øAslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&action=profile;area=showposts;u=337e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexbdef-2.htmlslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&action=profile;u=337e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexbdef-2.html.zxQõg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ­4OKtext/htmlISO-8859-1gzip8:Ö4ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:31:37 GMT0ó°° ®0®P®€§²ð®Qõg^ÿÿÿÿÿÿÿÿÿE4 Show Posts - Praetarius5018

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Messages - Praetarius5018

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1
This looks cool, but given that there are no formations in the game with more than six monsters, are there any actual benefits to applying this to a vanilla ROM? As an example, you mentioned an issue with Ice2 on six enemies...
No, my fix doesn't address Ice2 (Ice2 doesn't exist in my hack so I didn't have to bother with it)
It is only useful if you create a hack that makes actual use of 7-8 enemy formations.

Ice2 doesn't crash the game at 6 enemies, but the 6th enemy didn't display the "got hit" part of the animation.

Is this for real? And are there any other examples?

Also, are any of these issues possibly contingent on your choice of emulator?
I didn't try every animation so there might be more.
I'm 90% sure it is emulator independant - most of the relevant issues are caused by writing animation related data to an area intended for other graphical stuff resulting in garbage or even outright crashes.

2
No, that was just an example of how the flow would look like.
I thought "1234" would be a dead give away for an example number...

3
Only in the most literal sense, yes, I have my fixes in an ips patch. Meaning all in the same ips.

Extremely simplified, JSL would be the asm equivalent of a function call.
Not so simplified, it can also be used like eval.
And even more simplified, it is even worse.

Basically, it pauses code execution where you currently are, jumps to a different spot, executes there until it hits a "return" (RTL in this case) and then unpauses.

It happens roughly like so.
Code: [Select]
$C1/6BDE 22 34 12 D8       JSL $D8/1234
$D8/1234 <do some stuff here>
...
$D8/12FF 6B                       RTL //returns to where you stopped
$C1/6BE2 <continue here like normal>

There is also a "small" counterpart JSR that functions the same but can't leave the current bank.
The target area of JSL doesn't have to be in the ROM, you can also move to the RAM and execute that (for your own sanity, don't), which is basically like a regular language's eval.
Now here's the thing that separates JSL from a regular function call: you do not have to move to the start of a function, you can go wherever you want.
Start of a "function", middle of it or heck execute a data table if you want, asm doesn't stop you, only the crashes will.

4
Final Fantasy V Research & Development / Re: Inu's Patches
« on: April 16, 2018, 11:29:12 AM »
@Xardas, thanks for the translation work!
looking forward to the rest

Looking through the formations you'll see enemy spot 8 is never set and the bigget group of monsters alive at the same time is 6 - purely as a workaround.
Exactly!
According to Inu, this fixes the code limitation:
Code: [Select]
;--------------------------------
; 8 番目のモンスターを対象に指定できるように修正
;--------------------------------
org $C29510
FIX_EIGHTH_MONSTER:
    CPY #$000D      ; <- CPY #$000C
But hearing of your problems, I doubt that is the only place.
My fix for that bug changed a different byte but the result should be the same mathematically:
$C2/9517 A8 to EA

as for the cast vs-8 targets animation issue, I've made a topic on that earlier and that's worked so far.


BTW Praetarius5018, you made a huge hack. Does it happen to delve in magic/weapon animations? Also are you familiar with DMA/HDMA?
Not really, I've only manipulated what LightPhoenix has dubbed Effect Master Table (D8/38EC) in his animation guide. (breakpoint on $C1/A853 gives the first byte of the starting animation)
That was enough to create good-enough spell animations for my new spells.
The hardest part ofc were the spellblade effects as there was almost nothing to work with ._.

5
Final Fantasy V Research & Development / Re: Inu's Patches
« on: April 16, 2018, 01:28:41 AM »
I've had some trouble with 8 monster encounter;
e.g. targetting the 8th monster with a single target attack would aim at "something" different, specifically the attacker's position - 1 (so 3rd hero hits 2nd hero) and obviously if the first hero does that you get a major crash.
Also multi target animations are optimized for 5 or 6 monster, with 7-8 you get glitchy graphic overflows and in some cases crashes - that one was insanely hard to track down, I tell you.

