øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=465e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcb83.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcb83.html.zxlüg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰUfËOKtext/htmlISO-8859-1gzip8:ÖfËÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:01:55 GMT0ó°° ®0®P®€§²ð®küg^ÿÿÿÿÿÿÿÿ(fË Show Posts - Squall

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Squall

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 »
466
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: November 05, 2015, 10:05:05 AM »
Thank you Jorgur for your input. I was using a font that is with fixed width 'Lucidas' because its quite narrow, but maybe not all have it so I switched to 'Courier New'. Now I hope it will be ok for you too. But because of that change, many visuals needed adjustment and I had plans to redo part of it for later on ... so it seems the time came earlier :)

I was wondering myself about 'Death' property of some items, thank you for explaining its meaning in this case. BTW that 'Always' ... does it mean that come back if you get revived in a battle?

About gear type confusion ... its how the info is recorded in the ROM. They come with byte set as $16, for example Crystal Armor is:
Code: [Select]
            +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B
Data (hex): 02 08 16 80 00 00 00 14 00 02 00 00
Data (dec): 2 8 22 128 0 0 0 20 0 2 0 0

Gear Slot:   Body
Gear Type:   Light armor
Weight:        8 ($08)
and according to this table I display 'Light Armor'. I agree that Gold armor, Diamond, Crystal ... should not be light ... and vice verse for some ninja gear ($17 Heavy Armor).

BTW a new 2.1 version is posted with changes to the visuals, parsing of status 'Always', FX for Chicken Knife :D

467
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: November 04, 2015, 10:45:45 AM »
After couple of days of hard work a new version was released :)

- Since code became 2000+ lines and hard to read I reorganized it separate units. Now its really easy to focus on GBA or SNES only.
- New section: Armor
- New section: Text - you can play in converting PC (ANSI) text <-> GBA/SNES. If you use a regular copy a text could be truncated/transformed, so the safe way is hex.
- All text for Weapon, Armor, Description & Magic comes from ROM.
* In Text section there is a small neat feature - you may see GBA texts packed in the chunk starting of 36DD54. Now text is read not by offset but by index. I hope that will help to easy incorporate parsing of different GBA versions of the game.

 :lock: Please help me to locate Armor info in GBA!!!

468
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: November 03, 2015, 01:52:28 AM »
Jorgur, if I understood well the byte at +A in gear info is a simply an index into 'Element defense definitions' (D1/2580) table? Same goes for for +B but in Status table?

BTW what is the difference between:
Code: [Select]
1 [Element] evade
2 [Element] immunity
If you evade (100%) an element isnt it the same as been immune to it? Or there is a separate code that handle evasion ... in such case there should be a % to it

469
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: November 02, 2015, 11:30:39 AM »
Hehe I manage to extract the names using statistical searches, but its good to know exact steps. I will not upload this version. It will simply merge with a major update that I'm working atm - adding armor data. Currently I finished most of it, however I lack some info:
- the armor info in GBA. At 1462d0 I cant find that info and any of searches that I tired didn't work.
- Elemental Defense (+A) of gear ... It seems that info is not directly includes in these 12 bytes. Is there a separate table that handle that or it is hard-coded?
- Status Defense (+B) - same as Elemental Defense.

P.S. Does somebody knows full text translation table for GBA? The one that I have only have chars till 5C. Many times I find C2 87 or C2 8E in the text ... is that a picture, new line or ...?

470
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: October 30, 2015, 04:19:08 AM »
Hey @x0_000 welcome back. I hopped that you will see these posts, because I use your GBA notes as reference :)

Please, help me understand this dump from '2564 - Final Fantasy V Advance (U)(Independent).gba', starting with offset 0x36DD54:
Code: [Select]
Offset      0  1  2  3  4  5  6  7   8  9  A  B  C  D  E  F

0036DD50               00 00 00 00  54 45 58 54 01 79 17 00           TEXT y 
0036DD60   1D 83 04 00 F4 5D 00 00  F6 5D 00 00 F8 5D 00 00    ?  ?]  ?]  ?] 
0036DD70   FA 5D 00 00 FC 5D 00 00  FE 5D 00 00 00 5E 00 00   ?]  ?]  ?]   ^ 
0036DD80   02 5E 00 00 04 5E 00 00  06 5E 00 00 08 5E 00 00    ^   ^   ^   ^ 
0036DD90   0A 5E 00 00 0C 5E 00 00  0E 5E 00 00 10 5E 00 00    ^   ^   ^   ^

