øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=49e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd45e.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=49e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd45e.html.zx«`h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ00WEÌOKtext/htmlISO-8859-1gzip8:ÖEÌÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:09:40 GMT0ó°° ®0®P®€§²ð®«`h^ÿÿÿÿÿÿÿÿË,EÌ Show Posts - samurai goroh

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Messages - samurai goroh

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1
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: April 03, 2018, 12:06:11 PM »
This is from memory, but here's what happens:

When the timer runs out, the game will use the attack "Terminate" (which is what Odin and the Movers use to abort the battle). If you were to use this glitch with any other monster, then when you return from the battle you will see the animation of your character drowning (even if you're not in the water anymore) & you'll go back to the Title Screen (If you're in the world, then you will simply see the drowning animation & IIRC if you opened the menu, the counter will reach 0:00 but nothing will happen until you return to the world).

However, in the case of Exdeath the credits will play before you actually die, as you're not supposed to get out of the battle unless you won (dying takes you to the title screen). But due to this, there's a side effect that happens when you are watching the stats & this is that since you're dead the "battle" there ends too (and is not shown on the video, but instead of seeing the 4 characters with "THE END", you will go back to the title screen as you would with a game over).

Once you triggered this bug (escaping from the Sunken Walse Castle with the counter) there is only a way to fix this, find something that triggers a time event. Easiest is to go back to the sunken castle, but there are alternatives such as fighting Odin or going to Jacohl Cave's entrance... If you happen to save the game and cannot stop the timer, then you just soft-locked the game XD

Note: Is not really useful for speedrunners considering the setup you need (having the submarine) and that it can only be effectively used on Exdeath (and you would have to clear your way or else you wouldn't be able to reach him on time). Perhaps it counts as a cheap victory if you're doing a 4 Job fiesta or something and are stuck...

2
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: April 02, 2018, 09:02:25 PM »
At the Sunken Walse Tower, the map is only the crystal room, so you cannot reach other rooms (other than using the usual stairs). However, there's a side effect & that is that the counter will remain. With that in mind (and if you remember how Odin's fight goes), you can win a battle at the cost of your life & what better use than to reach Exdeath!


3
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: April 02, 2018, 11:14:34 AM »
There's also a Walk Through Walls in Sunken Walse Tower, that is displayed here:


And there's the Skip Kelb Town glitch that might or might not be considered part of this:


And this might be a bit of stretch, but using teleport on either Kelb or Ancient Library have some relation to the world map.

4
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: April 01, 2018, 12:47:35 PM »
It seems we have now a patch which fix every bug related with maps.
Are we missing something?
If you can list exactly what is fixed, then I could take a look and see if there's any other map-related bug or not.

Anyway, this was just posted today in TASvideos:
#5899: pirohiko's SNES Final Fantasy V "game end glitch" in 10:42.29

5
I know what some of the new skills use for Attack Formula:

0x81 = Finisher
0x82 = Predict
0x83 = Condemn
0x84 = Cannoneer: Open Fire
0x85 = Cannoneer: Combine
0x86 = ?
0x87 = Dark Arts: Drain Touch
0x88 = Dark Arts: Evil Mist, Hellwind
0x89 = Dark Arts: Chaos Drive
0x8A = Dark Arts: Deep Freeze
0x8B = Dark Arts: Meltdown
0x8C = Dark Arts: Curse
0x8D = Dark Arts: Doomsday

6
Final Fantasy V Research & Development / Re: New Project
« on: August 29, 2017, 11:38:06 PM »
There are still few unknowns:
  • Initial value at the start of a battle. I had examine that code before, but I didn't find any initialization, so it looks kind of random. In other FFs (FF7 for example) ATB fills even after the battle is over, so if you wait on victory animations you can always start with full ATB. I wonder is something like this happens here ...
  • "Eveyone's ATB increases at a constant rate" - whats the rate? 1? Does haste/slow affect that rate?
  • What will happen if 2 or more participant end with ATB 0 at the same time?
1. The initial ATB value is in fact the "120 - Agility" part (Of course, it will depend too on whether you get a Pre-emptive or Back Attack). For example, lets take Butz default stats which has an agility of 25, so 120-25 = 95. So it's expected that his ATB is either 95, 96 or 94 (due to the chance of +/- 1). Each time you end your turn, the ATB will go back to 95 and start decreasing from then

2. I'm not certain, but I'm positive that this is correct. Slow/Haste will change the initial (and current) ATB. So instead of having the 95 ATB, with haste you'll have 47 & with Slow you'll have 190.