Looking through the formations you'll see enemy spot 8 is never set and the bigget group of monsters alive at the same time is 6 - purely as a workaround.

6
Did you hit the elemental weakness with the spellblade?
And did the target in fact have more than 0 defense? A lot of enemies have 0.

Perhaps easiest would be to use a debugger and see if any of those three addresses really triggers.

7
unheadered, untranslated

8
Could you please try if it works with this?

9
errr, what did you patch this over?
I hope unpatched J version.
With that I get non-glitchy results...

Bartz with broadsword hits around 100 against the tutorial gobs (weak to fire/sword),
about 45 against bat,
Lenna pokes them with her knife for 7 (resisted damage)
and Galuf deals 14 damage punches.

Wooaah you did all that is described in the post? Excellent work!
minus fifty trillion bugs, this is the "is already done" list, yes :omghax:

10
Huh, this site isn't dead/unreachable for once.
Well, neither am I.
So here's a more complete version if someone is interested.

Main features:

*) increased battle fluidity: no more waiting to take turns, ATB gauge is almost instant and can be stored for future multi-turns
*) ability to save up turns now and take them later
*) greater influence over amount of battles and their challenge
*) less inventory management: auto-heal after victory, re-usable consumables
*) high customization in jobs, gear and abilities
*) job levels have high longterm impact
*) new additional job abilities
*) rename party members
*) more tactical depth with elements, i.e. influence with status effect chances, even against bosses



Detail Overview:

general battle changes:
-battle frequency is now dependant on the former battle speed setting; 6 - rare, 3 - vanilla rate, 1 - grind mode
-challenge level can now be adjusted in the config: affects enemy damage, defense, HP and speed
-ATB is now instantaneous
-if MP is 100 or above the wait phase between turns can be skipped by using 100 MP
-defending and guarding restore 100 MP
-MP at battle start is set to 10 unless certain abilities are equipped or specific jobs were levelled
-MP damage that exceeds current MP now gets added to ATB until next turn
-near death is now 25% HP or less (instead of 12.5%), abilities like cover trigger accordingly
-backrow modifier is now 75% instead of 50%


Stat changes:
-strength reduces equipment burden
-agility increases accuracy and evade
-agility and magic partially bypass enemy magic evade
-changed HP/MP progression
-HP gain softcaps at Lv30, 1600 base HP compared to 2000 at Lv99
-damage softcaps at Lv35
-equipped skills add stat bonuses instead of increasing the minimum stat level
-most abilities provide stat bonuses when equipped; passive abilities, especially innate ones, provide higher stats


Job changes, general:
-choice between "Normal" and "Single" Mode in config, details below
-required ABP for job up only depends on number of current total job level
-stat influence of being in a certain job has been turned down
-each Job level up grants stat bonuses to the character
-each Job has now 7 levels
-a character can at most have 70 job levels
-all Jobs have one Job-related Slot plus 3 free slots
-!Fight and !Item are optional
-innate abilities are active for all jobs once unlocked
-Caution, Preemptive, Berserk, Cover and Counter are no longer innate
-Berserker is no longer auto-berserk
-every job can equip every item


Job changes, Normal Mode:
-similar to vanilla FF5
-each character is restricted by which jobs they can use, e.g. Bartz can normally never be a Chemist
-each character has access to a total of 15 jobs once the jobs are unlocked
-each job is banned on at least one character
-it is no longer possible to change back to Freelancer
-wearing a Sage Stone unlocks ALL jobs on that character, even if not yet aquired
-having 1 or more ABP in a banned job without an equipped Sage Stone makes the character suffer from incurable Old status


