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Author Topic: FFV Viewer  (Read 20103 times)

LightPhoenix

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Re: FFV Gear Viewer
« Reply #30 on: November 06, 2015, 07:14:41 PM »
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?

Isn't that the byte bit that's set for things like Bone Mail that make you undead?

Jorgur

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Re: FFV Gear Viewer
« Reply #31 on: November 06, 2015, 08:16:28 PM »
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?

Isn't that the byte bit that's set for things like Bone Mail that make you undead?
A bit that makes you undead or a bit that makes the status last forever? There is a bit under "Special properties" that makes you undead.
« Last Edit: November 06, 2015, 10:25:30 PM by Jorgur »

x0_000

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Re: FFV Gear Viewer
« Reply #32 on: November 08, 2015, 11:40:41 PM »
Since nobody helped me to find armor table in GBA rom, after heavy battle, today I finally manage to crack that hard nut  :laugh:

It not only starts on different address then the one @x0_000 mentioned, but the main difficulty to located it was the byte order ... its not the same as SNES or GBA Weapons. On top on that it seems that the rom I used as main (darkknight) has some difference ... so I did what usually I do when nothing helps - go as closer to the source as possible - the Japanese rom. From there after few experiment thing started to fill the puzzle.

Oops, looks like I typo'd that in my notes.

Squall

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Re: FFV Gear Viewer
« Reply #33 on: November 09, 2015, 01:50:37 AM »
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?

Isn't that the byte bit that's set for things like Bone Mail that make you undead?
No I was referring to the highest bit on Status 0. It has double meaning Dead (K.O/Wonded) or Always. Initially in my info I was parsing it wrong - as 'Death' :)

Squall

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Re: FFV Gear Viewer
« Reply #34 on: November 09, 2015, 09:28:21 AM »
OK, version 2.2 is out :)

- full support for GBA (finally Armor, Element and Status Defense table are read)
- correct parse of stat boost
- export of Weapon/Armor info to CSV. For now only basic info, later on when I decide what I need for my Damage Calculator I will export pretty much all :)

P.S. If you see any incorrect info, bugs, typos let me know. Also if you have idea what to add/change to make it more usable, comment here.
Also if you think the program is useful feel free to put it on wiki. You have all the rights to use/public or whatever. I dont need/require acknowlegment :D

Jorgur

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Re: FFV Gear Viewer
« Reply #35 on: November 09, 2015, 10:13:23 PM »
Instead of asking us to put it on the wiki, why not do it yourself?  :happy:
The wiki doesn't belong to anyone, in fact, it could use some more contributing users.
« Last Edit: November 09, 2015, 10:25:12 PM by Jorgur »

Squall

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Re: FFV Gear Viewer
« Reply #36 on: November 11, 2015, 02:09:30 AM »
Because I have no clue how to add a content in wiki :)

Jorgur

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Re: FFV Gear Viewer
« Reply #37 on: November 11, 2015, 02:36:56 AM »
It's not hard. You just click on the Edit button to change things. To create a new page, type in the name of your page in the Search field and hit enter, then click on the red link that appears.

Squall

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Re: FFV Gear Viewer
« Reply #38 on: December 04, 2015, 10:30:43 AM »
Finally a version 3 is released. This is a huge update
- Added Enemy Info
- Added Enemy AI parsing
- Added a nice picture of each enemy (from PC version)
- for now works with SNES only!!!
- now raw data (in hex or dec format) is optional, you may choose not to see it :)

I did quite a work over the design itself, because there is so much info ... please comment with your opinion & suggestions to make it easy to use.
There are still things to be done:
- Drop/Steal info
- .gba parsing
- MANY unknown in AI parsing ... any info that you have will greatly increase the readability if the AI script:
* F6 in AI now display the text but I still dont know what first param mean.
* I decoded the meaning of second param of F2 (Unhide), but to get proper parsing I will need to decode Enemy Formation first and then use that info to visualize which enemies will pop-up.