3. When 2 or more characters end with the same initial ATB, and therefore reach 0 at the same time, I heard that there is a code that gets in charge of sorting this out using entropy (can't remember from where, but either from github or one of the many Japanese wiki sites)


I also have these other addresses, but I haven't played with them so I don't know exactly how they work. They are sort of controls for the ATB behavior.
Code: [Select]
(01=On, 40=?, 80=?)
7E3CFB XX          1st Player Timer Status flag - ATB Gauge
7E3D06 XX          2nd Player Timer Status flag - ATB Gauge
7E3D11 XX          3rd Player Timer Status flag - ATB Gauge
7E3D1C XX          4th Player Timer Status flag - ATB Gauge
--------------------------------------------------------------------------------
7E3D27 XX          1st Enemy Timer Status flag - ATB Gauge
7E3D32 XX          2nd Enemy Timer Status flag - ATB Gauge
7E3D3D XX          3rd Enemy Timer Status flag - ATB Gauge
7E3D48 XX          4th Enemy Timer Status flag - ATB Gauge
7E3D53 XX          5th Enemy Timer Status flag - ATB Gauge
7E3D5E XX          6th Enemy Timer Status flag - ATB Gauge
7E3D69 XX          7th Enemy Timer Status flag - ATB Gauge
7E3D74 XX          8th Enemy Timer Status flag - ATB Gauge

7
Final Fantasy V Research & Development / Re: New Project
« on: August 28, 2017, 08:52:34 PM »
First off, listing what is mentioned on the algorithm FAQ

Quote
SLOW - ATB takes twice as long to fill.
HASTE - ATB takes half as long to fill.
STOP - Timers associated with the target will not increase (ATB,...)
CONTROLLED - Monster's AI script is overridden. They will not follow any React scripts or Condition scripts and overrides being Flirted as well. When the controller's ATB fills up, they can make the monster issue one of the attacks that are listed under "Control" in the Monster Data section. The controller can choose who to target with the attack as well.

INITIATIVE:  Wielder begins the battle with their ATB full (always gets the first chance to act, used by Masamune)

Quote
---------------------
6.11) ATB CALCULATION
---------------------
1) Everyone's ATB is a measure between 0 and 255.
2) Initial values at the start of battle = ??
3) Eveyone's ATB increases at a constant rate (unlike FF6-9).
4) Once someone's ATB reaches 255, they can perform an action.
5) After performing an action, their ATB gets "reset" and is calculated as follows:

i)   Let N1 = 120 - Agility + (Equipment Weight/8). Minimum value = 1.
     For Monsters, use Speed instead of Agility, Equipment Weight = 0.
ii)  If they have Haste status, N1 = N1 / 2. Minimum value = 1.
iii) If they have Slow status, N1 = N1 * 2. Maximum value = 255.
     Note that Haste and Slow are mutually exclusive statuses. You can only have one or the other, but never both at the same time.
iv)  ATB = 255 - N1
In here, in point no. 4 the ATB is not increasing but actually decreasing as you can observe with the following memory addresses. When one of these address reaches 0, then the player/enemy will be able to perform their command:
Code: [Select]
7E3D7F XX          1st Player Timer Remaining Duration - ATB Gauge
7E3D8A XX          2nd Player Timer Remaining Duration - ATB Gauge
7E3D95 XX          3rd Player Timer Remaining Duration - ATB Gauge
7E3DA0 XX          4th Player Timer Remaining Duration - ATB Gauge
--------------------------------------------------------------------------------
7E3DAB XX          1st Enemy Timer Remaining Duration - ATB Gauge
7E3DB6 XX          2nd Enemy Timer Remaining Duration - ATB Gauge
7E3DC1 XX          3rd Enemy Timer Remaining Duration - ATB Gauge
7E3DCC XX          4th Enemy Timer Remaining Duration - ATB Gauge
7E3DD7 XX          5th Enemy Timer Remaining Duration - ATB Gauge
7E3DE2 XX          6th Enemy Timer Remaining Duration - ATB Gauge
7E3DED XX          7th Enemy Timer Remaining Duration - ATB Gauge
7E3DF8 XX          8th Enemy Timer Remaining Duration - ATB Gauge
Therefore, point no. 4 is actually 0 and not 255 (do to the counter decreasing and not increasing)

I would like to note something about the Agility here, every time a battle starts, your Agility may be off by +/- 1 point. This will cause that characters (or enemies) with close or same speed to attack in different order than how they would in other battles.