Job changes, Single Mode:
-comparable to FF1
-you get access to all jobs after the first boss
-once a non-freelancer job is chosen for a character (gained 1 ABP in it), it cannot be changed anymore
-exp gain is doubled, abp gain is halved (rounded up)
-Single Mode is not accessible when a character has two or more jobs with at least 1 ABP each
-changing from Single Mode to Normal Mode is always possible


Weapon changes:
-Knives now properly use (STR+AGL)/2 instead of STR/2 + (high byte)(AGL/2)
-Chicken Knife now uses (STR+AGL)/2 instead of STR+AGL
-Chicken Knife now has 20 attack at 0 escapes and goes up by 2 per escape, caps at 90 attack power; for non-weapon purposes attack power is 0
-BraveBlade starts at 100 attack and goes down by 1 per escape
-BraveBlade loses attack for ALL purposes on escaping not only for regular attacks, e.g. also for Goblin Punch
-Lances can be used with Double Grip
-Rods and Staves now use (STR+MAG)/2 instead of STR; attack value is no longer random between 0 and 2x attack power
-all weapons have now a base element, e.g. most swords deal fire damage, this stacks with the effect of spellblade
-weapons that had a element in vanilla are still "auto-spellblade", meaning using a spellblade effect overwrites the special property
-unarmed attack power increases by VIT/2
-increased accuracy of Blood Sword from 25 to 65


Equip changes:
-instead of helm, armor and relic you can now equip 3 relics
-all pieces of equipment are elemental and contrbute to elemental strength and weaknesses of the character
-relics add a mix of resistances and weaknesses
-relics increase attack power of weapons and spells of matching element by +10% (additive with each other and character bonus)
-if you are both weak and resistant to an element it becomes neutral
-shields remove their listed element from weaknesses, this step applies after weakness and resistance wipe each other out
-armors can now increase eva% instead of only shields, this stacks with AGL and is capped at 70%
-armors can now also increase base HP (profits from VIT)


Item changes:
-consumables like Potion, Ether, Antidote and mixing ingredients are no longer used up
-their effectiveness increases with stack size, 1x Potion heals for 50 HP, 99x Potion heals 1250 HP
-using !Item, !Mix, !Throw, !Drink puts those abilities on cooldown until it can be used again, stronger items require longer cooldown
-Elixir, Phoenix Down and status removal items get shorter cooldowns with bigger stacks
-breaking Rods does not give a cooldown and still destroys the weapon
-when defending remaining cooldown gets reduced by 25%
-added Bombs that deal constant damage to all enemies, power based on stack size


Element changes:
-hitting a weakness now only reduces effective defense by 25% instead of ignoring it entirely
-hitting a resistance now reduces atk power by 25% and increases effective defense by 50% (formerly was just -50% attack power)
-hitting a immunity now reduces atk power by 50% and increases effective defense by 50% (formerly was auto-miss)
-defending targets have no elemental weakness
-each character has two elements for which they increase attack power of weapons and spells by +10% (additive with relic bonus)
-Bartz empowers wind and lightning elemental attacks
-Lenna empowers water and ice elemental attacks
-Galuf empowers earth and holy elemental attacks
-Faris empowers fire and poison elemental attacks


