øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd68a-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd68a-2.html.zxaüg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰUUºOKtext/htmlISO-8859-1gzip8:ÖUºÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:01:44 GMT0ó°° ®0®P®€§²ð®`üg^ÿÿÿÿÿÿÿÿ¢"Uº Show Posts - Squall

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Messages - Squall

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16
BTW, I'm not sure are you aware of, but I'm making a new tool for graphics ripping/mapping. Here is what I manage to make:

You may try different Width to assemble different Sprites. I hope that will help you in understanding B1 and B4

P.S. we don't have disassembly of D9 bank. noisercross, are you willing to make one? Your C1 is the best disassembly I have used - so easy to read!

17
This is what I have in my ROM map:
Code: [Select]
Items weapon effects 1B [9Bytes * 128?]:
 Byte 1 - Weapon graphics
 Byte 2 - weapon graphics palette
 Byte 3 - the user of the movement?
 Byte 4 - attack graphic
 Byte 5 - attack graphics palette
 Byte 6 - animation?
 Byte 7 - flag
 Byte 8 - sound effects
 Byte 9 - sound effect at the time of critical?
Keep in mind that is a google translation from a ROM map I found in a Japanese site!!!

Although it is google translation actually these names make sense:
B1, B2 - Weapon gfx ID / Palette ID
B3 - Let me try to explain, that determine where the animation will be placed - some animation are forwarded to a single target, others multiple targets, some time you have same animation regardless who in the praty you hit, sometimes the animation hit a specific targer ...
B4, B5, B6 - Animation - tiles, palette, routine ID
B7 - ???
B8, B9 Sounds.  Crit can be done by Katanas and fist,  thats we have values only there
* although I call them IDs, most likely it is simply an index (you multiply by something and add a constant, to get the actual address)

18
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: April 04, 2018, 02:37:27 AM »
Speaking of, both glitches (Teleport in Kelb and Teleport in Library) have already been fixed by this very Inu, and I tested the fixes also on RPGe's translation. They work.
IF our goal is to make a patch that fixes all map-related bugs, or IF we want to make slick the best FF5 resource on the net, Xardas you might contact Inu and ask for permission for the code that fixes the bugs. If we have that we can compile whatever patch we want. The other option is to as for permission to upload his patch here. For me the best will be if he is willing to join us here :) It is never enough to have people with extended knowledge around  :cycle:

What do you think, guys?

19
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 04, 2018, 02:24:58 AM »
I remember your interest in $63 from before. Unfortunately I know nothing about it, neither I recall being used in battle mechanics  :blush:

Quote
does anybody know of abilities, script commands, or any circumstances that can cause an attack's damage to be redirected to the attacker?
The only thing that comes to my mind is Reflect. There is no implemented mechanics that does deflect/redirect of damage, the way its done in some contemporary RPG (if thats what you have in mind).

Quote
i ask because i think that's what this variable involves, based on the following understanding of the $7Bnn variables:
Well that is a standard 'way' of calculating damage, since Healing is also considered a damage (with revert sign). That mechanics is used in pretty much all FF 1-6 (can't recall about 7).

20
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: April 03, 2018, 02:40:20 AM »
WOAAH impressive!!!

I'm not into the glitchy things, but I guess that is 'mana from heaven' to speedrunners  :laugh:

BTW what is the mechanics of that timer? When it reach 0 you die, yet you won???

21
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: April 02, 2018, 05:34:30 PM »
I have seen the second video (or similar one).

The Sunken Walse Tower trick is interesting ... so you can reach Gogo right from a top level?

22
Game Modification Station / Re: New Tool: Visual SAK
« on: March 30, 2018, 05:40:40 AM »
Ahh, I was afraid it would use multi-palettes, but that is fine as far as the shield is correct :)

Good work btw!
Thank you!
Form what I have planned as compression, only Chrono Trigger SNES variant of LZSS is left for implementation. Thanks to Mauron's help at least I understand it, just need to code it :D
As for BPP formats ... I'm doing experiments with non 8x8 tile formats. FF5 for example uses 8x12 for fonts. I'm sure many other games contain custom MxN format, so that will be interesting if I manage to pull it (you enter M, N, BPP and correct image appear).

After that I plan to focus more on the interface:
 - more operations with the Palette, like Load/Save/Reverse
 - more operation on the project list itself - hot keys, moving items, sorting,...
 - entering the addresses in an ASM friendly format. For example $C10000 instead of file-offset format $10000, to take in an account the presence of a header.
 - producing a document with a 'map' of found Gfx

23
Game Modification Station / Re: New Tool: Visual SAK
« on: March 27, 2018, 10:31:02 AM »
I want to keep previous post clean, that's why I'm starting a new post.