471
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: October 30, 2015, 03:43:09 AM »
Hey guys, a new version 1.2 was released:
- added 'back row' info
- added all missing info in Action:
* status inflicting info (darkness/killer bow)
* Rune info
* 'const dmg' info (Excalipoor)
* parsing of formula: 8E (Demon's Rod - GBA+)
- SNES header info, now it can read roms without headers, also roms with 'non-traditional' length ('Final Fantasy V - EasyType 1.1 by jce3000gt [h1].smc' & Final Fantasy V - Expert 0.947 by jce3000gt [h1].smc)

Let me share a little bit more about the last point ... initially I tried @samurai goroh suggestion to detect headers in SNES ROMs. It worked fine for most files, except jce3000gt ones. FileLength mod $8000 returns 513/544, but header itself is 512($200). So I corrected the routine:
Code: [Select]
    n := GetFileSize(f, nil);
    n := n mod $8000;
    n := $200 * ord (n > 0);
n is the size of the header, in other-words correction for the offset to weapon info.

P.S. Finally I understood how to extract/parse 'Back Row' info without hard-coding it  :laugh:

472
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: October 29, 2015, 03:08:45 AM »
Quote
Does this program have a name? "SNESParser" is a little vague, isn't it?
Hehe I think I state it clear enough that this program emerged, and wasn't intended. So I just named it to have a project name (in Delphi) but didn't really put some thinking in it :D Anyway if you guys have a suggestion - I will gladly change it.

Quote
It would be neat if it used the weapon names from the ROM, so I could check out the weapons from FF5 Ancient Cave
I like to 'drink from the source' ... meaning I prefer to get my data from a ROM rather then somewhere else. That include the names. But to do so I will need more info on how to extract names and to be honest I have no time do it on my own.
So far I know the entry point of texts and from your last link that they are 'crypted' using 'letter-frequency based table'. If this data is not compressed in a rom (GBA) it should be a simple table based transformation to ASCII. If it is compressed ... this will stay on hold :D

P.S. Nobody said something about the huge difference in stats from a gba rom and couple internet places that I mention ... and while Crit is a hidden stat so its hard to 'prove', Apocalypse has Boost: Stats - Strength+3 Stamina+3 in the ROM, but no such things mentioned in the caves.

473
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: October 28, 2015, 11:37:28 AM »
One interesting thing was comparing extracted data for extra weapons from gba with that of 'caves of narshe' ... I have to admit I found a huge difference. The best katana Mutsunokami has clearly 30% crit, but they state 50%. I found that @Djibriel in http://www.gamefaqs.com/gba/930369-final-fantasy-v-advance/faqs/61876 states 50% too...
 :hmm: So I was wondering ... were they both using bad info (maybe same source) or had the game been 'nurfed', so there are releases with 50% (probably old) and with 30% (probably newer)

474
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: October 28, 2015, 11:28:14 AM »
Hey guys I uploaded a version 1.1. Now it can read .gba but it seems to work with '2564 - Final Fantasy V Advance (U)(Independent)'. There, the ROM map suggested by x0_000 is identical.
I tested it with '2727 - Final Fantasy V Advance (E)(Eternity)' but weapons data starts at 0x157700 (header again?).

O btw another interesting feature in 1.1 is that you can see the 12 bytes as they should appear in GBA file (for easy Hex search).
I added the GBA extra weapon names from here: http://www.cavesofnarshe.com/ff5/weapons.php

Thank you @samurai goroh, I will try your suggestion for headers tomorrow.

475
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: October 28, 2015, 02:37:02 AM »
Neat program, but it doesn't seem to display the information correctly. My ROM doesn't have a header, maybe that's why?
Yes, the file offset is calculated with 0x200 header. I've tested with mainly with 'Dark Knight Kain' but it seems ok with RPGe, EasyType 1.1 & DeJap 1.03.

How I can check (with code ofc) for Header? Is the header size a constant?

476
Final Fantasy V Research & Development / Re: SNES Weapon viewer
« on: October 27, 2015, 11:00:44 AM »
Sorry, my mistake - wrong link, I will fix it in a minute.

 :edit: Link is now fixed. I hope its ok now.

