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1
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 11, 2018, 03:22:36 AM »
Whoops, meant the Cover skill.

2
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 11, 2018, 12:20:43 AM »
!Guard also redirects physical attacks (although self damage probably can't occur from various coding.)

Edit: I did a quick memory hack of FFVA and made it so confused player characters can cover their own attacks, so it's very technically possible.

3
0x80 is definitely unused (i.e. it's an empty function), dunno about the rest. 0x8f is similarly unused and you can tell by the offsets because it's 4 bytes before 0x86, which would be 2 assembly instructions (and 0x86 is similarly unused.)

4
Final Fantasy V Research & Development / Re: FFV Viewer
« on: February 23, 2018, 11:29:31 PM »
The only info I have for portraits is that they are located near 081446a8, you should try using GBA graphics viewer to narrow it down more. The simplest way to find tables is to search for pointer references, i.e. if something in a table is located at 08XXYYZZ do a hex search for ZZ YY XX 08 (or worst case YY XX 08 if the code offsets it by some fixed amount.)

5
I coded it so that if you don't have a caught monster then !Release can't proc, otherwise you always !Release the caught monster.

6
I just did some work on !Release related stuff and found a really funny bug so here's a post summarizing it:

So first of all I just added support for weapons to proc !Release; the game already allows !Release (and pretty much every !Action command) but unlike the normal behaviour for release, my added coded doesn't remove the monster from the player. It turns out there is a bug related to implementing this!!!

If you've never used the Necromancer job in FF5A (which makes sense, since you can only use it after beating literally everything the game has) then what you need to know is that it has an ability called !Oath which summons a monster and casts a spell. If this sounds suspiciously like !Release, that's because !Oath is a carbon copy of !Release: It pulls from four possible monsters, and those monsters use their !Release spell. But when I say !Oath is a carbon copy of !Release, what I really mean is...



!Oath has code that tells the game to replace the !Release command with !Catch after it's used, which is copied verbatim from !Release's code.



The only impact this has is that if you have both !Release and !Oath available, and you use !Oath, you will no longer be able to !Release whatever monster you have caught; instead you'll have to catch a new monster if you want to use !Release in the same fight. If you catch a new monster, it will just overwrite the previous monster and then allow you to !Release the new monster. If you finish the fight without catching a new monster, you'll have access to !Release again in the next fight.

7
I didn't get that from a table, when I was figuring out how to edit text I just took a specific text string and changed the characters to get the list.

8
Well, the problem is that actually converting my notes into something that isn't completely confusing takes some time, especially since a lot of my research deals with actual assembly which requires a lot of notes to explain to someone that's unfamiliar with how FFVA's code works, and a lot of my research is partial so even if I wanted to write documentation there would be a lot of missing holes. So, in the meantime I'm just going to upload my notes in raw format (note that they are very scribbly) and if anyone has questions I'll try to answer them. Also .asm files are just text files, the extension just lets certain text editors like Notepad++ add flourishes that makes the text easier to parse.

https://www.dropbox.com/sh/7rg03umyeilivuf/AAAaQr-aFw-bQqnK6-mdUtMKa?dl=0

9
Not at the moment, I still need to get some basic stuff working and polish the random generation first.

10
I finally got a playable alpha of my FFVA ancient cave idea working, but it's still in very early alpha so I don't have a patch ready for it yet. You can find it if you hop on the Discord, though. I'll do some cleanup work and post a patch once the holidays kick in and I get the time for it.

11
Final Fantasy V Research & Development / Re: Enuo
« on: July 12, 2017, 01:12:11 AM »
https://www.youtube.com/watch?v=gYePFcTVKIs

Here's ~2 minute Enuo and if you're willing to spend ~10 extra seconds you can reduce the RNG failure to succeeding two 80% chance rolls. Sub 2 minutes is possible if everything goes perfectly, i.e. the game picks the least time-wasting actions for Enuo. I think the Steam port is faster (Enuo's intro clearly takes less time on the Steam version) so this strategy is probably a guaranteed sub-2 minutes even with the RNG precautions.

The strategy is as follows:

All Freelancers, wearing Ribbon + Hermes Sandals + your favorite body armour.
Bartz - Masamune + anything else (you just need double digit damage), !Time, !Mix. Aegis Shield can potentially reduce time with RNG.
Everyone else - 2x Dragon Lances, !Aim, !Jump

First you one-cycle Enuo's first form as follows: Bartz !Quicks a regular attack (to get his HP < 599996) and then !Mixes a Dragon Kiss on Enuo. This makes him a Dragon type, which has the effect of making Dragon Lances deal 8x damage that bypasses defense. The Masamune also guarantees this is the first action of the fight. Then everyone !Aims a 9999 damage 2x Dragon Lance. Note that the initial !Quick prevents Enuo's first form from taking a turn and wasting time with an action. !Aim is used because !Mug, !Dance, !Focus and !Jump are the only other abilities that are guaranteed to hit and they all take more time to execute even assuming you get perfect Sword Dances.

For the second form, !Quick isn't needed (you can do it if you absolutely need to reduce RNG reliance but it'll cost time), so Bartz just mixes another Dragon Kiss onto Enuo. Then everyone !Jumps. !Jumps are used this time because Enuo's Protect status reduces the damage from !Aim to ~5-6k. Then Bartz takes a turn to attack Enuo and drop his HP < 59996, and then everyone completes their jumps and Enuo is dead. Note that you can give Bartz an Aegis Shield to potentially speed up the second phase since Enuo will be able to get off a move and a Aegis Shield proc can cancel the animations, but at this point it's just RNG to get those.

Note that technically Bartz can die during the second form if he does something like Almagest/Meteo > Dimension Zero since that actually reach his HP total but like I mentioned in the strategy you can avoid that by using !Quick !Fight !Mix for the second form. If the Dimension Zero counts as a physical attack, then you can also dodge it by giving Bartz a Mirage Vest. In either case, there is a guaranteed way to avoid getting killed so you only need two physical attacks to land for the strategy to work.

12
Not quite! I actually made it so that Job data can be assigned on a per character basis. I had some ideas for a hack with that idea, but currently it's being used to support a new randomizer (use an FFVA US rom on it!) The per character randomization is almost done, there are just a bunch of things that reference the skill tree data that I need to edit.

13
Doublepost, but I just started a small secondary project that I *can* show off in screenshots:


14
It's not really something that can be conveyed in screenshots, Time Magic just appears in the spell list when you use Dualcast.

15
Did some more work on my patch and gave Red Mages access to time with Red Magic. Still need to iron out a small kink to  make sure that Time Magic actually appears in the menu when selecting Red Magic,  but otherwise it looks like it works!

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