Proof of concept:

That picture demonstrate FF5 compression. I think its safe to say that no other tool can provide it :)


Than is demonstration of FF6 compression. Could you help me with the correct palette for this image? I was trying to follow Madsiur's tutorial, but provided address wasn't giving the correct colors :(


That is an interesting image. If somebody had told me that in a SNES game I will see a regular PC 8 bit image, I would probably laugh, but here it is :D

24
Game Modification Station / Re: New Tool: Visual SAK
« on: March 27, 2018, 04:20:40 AM »
Version 3.0 is out!!!
 - Internal engine rewritten! That change took me like 2-3 weeks, but is worth the time. Before I was using kind of Virtual Tile Engine. It was easy to use it to import things from game ROMS, but was slow. Now I use a 'double buffer', similar to what most of contemporary games do. Now drawing is FAST, no tear, no artifacts. That also allows me to easy export GFX
 - New feature: Export of Gfx (PNG only for now, other formats on demand)
 - Removed feature: Templates from 2.2. Now BPP is separated from compression (as intended in version 1). The main reason for this is that the list of Templates grows exponentially with increasing the supported BPP/compression formats.
 - Added new BPP: 2BPP (SNES)
 - Added new BPP: 8bpp (PC). PC yes, I was surprised that a SNES game would use it, but there are some like Wolfenstein 3D
 - Added new compression: LZSS-FF5, a modification of LZSS used in FF5 SNES
 - Added new compression: LZSS-FF6, a modification of LZSS used in FF6 SNES
 - Increased: The length of Names from 20 to 30 characters. Now you can be more descriptive  :laugh:

*Download from the first post.

25
Gaming Discussion / Re: Square-Enix games Sale
« on: March 23, 2018, 02:59:39 AM »
I'm afraid yesterday was the last day of the promo :(
I think next is Bethesda ...

26
Gaming Discussion / Square-Enix games Sale
« on: March 20, 2018, 03:14:26 AM »


For those of us that actually buy the games we play discount always matter! Feel free to check Humble store  Square-Enix sale for details.

27
SPC - Hard Core / Re: Squaresoft BRR Database
« on: March 18, 2018, 10:21:40 AM »
Woah Madsiur, that is quite some work!!!

 :edit:
Its funny the timing of your post ... I was working on version 1 for FF4 of Square SPC Engine like 2 years ago, but had to freeze the project because of the lack of support. 2 days ago somebody else asked about that project.
So I wonder, are you interested in landing a hand to finish it? I'm OK if we re-spec it for FF6, because internally it was made flexible so later on to be used for all FFs (4,5,6), that will cover versions 1, 3, 4. In short regardless for what FF it will finish first, short after it will cover all others :)

28
Game Modification Station / Re: New Tool: Visual SAK
« on: March 11, 2018, 07:28:51 PM »
O boy, why every new game should use own compressing method ...

Anyway from the document it seems CT uses again LZSS as base, but quite modified: instead of Control on next 8 bits (1 byte), it uses a packets - grouped Control up to 63 bits. Regardless it may sound better (63 bits > 8 bit) it actually adds extra bytes for packets overhead so I really doubt CT get better compression then FF5 & FF6 ...

Quote
I would find it useful if I could load parts of a palette from different locations in a ROM, since Chrono Trigger handles weapon palettes that way, but I'm not sure how useful that would be overall.
You can do it now, but its a little bit tricky. Keep in mind that regardless how many colors an image uses you can manually set how many colors to read for palette. Lets say the 16 color palette is composed by two locations: Addr1, Addr2. Addr1 has first 7 colors, Addr2 has last 9 colors:
 - read 16 colors from Addr2 so we get 9 colors to be last. You might have to use Addr2 - 7*2 as address for palette read!!!
 - read 7 colors from Addr1

29
Game Modification Station / Re: New Tool: Visual SAK
« on: March 11, 2018, 01:36:17 PM »
Screenshots of both messages

I purposely chose an invalid template for that data. It looks like it's not stopping after the first error message.
Yeah no stopping ... I will work on that before releasing the new version. It seems I will have to separate compression from Template (the way it was originally designed) because the Template will grow exponentially with new bpp and compression methods added.

Thank you for finding that bug and reporting it, Mauron! Would you be so kind and share the impression from first time, no help/tutorial experience?

BTW you seem experienced in CT, do you know what compression method uses SNES version (it seems different from FF6)? I would love to implement it and add it to the tool :)

30
Game Modification Station / Re: New Tool: Visual SAK
« on: March 08, 2018, 05:26:54 AM »
Thank you Mauron for reporting this. Could you tell me more about the setting where  the bug appear? Probably a screenshot will be the best.

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