Ability changes:
-spell abilities !White, !Black, !Red, !Time, !Summon are now only learned once and grant access to all their spells (if learned) like !Blue
-in battle non-active skill slots are filled with non-duplicate !Item, !Fight, !Brave, !Scan
-Barrier: triggers now at 1/4 instead of 1/16 (and only if shell is not already active)
-Brawl: attack power bonus increases by 1 per level instead of 2 and caps at Lv35
-Counter: chance increased from 50% to 70%
-Counter: changed used ability from !Fight to !Counter; same modifiers for now but displays name on top
-Defend/Guard: defend/guard stance is cancelled on free/extra turns (e.g. 100 MP use)
-Defend/Guard: damage reduction now applies against all attacks that respect either physical defense or magic defense
-Defend/Guard: negates elemental weakness, reduces chance to get hit by status effects
-Defend: reduces damage only by 25% instead of 50%
-Drink: items are no longer consumed but put the command in cooldown, bigger stacks give shorter cooldowns; cooldown shared with Item
-Dual-Wield: now has a 13/16 attack power penalty
-Double Grip: 125% attack power instead of 200% final damage
-Drink: Power Drink now increases attack power by 10 instead of a dummy value, capped at +30
-Equip X abilities were replaced with new abilities
-Fight: successful hit regains 5 MP (3 if dual wielding), up to 80 MP
-Gaia: random chance independant of level, roughly 25% chance for each local spell effect
-GilToss: cost lowered to 10*VIT Gil per target
-GilToss: base damage is 1.5*VIT+5 instead of based on level
-GilToss: damage multiplier is based on level*(AGL+VIT)/2 instead of fixed 150
-GilToss: uses earth element
-Guard: take 1/4 damage instead of 0 from physical attacks
-HP +10%: renamed to Bulwark, adds 10 VIT as well
-HP +20%: renamed to Endure, HP +10%, can survive lethal hit if HP was > 1/8 before
-Kick: takes unarmed base attack power now into account instead of only using the brawl bonus
-Medicine: no longer affects MP recovery
-Mix: items are no longer consumed but put the command in cooldown, bigger stacks give shorter cooldowns; cooldown shared with Item
-MP +10%: renamed to Turbo MP, provides 10 MP at battle start
-Observe/Scan: grant free turn afterwards
-Red: grants White and Black magic up to level 4
-Rose: formerly Red2, grants White and Black magic up to level 2
-Slash: changed to hit-all physical 85 power STR/AGL attack with 75% base accuracy instead of kill all
-Song: max stat bonus reduced to 30 instead of 99
-Spellblade: grant free turn afterwards
-Spellblade: now compatible with all non-spell weapon types (Bows yes, Rods yes, Blood Sword no)
-Spellblade: no longer usable with X-Magic
-Steal: chance to steal and chance for rare item increases with AGL
-Throw: does no longer consume the item but gets a cooldown based on item used, e.g. Shuriken have faster cooldown, stronger weapons longer; cooldown shared with Item
-X-Fight: no longer ignores defense or evasion
-X-Fight: no longer lets magic weapons deal double the intended damage
-X-Fight: reduced from 4 to 3 attacks, increased damage from 50% to 57%
-X-Magic: only provides access to level 1 white/black spells by itself
-X-Magic: spells cast via this suffer a 13/16 attack power penalty
-X-Magic: can no longer use spellblade spells


New Abilities:
-AreaCast: equip-passive that lessens multitarget penalty for damage and accuracy from spells as if spells were "always multitarget"
-Brave: does not use the current turn and gain 100 MP = get to act twice now; delay until next turn is doubled
-Crit Up: increases chance for critical hits and their damage on katana and bows; increases min and max damage of axes
-Finesse: menu with 8 physical skills; work with spellblade, 2handed, dualwield and weapon's element
-Heal Amp: increase power of heal magic by 50%
-Martial: menu with 8 physical skills, 3 of those are shared with Finesse, same modifiers
-MagicAmp: increase magic elemental damage, same as e.g. Ice Rod, not stacking with those items
-MassCast: allows to multi-target certain otherwise single-target-only spells
-Pierce: attacks ignore absorb, immunity, resistance to element
-Politics: stealing gets you 2 copies of an item, double post battle reward
-Revenge: receive 25 MP when taking attack damage; poison and other effects do not count for this
-S-Jump: jump with double damage and longer air time
-Steady MP: recover MP after each turn
-TwinCut: perform two regular attacks with reduced attack power but increased multiplier
-Y-Magic: "counterpart" to X-Magic; non-X-cast magic gets 25% attack power boost
-Aero, Aid, Armor, Comet, Cure, Drain, Fury, IceSwd, Mute, Psych, Shell, Slow: cast spell of same name free of charge, single target only
-Sleep: cast spell of same name free of charge, multi target possible
-Sand: use enemy ability Quicksand free of charge, single target only
-Quake: use enemy ability of same name free of charge, multi target only