Quote
11.2) AI SCRIPT
This denotes a list of commands that the monster will follow during battle. After each command, the monster must wait until his ATB fills again before he can execute the next command. The exceptions are Change Target and Set Variable which do not take up any time. Also, commands executed due to React: occur immediately. Note that "Nothing" indicates that no action is taken that round, but the ATB must still fill up before executing the next command. Once the end of the list is reached, the AI goes to the beginning of the list and continues the cycle.

Note that the monster will not follow its AI script if it has Berserk, Charm or Controlled Status and will not execute any React: scripts if it has Stop, Paralyze or Sleep Status.
When a monster reacts, his ATB momentarily changes to 1, so in the next tick (frame) it can perform the reaction and then goes back to where its ATB bar was.


I would like to point out that there is some kind of glitch with the Berserker's ATB, first off their first turn works different (I never bothered to check how, so I can't be more specific here) and also it seems that when a Berserker dies & stays death for some time, when you revive him he will immediately will answer with an attack (as if the counter would still run after being death, instead of restarting from "0").

8
Final Fantasy V Research & Development / Re: Free RAM?
« on: August 26, 2017, 11:33:31 AM »
I tried to run movies I have for FFV (like the TASes, bugs, etc), while some were for the fan translation, I still ran them all on the normal J version. I got similar results but what I did instead of comparing old value != new value, I just checked that at all times the number of changes to be 0 & even tried some other stuff like resets. In the end I got similar results than yours:

Code: [Select]
7E1E16 to 7E1E3F
7E1E6C to 7E1EBF
7E1ED6 to 7E1EFF
7E1F08 to 7E1F83
7EF873
7EF87C to 7EF88B
7EF88F, 7EF8B3
7EF9CC to 7EF9DB
7EF9E1, 7EF9E2
7EFEEA to 7EFEEF
7EFEF1 to 7EFEF3
7EFF29, 7EFF2A
7EFF34 to 7EFFFF
7F6000 to 7F61FF
7F6A11 to 7F6A17
7F6A43 to 7F6A48
7F6A87 to 7F6A89
7F6AB8 to 7F6ABA
7F6AE9 to 7F6AEB

Note that this was written and compared by hand, so it's prompted to have issues (though I doubt it). BTW, Many addresses that were never used, changed when watching the credits (specifically after watching your stats)...

9
Final Fantasy V Research & Development / Re: Free RAM?
« on: August 25, 2017, 10:59:01 PM »
I'm unsure if a RAM map exist that lists the unused addresses... If it helps, I don't have any memory address labeled in those ranges you've mentioned, so at least that's something.

Well, if values stay as 0x55 (using Snes9x) from the first frame, then is a safe indicator that the value wasn't populated. Odds to have it hit 0x55 would be too low. An approach I would try is to code a Lua script that somehow compares all values (0x20000 ?) and discards them if value changed. If using Snes9x and not Bizhawk, then you could cheat and always compare to 0x55, which is the value that's always pre-populated at startup.

10
Final Fantasy V Research & Development / Re: New Project
« on: August 14, 2017, 06:38:52 PM »
Something I'm not fond of the current viewer is that it tries to have all info in "one window". While is nice quickly jump from one tab to another it feels like sometimes the info is scattered and other times is clustered. Also, the tabs feel out of order.

One thing I forgot on the other post, not sure if it's used by others but my editor has the option to create a txt file with the info. While is kinda rudimentary I believe it can be a nice feature to incorporate, specially if you could combine it with filters like looking for specific attribute or similar (e.g. enemies weak to Petrify)...

Something that IMO screams a must have in order to have a new editor is the option to edit sprites (be it for characters, enemies, backgrounds, etc).

I'll try to come up with a mock-up because designing the GUI is in my opinion one of the most vital parts of a program, other than actually working as it should >.<

Lets say we convert the Viewer into editor. What benefit we will get from it (compared with existing ones)? Personally I don't want to create 'yet another editor'. If we will do new editor it must have more options, to be easier to use, ...

Anyway IF you have a clear vision of how a new editor will look and what new features it will have, lets do it. Please share in details your vision, the layout of future editor. We can start with something and then upgrade/improve. What is your suggestion to start with?
One obvious reason is to just depend on a single tool rather than using multiple ones. And as you mention, simpler tools will attract more people. There is no Read me nor Help section in the viewer and since it also handles the GBA version, some features are not present for the SNES and will throw an error rather than just being disabled...

