 21, 2010, 04:52:45 AM »
This is great progress. We should now be able to add/replace magic to the game.

If you also find the lookup table for items, I can add the Sabre in v0.6 of my hack. ;)
Seing as the magic animations go by the common list, I am guessing that is also the case for weapons (and usables ?).

Note: The hacking guide has been updated and split into several documents. Check my topic for links.

353
Glad to see you're still active, more or less. Also good to see you are making some progress.

In case you come across it, I'm looking for the connection between the Attack Index list and the actual animations/sound effects. My guess is one pointer table within one of the D-banks pointing to graphics and one somewhere in the C-area pointing to sound effects (in order by the Attack Index list).

354
General Discussion / Re: Slickproductions IRC channel?
« on: December 20, 2009, 12:34:24 AM »
Where do people hang out anyway? I only visit RHDN's channel.

355
Any progress on the C1 disassembly?

356
Slick News / Re: Temporary location and domain downtime
« on: November 25, 2009, 12:17:31 PM »
I want the old theme back :(

Bright background hurts my eyes.

357
General Discussion & Support / Re: Final Fantasy 2.0
« on: October 29, 2009, 07:41:39 AM »
This sounds promising. I have some comments though.

- When you say "easier to play", do you mean lower difficulty, or enhanced interface? (Or something else ?)
- Is it really necessary to double the movement speed? I mean, the game is all about the dungeons, where a few missteps can cost you your life...
- I would be careful about balancing the different classes. I believe total perfectionist balance has a tendency to degrade games (just look at TF2).
In FF1, the difference in power between the classes isn't really that big a deal, since you only get to choose classes in the very beginning. After that, you just have to make best use of what you have. Everyone knows Fighter is overly strong, yet people never start out with 4 of them anyway. It is much more common to choose a party suitable for your skill level, so the game's difficulty will be adjusted towards that. With total balance, challenges like White Mage SCC wouldn't be any fun at all.
I'd suggest keeping the classes at differing power levels. Weaker classes can be given other abilities to make up for it - such as higher HP growth or the ability to escape easier (you'll need to fix the Flee bug for this). Then again, maybe that is what you had in mind?

I also suggest you:
- Fix all known bugs
- Make all the different character stats useful in some way

Other than that, this looks to become a good hack.

358
This looks promising. We know very little about the C1 bank, so a complete disassembly of it would be a great addition to the docs.

When it's done, you can send it to the slickproductions site, but you probably need a place for work-in-progress storing. I may be able to get you uploading permission at aerdan.org, which allows for much larger file sizes. For now, you can send me anything you want uploaded via e-mail, and I'll give you the link for it.

I'll also ask the admins to give you FF5 hacker status.

359
Found another one:

Monster editor
!!Crashes when saving data for any boss

360
Ah, I see. Changing which abilities can be selected as innates...
Obviously you can't add Command abilities. That leaves Equipment abilities and Stats up abilities.

Support ability checks are probably hard-coded in ASM (e.g in the Sword attack function, double damage if the "Dbl Grip" bit is set).
It would theoretically be possible to add, say HP+30% to the list, by tweaking in ASM. You would have to look up the routine for equipping abilities, and find the code checking if the HP+30% ability is equipped. There you would add a check for the bit you want HP+30% to use, and write (or point to) code that adds 30% to the character's HP.
The result of this would be adding HP+30% to the "list" of Innate Abilities. You should also disable the checks for the ability being overwritten.

Tedious, I know - but it seems all the easy stuff has been cracked. Some time, probably next year, I'll write some documents about ASM hacking.
For now, I recommend instructrtrepe's C2 disassembly doc found around the forum, and the disassemblies among the official docs.

 :edit:
 ROM editor feedback updated. Some nasty bugs are found.

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