Spell changes, general:
-changed spell damage formula to include equipped weapon; this works as a % modifier of the spells' spell power
-in case of dual wield, uses the stronger weapon
-in case of double grip (ability known + free hand), 1/8 bonus is given
-for BraveBlade the dimished attack value is used
-"rod breaking" uses a value based on level instead
-staves and rods grant an additional bonus to spell power
-multitarget penalty was changed from -50% atk power to a M factor based on the number of enemies hit (100%, 65%, 45%, 36%, 29%, 25%, 23%, 20%)
-formerly multitarget penalty free spells (not abilities) now are subject to a lesser multitarget penalty (100%, 82%, 60%, 49%, 43%, 38%, 35%, 33%)
-likewise magic accuracy modifiers (mostly status spells, other auto-hit) were changed from 100%, 50%, ..., 50% to 100%, 71%, 60%, 53%, 47%, 44%, 41%, 38%
-flare-type spells now only pierce 1/2 defense instead of 31/32
-level based type spells use (80..150)% weapon damage as base instead of fixed 10..100
-level based type spells use (30+level/4) as stat for the M multiplier
-random type spells use (100% weapon damage + (0..40))*C/16 power instead of 50..200, with C as the original M multiplier
-for random type spells M is now calculated the same as for normal spells
-modified a few spell animations to make them multitarget compatible
-revive effects cancel doomed state
-extra damage against specific monster type spells now only get x4 damage instead of x8
-magic accuracy was changed from Hit% + (attacker.Level - target.Level) to Hit% + (attacker.Mag - target.Vit)/4
-spells based on caster's HP (e.g. Exploder, Holy Breath) or target's max HP (e.g. Flame, Breath Wing) are now properly influenced by resistances and weaknesses


Spell changes, specific:
-Animal/Mysidian Rabbit: heals party slightly instead of doing nothing
-Animal/Unicorn: no longer a full heal, changed to very strong heal with blind/poison removal
-Black/Curse: replaces Bolt3, against next hit target has 0 defense and takes +50% damage
-Black/Dark: replaces Lightning2, try to inflict blind to one enemy
-Black/Drain: added wind element
-Black/Psych: added poison element, capped at 50 MP
-Black/Quake: replaces Fire3, earth/ground elemental damage to all enemies
-Black/Stun: replaces Ice2, try to inflict paralyzation to one enemy
-Black/Tempr: replaces Ice3, increases attack power by 6, capped at +30
-Black/Water: replaces Fire2, water elemental damage to one/all enemies
-Blue/Aqua Rake: added water element
-Blue/Crusher: replaces Fusion, deals damage equal to target's max HP - current HP
-Blue/Exploder: x2 damage and caster survives with 1 HP if used by player
-Blue/Goblin Punch: damage bonus against same level target reduced from x8 to x4
-Blue/Hammer: MP damage changed to 50%+20
-Blue/L? Holy: replaces Aero2, use "Holy" against enemies whose level is NOT dividable by 2,3,4 or 5
-Blue/Needles: x2 damage if used by player
-Blue/Snowstorm: replaces Aero3, deals ice elemental level based damage against all enemies, can inflict blind
-Blue/Vampire: drains by 50% caster HP instead of 100%
-Blue/White Wind: heals by 50% caster HP instead of 100%
-Mix/Dragon Shield: immunity to wind damage
-Mix/Explosive: x2 damage and caster survives with 1 HP if used by player
-Mix/Kiss of Blessing: berserk status no longer ignores immunity
-Mix/Resist Fire: absorb fire damage, become weak to water and wind
-Mix/Resist Ice: absorb ice damage, become weak to fire and poison
-Mix/Resist Thunder: absorb lightning damage, become weak to ice and earth
-Spellblade: elemental enchants deal x2 damage on weakness hit and make no change to defense
-Spellblade/Dark: replaces Fire2, attacks can inflict blindness
-Spellblade/Drain: heals only 25% of damage dealt
-Spellblade/Flare: ignores all defense and basic physical evasion, does not modify attack power
-Spellblade/Hold: replaces Ice2, attacks can inflict paralyzation
-Spellblade/Psych: drains 20 MP, less for dual wield and X-Fight
-Spellblade/Stone: replaces Fire3, enchant with earth elemental damage
-Spellblade/Tempr: replaces Ice3, ignores 25% defense and adds 20 attack
-Spellblade/Water: replaces Fire2, enchant with water elemental damage
-Spellblade/Wind: replaces Bolt3, enchant with wind elemental damage
-Summon/Golem: lowered Earth Wall's HP from 1000 + (Level * 50)  to 200 + (Magic * 20)
-Time/Bleed: replaces Drag, minor damage + HP leak
-Time/Demi: damage doubles against wind weakness, halved against heavy types (instead of auto-miss)
-Time/Echo: try to cast an offensive spell any enemy has recently used; on failure to find a usable spell uses Demi instead
-Time/Flood: replaces Quick, water elemental damage to all enemies
-Time/G100: replaces Slow2, removes float and reduces evasion
-Time/Renew: replaces Haste2, reduces remaining item cooldown
-Time/Shift: replaces Void, target gets to act now (ATB = ready)
-White/Dia: replaces Scan, holy elemental damage to one/all enemies
-White/Holy: now pierces defense like Flare
-White/Pure: cures in addition to poison blind and paralyzation
-White/Smite: replaces Cure2, lightning elemental damage to one enemy, pierces defense
-White/Storm: replaces Cure3, wind elemental damage to one/all enemies
-White/Ward: replaces Life2, negate physical damage (Golem effect)


