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Recent Posts

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71
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« Last post by Squall 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?
72
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« Last post by samurai goroh 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.
73
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« Last post by noisecross on April 02, 2018, 10:03:46 AM »
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.

Sure. The mentioned fix (and the related bugs) are explained here.
74
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« Last post by samurai goroh 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
75
Game Modification Station / Re: New Tool: Visual SAK
« Last post by Squall 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
76
Game Modification Station / Re: New Tool: Visual SAK
« Last post by Madsiur on March 29, 2018, 05:35:29 PM »
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.

This image can use multiple palettes and none will make all graphics look good. The one used in my tutorial is at $C20B91, starting with white ($FE7F so color $7FFE). This picture show the 6th color being selected, hence your problem likely. This should make the shield and hand block look good at least. Good work btw!
77
Game Modification Station / Re: New Tool: Visual SAK
« Last post by Squall 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
78
Game Modification Station / Re: New Tool: Visual SAK
« Last post by Squall 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.
79
Gaming Discussion / Re: Square-Enix games Sale
« Last post by Squall on March 23, 2018, 02:59:39 AM »
I'm afraid yesterday was the last day of the promo :(
I think next is Bethesda ...
80
Gaming Discussion / Re: Square-Enix games Sale
« Last post by Odbarc on March 22, 2018, 09:58:27 PM »
Oh, neat.
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