øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=24;area=showposts;start=90e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcc3c.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=24e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcc3c.html.zxYeh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ .HŒOKtext/htmlISO-8859-1gzip8:ÖHŒÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:29:38 GMT0ó°° ®0®P®€§²ð®Xeh^@HŒ Show Posts - Entroper

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Messages - Entroper

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91
General Discussion / Re: Wrote the expression parser last night.
« on: March 30, 2008, 12:21:12 AM »
Note for future reference:

Code: [Select]
return new ExprBinaryOp(op, BuildExpression(in), BuildExpression(in));
Seems like a simple line of code.  Interestingly enough, in testing, it turns out that the second call to BuildExpression() actually executes first!  Since it is important that expressions are read from files in the same order as they are written to files, this resulted in the order of operations being reversed.  I had to change the above to:

Code: [Select]
Expression *lhs = BuildExpression();
Expression *rhs = BuildExpression();
return new ExprBinaryOp(op, lhs, rhs);
This ensured the order was correct.  Pretty strange if you ask me... I had no idea that function parameters were not always evaluated left-to-right.

92
General Discussion / Re: Wrote the expression parser last night.
« on: March 29, 2008, 11:11:55 PM »
Yeah, I should NOT have written that code after driving back down from DC last night.  I just now got it to pass my tests after spending the last hour fixing a huge number of errors.  :bah:

93
General Discussion / Re: Wrote the expression parser last night.
« on: March 29, 2008, 06:44:11 PM »
I'm working on ways to display the expressions as strings and write them to files for the script editor now.

Can you guys deal with prefix notation?  It's definitely going to be that way in the file, and I think it'll be viewable as a tree in the editor.  But it would be nice to collapse the tree down to a single line, and I don't want people to be horribly confused by prefix notation.  Prefix notation is where you write + 2 3 instead of 2 + 3, or * 5 + 2 3 instead of 5*(2+3) for example.

94
General Discussion / Re: Wrote the expression parser last night.
« on: March 29, 2008, 04:59:34 PM »
Well, for those who don't know programming, you won't understand.  For those who do...

The expression system is a tree data structure, where each node in the tree is a class derived from the Expression abstract base class.  Leaf nodes are literals or variable names, and non-leaf nodes are operators like +, -, AND, OR, >, <, etc.  So when your expression contains a +, there's a node in the tree for the + which has two expressions as children.  That's the trees.

The recursion comes as a natural result of working with trees.  To evaluate an operator like +, you simply evaluate its sub-expressions, add the results together, and return the answer.  The recursion stops when you evaluate a literal or variable node (which just returns the value).  And the polymorphism comes in with the Evaluate() function being a pure virtual function in the Expression class.

95
General Discussion / Wrote the expression parser last night.
« on: March 27, 2008, 10:32:03 AM »
I love trees, recursion, and polymorphism.   :happy:

96
General Discussion & Support / Re: FF5 Multi Editor
« on: March 26, 2008, 01:29:26 PM »
Feel free, to use it for anything you want, that's why it's posted.  :)  I appreciate the credit, and you're going to credit me, credit my friend who goes by the name of Miodhchion, for helping me figure out what most of this stuff means.  I did the ripping and guesswork, he twiddled values around and playtested to figure out the stuff we couldn't guess.

97
General Discussion & Support / Re: FF5 Multi Editor
« on: March 25, 2008, 01:11:46 PM »
I have separate spreadsheets for FF4A and FF5A.  The FF5data.xls link is from the FF5A GBA ROM.

98
Dbi News / Re: Goldeneye News Roundup
« on: March 24, 2008, 07:24:07 PM »
Really ought to use your KF7 when you open that door!  :)

99
Gaming Discussion / Re: FF4A question.
« on: March 24, 2008, 02:50:14 PM »
The GBA version does have some pretty bad ATB bugs, but that isn't one of them.  Imps are just pathetically slow.  :)

100
Gaming Discussion / Re: The State of FF2/4 Walkthroughs/FAQs
« on: March 24, 2008, 02:09:52 PM »
I think 20 is pretty average.  I'm usually at 17 when I get to Mysidia, and I level the twins up to 13 or so while I grind to buy the Paladin armor so that Cecil has something to wear on the return trip.  I recall Cecil typically having 5x40 attack on the status screen when I equip Deathbringer/Black sword.

It is rather amusing fighting those large birds on the return trip (they have so many names...).  As a Dark Knight, you can dispatch them in one hit because they aren't resistant to the auto-death of your dark sword, and if that fails, you can still count on 250-300 damage.  As a Paladin even at level 9 or 10, you're doing maybe 150 damage to an enemy with somewhere around 800 hp.  Thankfully, Cecil gains levels very rapidly and becomes a powerhouse again upon receipt of the fire sword in the Tower of Zot.

101
SPC - Hard Core / Re: Final Fantasy V
« on: March 23, 2008, 11:19:54 PM »
You'll like this.

http://entroper.no-ip.org/FF5/FF5data.xls

This is from the GBA ROM, BTW.

There's even a monster AI dump.

That link is broken now...  :sad:

Sorry.  Somehow, the file got renamed to FF5Data.xls (note the capital D).   :wtf:

102
This is why I'm keeping resistances/immunities/weaknesses/etc. as orthogonal as possible in the OF engine.  Too much confusion otherwise.  :eek:

103
Final Fantasy IV Research & Development / Re: "Heal/Medicine" Command
« on: March 14, 2008, 09:45:44 AM »
Yeah, I guess I got that message instead of the greyed out command.  Same horrifying experience.  :)

104
So it's just hard coded that if a piece of equipment is resistant to fire, it's also weak vs. ice?  That's a bizzare way to do that, though it's no more bizzare than any of the rest of the engine I suppose.  :)

105
General Discussion / Re: Battle Stats
« on: March 14, 2008, 06:55:50 AM »
I like most of those.

A lot of these ideas were inspired by all the stat tracking in Super Smash Bros.  I especially like the idea of tracking what your game time was at certain events.  I'll have to add commands to event scripts like "log event" where it records the time and a string saying what you did.

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