I've read careful x0_000 post and tried to extract the same info ... it didnt work, I even tried 4 bytes search, copied from SNES rom, couldnt find a match ... maybe I'm doing something wrong?
Is data crypted in the file? Is file offset the same as entry points? (because in SNES I need to subtract C00000)

477
Final Fantasy V Research & Development / FFV Viewer
« on: October 27, 2015, 07:14:10 AM »
Hey guys,

while I was learning how the info for weapons is stored an application emerged. As a token of thanks to the great support (mainly Jorgur *respect*) I'm sharing it with you.
It was written for specific purpose - learning and export the accumulated data for my damage calculation project, but regardless I will be happy to hear from you your comments, suggestion or critics :)

Download: :edit: Images (zip)  Maps (zip)  Music (zip)  7.2 (exe-only)
You will need .smc or .gba file!
In order to see images, download both files and extract 'Images' folder where the .exe is!


 :xzone: Versions:
1.0  Can read SNES files (with headers)
1.1  Can read GBA files (tested with '2564 - Final Fantasy V Advance (U)(Independent)' )
1.2  Added all missing info. Now it read correctly all SNES files (with or without a header)

2.0 Major update. Name changed. Can read armor info (SNES only). A new Text section for GBA/SNES <-> ANSI text conversation. Fully read Weapon, Armor, Magic & Description text from ROM.
2.1 Many visual changes. Corrected SNES no header reading routines. Added missing info on ChikenKnife FX.
2.2 Can read GBA armor info, including Element/Status table. Export to CSV.

3.0 Major update. Can read Enemy/Monster info & AI script (SNES only).
3.1 Internal structure redesigned. Drop/steal info added.
3.2 Now work for GBA too.

4.0 Major update. Can read Magic info (SNES only)
4.1 Full parsing on all magic/abilities! Some minor bug fixes.
4.2 Added GBA info (big thanks to x0_000).

5.0 Name changed. Added Job/Ability tabs (SNES only).
5.1 Full parsing on all Job/Ability (SNES only).
5.2 Added GBA info (big thanks to x0_000).
5.3 Added Usable Items section. Added more filters in different tabs. Export moved in Text tab.
5.4 Many small fixes for GBA Enemy content & Display Info
5.5 Added Job Sprites & Palettes. Now you may see all frames in the battle for all characters & all jobs (SNES only!)
5.6 Added Monster Image as it is in the ROM (SNES only!, no Compression flag)
5.6.1 Now handle Compression flag  (SNES only!)

6.0 Added Encounters. You can see the battle, hear the music ^^. Added interactive WorldMap encounter selection! (SNES only!)
6.1 Added missing Encounters - Monster-in-a-box treasure, Dungeons, Event related. (SNES only!)

7.0 Added Background tab (GBA only!) Added LZ77 GBA compression. Added Monster Graphics (GBA)
7.1 Various bug fixes and small changes
7.2 Added Font (GBA only for now)

 :xzone: Credits:
Great icon artwork from Alforata
Sprites extracted from FF1&3 by The Spriters Resource
Initial 'guide' by samurai goroh

478
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: October 23, 2015, 02:55:22 AM »
 :omg: I was wondering why I read the ASM code so easy ... I did a little bit digging (research) and it turns out that SNES uses a processor that is pretty much 16 bit extension of 6502 ... I cant believe that after so many years I could use it again :D

Thank you Jorgur, your answers are pleasure to read and use!!!

479
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: October 22, 2015, 02:41:22 AM »
Thank you, thank you very much Jorgur, *deep respect* !!!
I understood what you said and even the assembly code (I dont know the SNES one, but I'm familiar with x86 and old motorola 6502 (Apple II)). Now I know I'm in the right place!

So let me state what I understood and please correct me if something is wrong: Parameter meaning depend on the damage formula. 'Back row OK' is hard-coded in that formula. 'Strong vs' too.
So pretty much all 3 are hard-coded. There are unused bits ... they could just use them for back row and strong vs   :omg: :lame:

 :edit:
BTW how to 'translate' the addresses you use in offset in the ROM (.smc) file? For example: D1/1380-1C7F: Item names (menu), at what offset in the file is?
What 128 hit% on Excalipoor mean? Is 128 so called 'A' - always hit?

480
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: October 21, 2015, 06:48:11 AM »
Sorry I forgot that ... in this 12 bytes of info, where I can find is the weapon work normal from back row, and Strong vs ?

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 »