New Spells:
-Finesse/Martial: Cleave, stronger physical attack
-Finesse/Martial: Rampage, physical attack that can hit all
-Finesse/Martial: Fate Hit, random damage
-Finesse: Weaken, inflict physical damage and lowers evasion stat directly
-Finesse: Armor Break, inflict physical damage and lowers defense stats directly
-Finesse: Venom Strike, inflict physical damage with additional chance to inflict poison
-Finesse: Chill Out, inflict slow
-Finesse: Sharpen, ignores 25% defense and adds 20 attack for weapon attacks
-Martial: Salted Wounds, inflict physical damage, stronger against hurt targets
-Martial: Danger, inflict damage equal to own lost HP against all
-Martial: Tera Break, inflict very high physical damage
-Martial: Aid, restore 50 MP to ally, profits from Medicine skill
-Martial: Prepare, increase own level by 10


Status effects, general:
-status effect chance is no longer: if immune then 0% else 100%
-status effect chance now depends on affinity towards a relevant element (e.g. lightning for paralyzation),
   status resistance (now only 1/3 [or 2/3 on weakness] instead of 0%,
   attacker's magic, target's vitality and a few other minor factors
-heavy-type enemies can now be affected by HP to 1, revive-kills-undead and doom effects, subject to magic accuracy/evasion
-heavy-type enemies can now cure themselves from certain status effects after some time: berserk, blind, charm, mini, mute, old, sleep, toad


Status effects, specific:
-Charm: ends when taking any damage
-Haste: delay between actions is now only reduced by 33% instead of 50%
-HP leak: strength increased from 1 to maxHP/512 + 1, capped at 20, doubled if weak to fire, halved against player
-HP leak: only ticks per ATB point, not 3~5 times per second
-Level halved: against monster can no longer drop below half starting level
-Old: stats drop only to 50% of base (=no equipment) stats instead of down to 1
-Old: monster no longer lose levels instead now affects monster strength
-Old: increased tick delay from 5 to 30
-Poison: strength increased from maxHP/16 to (maxHP/16+20)*1.68 (roughly 10%), capped at 1000, doubled if weak to poison, halved against undead
-Regen: strength changed from VIT*Level/16 to VIT*softcap(Level+5)/32 + 2 * (VIT - 22)
-Sleep: ends when taking any damage
-Slow: delay between actions now only increases by 50% instead of 100%