Jorgur

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Re: FFV Gear Viewer
« Reply #39 on: December 05, 2015, 09:06:36 AM »
The program is ever expanding. I look forward to the day when we no longer need hex editors.  :whoa:
Have you considering implementing editing functionality? At the rate at which you work, I can definitely see this becoming a fully fledged editor/parser.

The stand-alone .exe works fine, although I don't see those monster images anywhere. However, the .exe in the .zip-archive is a mess. It gives me an error about Dark Knight Kain's ROM, and I get access violation errors all the time when using the Monster viewer. According to file info, it has version 2.2.0.0 whereas the stand-alone .exe has 3.0.0.0.

The AI viewer is pretty neat. Nothing wrong with it as far as I can tell.
Sadly, the monster names are displayed incorrectly for FF5: Ancient Cave. This is because that ROM stores the monster names in a different location (probably the same place as the Jap. version). Not much we can do about it though.
The monster indexes confuse me. One seems to be the monsters' position in the list; the other reflects the true index, except some of the monsters have the same value (e.g. Neo-Exdeath's parts).
I would like to see Weapon names in the main area of the Weapons section, Armor names in the main area in the Armor section and Monster names in the main area of the monster section. This would enable us to copy/paste the names.
Displaying header information would be useful as well.

The overall design seems good. I like how you can quickly change sections on the left side, and hide/show advanced info on the right. Resizing areas and the main window seems to cause a lot of issues, so you might want to consider disabling resizing altogether. Just a thought: You could add a separate section for program settings, such as resizing and displaying raw data.

Some issues:
- When you resize the main area of the Monster viewer the program will sometimes crash. Resizing it too small gives you a non-fatal error.
- If you open a ROM, go to the monster viewer and immediately click on the "info" buttons, you get a non-fatal error. If you instead try to resize the main area in the monster viewer, you get a different error.
- If you hide advance info in Weapons/Armor then go to the Monster editor, the main area becomes tiny.
- Trying to view the Monster info for Minotauros gives you a non-fatal access-violation error.
- The Thunder Rod has an odd glitch (see attachment).
- If you click on Info-hex followed by AI-hex, or Info-dec followed by AI-dec, the Info buttons "turn off". However the info still shows up in the main area as if they were "on".
- I see the list of monsters stops at index 368. According to the ROM map in the wiki, the monster data section has enough space for 384 monsters. This might be a problem with ROM hacks that use all of the space.
« Last Edit: December 07, 2015, 10:05:45 AM by Jorgur »

Squall

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Re: FFV Gear Viewer
« Reply #40 on: December 07, 2015, 03:14:21 AM »
Quote
Have you considering implementing editing functionality? At the rate at which you work, I can definitely see this becoming a fully fledged editor/parser.
Yes I had. The problem is that editing require to show all the things and most of all a design that will allow to tweak. On the otherside parsing is like translating specific info in more human understandable and descriptive way. I'm definitely looking forward for it.
Quote
The stand-alone .exe works fine, although I don't see those monster images anywhere. However, the .exe in the .zip-archive is a mess. It gives me an error about Dark Knight Kain's ROM, and I get access violation errors all the time when using the Monster viewer. According to file info, it has version 2.2.0.0 whereas the stand-alone .exe has 3.0.0.0.
Yeah things got messed up. To see images you need to copy folder Images to where the .exe is. In next version I will separate Images folder and the executable in two separate downloads.
Quote
The monster indexes confuse me. One seems to be the monsters' position in the list; the other reflects the true index, except some of the monsters have the same value (e.g. Neo-Exdeath's parts).
The first index is the index of the monster (starting with 1. Internally the game uses 0-based index, so I will probably change that). The second index is the name index (+1E). All 4 parts of Neo-Exdeath have the same name (index 78) but are different monsters.
Quote
I would like to see Weapon names in the main area of the Weapons section, Armor names in the main area in the Armor section and Monster names in the main area of the monster section. This would enable us to copy/paste the names.
Displaying header information would be useful as well.
I wanted to do it, but here is the dilemma: We have names that come from the ROM. On the otherhand it might be a good idea to have a common naming (regardless of the name in the ROM). So the question is - what name we should use in the info? What name we should use in the list? I'm not sure what 'header information' you refer ...?
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Trying to view the Monster info for Minotauros gives you a non-fatal access-violation error.
I know about that. I need to rewrite my internal structures to be able to fix it. This will happen very soon, because I need it for drop/steal info.
Quote
I see the list of monsters stops at index 368. According to the ROM map in the wiki, the monster data section has enough space for 384 monsters. This might be a problem with ROM hacks that use all of the space
I parse 256 mobs + 112 bosses = 368. That matches the number in 'FFV editor'. I'm not sure about the missing 16 entries ... maybe they are not used?