11
Final Fantasy V Research & Development / Re: New Project
« on: August 12, 2017, 10:39:00 AM »
I was thinking the same as Jorgur, why not creating an ultimate tool with all the info we have now?!
I had the intention of learning C# and import mine, but never got around it >.<

IIRC the viewer still misses a couple of options that my tool does have, like:
- Base stats table (HP, MP, Exp)
- Shop info

12
General Discussion / Final Fantasy weekend (50% off)
« on: August 10, 2017, 04:46:44 PM »
For anyone interested on the Steam versions of Final Fantasy, it seems that there is a offer going on for this weekend:
https://www.humblebundle.com/store/promo/final-fantasy-weekend/

13
Final Fantasy V Research & Development / Re: Monster AI - HP triggers
« on: August 05, 2017, 08:55:02 AM »
It wasn't that hard (only 30) by searching in the Algorithm FAQ:

Bahamut, Byblos, Carbunkle (1st form), Conago, Dilure, Exdeath (Exdeath Castle), Exdeath (Final), Exdeath (Solo battle vs. Galuf), Galura (Waltz Tower), Gilgamesh (Bridge), Gilgamesh (Dungeon), Gilgamesh (ExDeath Castle), Gilgamesh (Ship), Gilgamesh (X-Zone), Gogo, Launcher (1), Launcher (2), Magisa, Mithril Drgn, Necrofobia, Necromancr, Neo X-Death (part1), Omniscient, Seal Guardian (Air), Seal Guardian (Earth), Seal Guardian (Fire), Seal, Guardian (Water), ShieldDrgn, Shinryuu, Sol Cannon

Code: [Select]
Mithril Drgn
    HP < 300{
Dilure
    HP < 300{
ShieldDrgn
    HP < 10000 & HP Damage{
Conago
    HP < 300{
Necromancr
    HP < 3000{
Magisa
    V00=00 & HP < 300{
Galura (Waltz Tower)
    HP < 800 & HP Damage{
Byblos
    HP < 800  &  HP Damage{
Launcher (1)
    HP Damage & HP < 10000{
Launcher (2)
    HP Damage & HP < 10000{
Sol Cannon
    HP Damage & HP < 10000{
Gilgamesh (Dungeon)
    HP < 10000 & HP Damage{
Gilgamesh (Bridge)
    HP < 2500 & HP Damage & V00=00{
Gilgamesh (Ship)
    HP < 6000{
Seal Guardian (Fire)
    HP < 3000{
Seal Guardian (Earth)
    HP < 3000{
Seal Guardian (Water)
    HP < 3000{
Seal Guardian (Air)
    HP < 3000{
Exdeath (Solo battle vs. Galuf)
    HP < 1{
    HP < 43000{
Carbunkle (1st form)
    HP < 3000{
    HP < 10000{
Gilgamesh (ExDeath Castle)
    HP < 42000 & V00=00 & HP Damage{
Exdeath (Exdeath Castle)
    HP < 16000{
    HP < 7000{
Omniscient
    HP < 4000{
Gogo
    HP < 33000 & HP Damage{
Bahamut
    HP < 10000{
    HP < 15000{
    HP < 20000{
    HP < 25000{
    HP < 30000{
    HP < 35000{
    HP < 10000 & Magic:Mega Flare{
Gilgamesh (X-Zone)
    HP < 30000{
Shinryuu
    HP < 20000 & HP Damage{
Necrofobia
    HP < 9999 & V01=00 & HP Damage & React:??{
Exdeath (Final)
    HP < 10000{
    HP < 30000{
Neo X-Death (part1)
    HP < 15000{
    HP < 30000{

14
Final Fantasy V Research & Development / Re: Enuo
« on: July 20, 2017, 04:31:10 PM »
There's a Youtube tag just below changing color, then just use the short URL and you're ready to go.

Here's an example of the last video, just using the code tag so you can see the text w/o converting it into the embedded video:
Code: [Select]
[youtube]https://youtu.be/WbEWSkJEt88[/youtube]You could just copy this and just change the ID whenever you want to embed a video here

15
Final Fantasy V Research & Development / Re: Enuo
« on: July 05, 2017, 04:36:04 PM »
Are you doing RNG manipulations? I notice some letters pops-up and also you delay your input from time to time ...
I did some RNG manupulation but not an exhaustive one, just what first worked ok (since I'm thinking on improving it with the feedback I got, I'll likely give it another try tonight and make a cleaner/faster kill).

It would seem that Enuo's 2nd phase only counters 2/3 of the time, which means I should be able to find a seed that lets me get Sword Dances while not getting countered (which BTW, since I had Hermes Rings, it was just 1/4 chances to proc).

Something I noticed from the GBA is that not every frame you can send input, and that's bothersome while doing my TAS (unlike the SNES where you don't have this issue). Around every 3rd frame or so the input doesn't go thru.


EDIT
Take 2!

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