Monster changes:
-potential max HP increased from 65.535 to 524.272
-with very few exceptions enemies have always elemental affinities, no more 90% of enemy types are pure neutral
-bosses and strong regular monsters can have "HP barriers", any overflow damage when reaching such a barrier is lost
--e.g. a boss with a barrier at 5000 HP is sitting at 5001 HP and hit for 9999 damage, he'll only drop to 5000 HP now and only the next attack continues as normal
-upon passing a HP barrier the following stats increase slightly: attack, STR, MAG, AGL, evade, m.evade
-upon passing a HP barrier maxHP decreases accordingly, meaning the enemy can never be brought back above such a barrier
-successfully inflicting a death, petrify or similar status will not kill a boss/monster with HP barrier directly, only drop it to the next HP barrier
-enemies can no longer be immune to displaying their HP
-enemies don't spend MP for spells
-self-targetted revival for monsters fails after the first time; monster reviving other monster has no limit
-stats, spell selection and drops were modified to fit with the other changes
-all monster should now reward non-0 exp
-strong fight is reduced from x8 attack power to x4
-changed Gloom Widows color so it can be differentiated from Tarantula
-monster like Omniscient should now treat !Gaia, !Animal, !Item, !Scan, etc. properly as non-physical
-rare item drops are 100% if you have no copy of that item yet


Monster formation changes:
-enemy formations of random encounters are now more random; for most formations there's only 1/8 chance that it spawns with all members present.
-if this 1/8 chance is not met, it is 50/50 for each monster (except the first) if it stays home.
-boss formations and select few random encounter formations stay fixed
-ABP gain is no longer determined by the base formation but a percentage of exp earned, capped at 200


Misc. changes:
-can now save at any time
-running on the world map no longer requires the ability
-can rename lead character by pressing L or R + menu button
-damage cap increased from 9999 to 32k
-in-battle dialog can be forwarded by holding any A,B or direction button, previously these dialogs had fixed speed
-same for cutscene auto-dialog
-eva% cap has been reduced from 99 to 70
-exp gain can be switched off in the config
-exp gain is no longer divided by the amount of surviving party members
-after battle, the party is healed by (1/8 maxHP + 4 * (VIT - 20)) * (VIT + 12) / 32
-reequip after job/ability change can now be set to either optimize or none (keep current items)
-changed menu attack display from 200% for dual wield and double grip to 13/16 and 5/4 respectively
-"sort" now actually sorts items instead of only grouping them by consumable/weapon/armor
-level from the likes of Hero Drink and Dragon Power mix is now capped at 239 instead of 255
-escape via L/R either works or doesn't, no more RNG; success depends on encounter, AGL, deaths and a few status effects
-"JOB Lv X ability" text on ability selection replaced with Active/Passive/Innate


Bug fixes:
-damage should no longer be able to overflow
-game no longer crashes when spells target 7 or 8 enemies at once, very few spells were not affected
-attempting to hit the 8th enemy with a single target attack should no longer hit a "random" party member

11
I don't mind.
Please append the numbers for credits, easier to find correct search results for that.

There are other people using the numberless name just to maximize confusion... (WoW, LoL, some browser games)
Only on YT I have that, on a different forum I tried to register that but had to switch emails because I never got the response on my regular mail address so I appended numbers each time - 3 was finally successful so I stuck with that for some time.
Two forums later registration failed again, I was mad and added random numbers to the end, until 5018 on the finally working account (that number has no meaning at all except that email registration is a...) and kept that since.
Enough rant.