P.S. BTW in the Neo-Exdeath battle there are 2 dummy entries (#335, #336) ... but we cant target them, neither they take dmg from 'hit-all'. Do you know why they are there?
« Last Edit: December 07, 2015, 03:28:27 AM by Squall »

Jorgur

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Re: FFV Gear Viewer
« Reply #41 on: December 07, 2015, 05:06:38 AM »
I wanted to do it, but here is the dilemma: We have names that come from the ROM. On the otherhand it might be a good idea to have a common naming (regardless of the name in the ROM). So the question is - what name we should use in the info? What name we should use in the list?
What I meant was simply put the name from the list on the left in the info area.
Quote
I'm not sure what 'header information' you refer ...?
Header Yes/No and header size.
Quote
P.S. BTW in the Neo-Exdeath battle there are 2 dummy entries (#335, #336) ... but we cant target them, neither they take dmg from 'hit-all'. Do you know why they are there?
I don't know, but I'm sure somebody else here knows.

samurai goroh

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Re: FFV Gear Viewer
« Reply #42 on: December 07, 2015, 08:04:24 AM »
I'm sure Exdeath's dummies (335, 336) are actually where it loads the huge image, while the four targets (363 to 366) only have the AI and no sprite
I'm the best in the universe! Just remember! [F-zero X]

Squall

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Re: FFV Gear Viewer
« Reply #43 on: December 07, 2015, 09:52:26 AM »
Version 3.1 is out:
- Internal structures were redesigned (finally :D )
- Added Drop/Steal info.
- Now Minotauros will not give error.
- Overall stability (when re-sizing) should be ok

What do you think about removing lines with '{' & '}' and the leading hex bytes in the 'Simple AI view'? It will make the script much easier to read, but we will loose some raw info ...

Quote
I'm sure Exdeath's dummies (335, 336) are actually where it loads the huge image, while the four targets (363 to 366) only have the AI and no sprite
I dont understand why they decided to do it in so complicated way ... 2 dummies for graphic & 4 sprite (no image) for the real battle. It is far more natural just to associate a picture with the 4 targets (363-366), so when a part dies it vanish from the screen.

BTW is there an index or something that point what picture/sprite should be drawn for a given monster? Also I lack real info on AI condition '05 if in position' ... it doesnt make sense

Squall

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Re: FFV Gear Viewer
« Reply #44 on: December 08, 2015, 09:23:35 AM »
Version 3.2 is out:
- now you can see Enemy info from GBA

** There is some missing info for GBA:
- AI script for bosses (cant find it)
- Special info

One interesting thing is that GBA version uses FC the same way as FD (action group), but only when we have a group of 3 actions with 33% chance each.
What 'Mirror'/'Reverse Polarity' does?
I need more info on GBA, please share as much as you can :)

P.S. I'm moving toward formation groups so I can display proper info from F2 (Unhide). Can you give me some overview? In particular I'm interested about coordinates (my guess is battle screen is divided as grid).