12
well, you need an emulator with debugging options, e.g. geigers.
It should have a breakpoint option where simply enter the ram address you want to observe.
(see picture in attachment)
this case is "easy" since we know what value is used from which address
hint: cheat lists are useful, at least the kind that modifies 7Exxxx or 7Fxxxx values
try samurai goroh's from http://erick.guillen.com.mx/Codes/SNES%20Final%20Fantasy%20V.txt

in this case we want a read access, since the info is simply read from the address 7E2020.
write is for cases where you want to watch when a value is changed.
exec is for asm code that is actually executed.
the game will run until one of the breakpoints is triggered; hit "step into" to forward command by command in the code.
we expect here a case where the value is checked for the "learning" flag in 7E2020, $10 in this case.
so step a bit further in;
I got a few
29 80       AND #$80
29 40       AND #$40
29 20       AND #$20
those are not the flags we look for, so continue with run, we need a new read call.

this one looks promising
Code: [Select]
$C2/4C87 B9 20 20    LDA $2020,y[$7E:2020]   A:0000 X:0000 Y:0000 P:envMxdiZc
$C2/4C8A 29 10       AND #$10                A:0077 X:0000 Y:0000 P:envMxdizc
$C2/4C8C F0 DF       BEQ $DF    [$4C6D]      A:0010 X:0000 Y:0000 P:envMxdizc
change $C2/4C87 to A9 10 EA, that should do the trick.
with that every job ever should have learning = true.

A9 10   is  LDA #$10
EA  is <do nothing>, we have one byte left over here since we replace the 3 byte B9 20 20    LDA $2020,y with just two A9 10.
specifically we are in 8 bit mode here, as the capital M to the right of the line tells us.
if it was a lower case m we'd be in 16 bit mode, so we'd have to do A9 10 00   is  LDA #$0010, load a 16 bit number.

as a reference sheet what bytes are what command I usually use https://wiki.superfamicom.org/snes/show/65816+Reference


Sorry, that explanation is not very complete, I'm not good at teaching.

13
for dash just put A9 08 EA at $C0/125E
this is where the game loads if you have dash equipped
Code: [Select]
$C0/125E BD 20 05    LDA $0520,x[$00:0520]   equipped innates of character, replace with LDA #$08 so it is always true
$C0/1261 29 08       AND #$08
$C0/1263 D0 13       BNE $13    [$1278]

for learning you should be able to do the same, just check when
7E2020 in-battle innates character1
7E20A0 in-battle innates character2
7E2120 in-battle innates character3
7E21A0 in-battle innates character4
is checked for $10 = learning and replace the character based load with a constant load

14
I wonder if the advance version still has the same bug...
if you only have mutable abilities and get muted - the game just hangs. Because it can't find a valid slot to put the pointer to.

Quote
Does anyone know what the innate-granting function looks like?
There is no such thing. Innates are hardcoded in Job table. There is no granting :)
Actually there is - at least for the SNES version, I expect the GBA version to be similar.
When changing jobs or abilities the entire character is recalculated, including which innates you have active.
It just so happens there is a check if you are a mime or freelancer, only then does it even check for learned innates.
You could remove this check and get the innates on all jobs.

In the end, everything regarding innates is hardcoded, so if you want to change anything about it you have to get dirty with asm.

Also, I'd be careful with making every passive innate; not so much because getting +71.6% HP might be OP but because always-on cover (why did my mage just jump in front of the tank to take a physical hit?) or counter (fire sword vs fire absorbing enemy) or heaven forbid berserk can be very detrimental.


Quote
I also wonder if 2) the passives can be granted as soon as they are gained, rather than grinding out extra abilities you don't want.
All abilities (not only passives) are gained (learned) with ABP. I don't understand how you gain without grinding ...
maybe some kind of shop where you spend ABP instead of gold?

15
Final Fantasy V Research & Development / Re: FFV Offsets
« on: August 31, 2017, 01:28:10 AM »
that's simple, $D0/xxxx is the address the SNES uses which is different from the address we see in a hex editor.

luckily this is a HiROM so it just goes:
SNES -> hex editor
$Cx:yyyy -> $0x:yyyy
$Dx:yyyy -> $1x:yyyy
$Ex:yyyy -> $2x:yyyy
$Fx:yyyy -> $3x:yyyy
$4x:yyyy -> $4x:yyyy
$5x:yyyy -> $5x:yyyy

$7x:yyyy -> NONE, this is RAM

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