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31
Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by Xardas on April 15, 2018, 08:38:03 AM »
This is interesting to me. I'm glad to learn of Inu's impressive hacking history for FFV. I'd like to incorporate these into my personal FF5 bug-fix comp. But the problem is that I don't know what all these patches do. Could anyone give any help regarding that?
If the demand is high enough, I will translate all the Japanese text. Also, someone gotta tell me if my translations make sense, since it would be wasted time if the translations aren't good enogh.
Some of the fixes address bugs I never heard of.
Quote
What's the difference between ff5_mimic_blank and ff5_mimic_weapon?
What's the difference between ff5_magicshell, ff5_magicshell_fast, ff5_magicshell_group, and ff5_magicshell_reflect?
Which patches are already covered by patches outside of Inu's?
1)
ff5_mimic_blank If you mimic an action where someone used an empty spot (weapon) as an Item in battle, the character who used mimic will just use "Magic Sword Fire". This behavior is fixed with that patch.
ff5_mimic_weapon This patch makes it possible to mimic someone who used a weapon as an item.

2)
ff5_magicshell If the character already is in Shell status, Magiwall won't trigger.
ff5_magicshell_fast Magiwall is now treted as a counterattack and therefore the action is executed faster.
ff5_magicshell_group If more than one character drops in critical state at the same time, every of those characters (who has Magiwall equipped or innate) now gets Magiwall, instead of just one.
ff5_magicshell_reflect Magiwall now trggers when the character in question is in reflect/wall status.

3)
As far as I looked in, Power Drink and Butz' Blue Mage sprite bug fixes have been made by Inu and by other people.
Inu also has a Kiss of Blessing fix - however, his fix works differently. He changed an unused bit into "Kiss of blessing immunity", which then must be set on every seperate monster you want to be immune. IMHO, instructrtrepe's fix is better.

Don't forget that there is no guarantee that every patch is compatible with RPGe's translation! E.g. the Lv.5 Death fix unfortunately does not work on the translation. I only tested a couple of the patches so far.
32
Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by C. V. Reynolds on April 15, 2018, 05:42:45 AM »
This is interesting to me. I'm glad to learn of Inu's impressive hacking history for FFV. I'd like to incorporate these into my personal FF5 bug-fix comp. But the problem is that I don't know what all these patches do. Could anyone give any help regarding that?

A few specific questions:

What's the difference between ff5_mimic_blank and ff5_mimic_weapon?
What's the difference between ff5_magicshell, ff5_magicshell_fast, ff5_magicshell_group, and ff5_magicshell_reflect?
Which patches are already covered by patches outside of Inu's?
33
General Discussion / Re: RHDN Currently Down
« Last post by Madsiur on April 14, 2018, 09:33:09 PM »
It's just normal than a first post that is a shitpost, that is breaking rule(s), the forum values or is unrelated to the forum mission gets deleted. Same goes with closing or even deleting a thread that brings too much controversy and destroy the harmony or that is hateful, free speech has a limit, and those limits are set by the administration.

As a forum maintainer, coding can be slow, it destroy what you got of free time and that is free time you could spend doing something more interesting like ROM hacking, but at some point stuff needs to get done so you do it and postpone your other hobbies.
34
Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by Xardas on April 14, 2018, 08:44:48 AM »
Unfortunately the comments are in Japanese :(
Yes, I'll try to translate the comments for you guys. Starting with "ff5_core.asm":

[Those seem to be about battle messages]
1st block: 攻撃が失敗した場合でも表示するメッセージ (Messages shown when an attack* fails)
2nd block: 味方の攻撃時に表示するメッセージ (Ally attack* messages)
3rd block: 敵の攻撃時に表示するメッセージ (Enemy attack* messages)
*The japanese word literally means attack, but I'm pretty sure in FF context, this might be used for "action" rather than just "attack".

4th block: 戦闘プログラム (Battle program (?) (maybe mechanics?))
  • JSR $0053       ; 各種レジスタを初期化する (reset all registers)
  • STZ $7CD8       ; 戦闘リセットフラグ (1: ON) (Battle reset flag (1: on))
  • JSR $4CE0       ; 戦闘開始処理 (Start-of-battle routine) (?)
  • LDA $7CD8       ; 戦闘リセットフラグ (1: ON) (Battle reset flag (1: on))
  • JSR $0053       ; 各種レジスタを初期化する (reset all registers)

Are these translations helpful / do they make sense to you? If so, I will continue translating.
35
Final Fantasy V Research & Development / Re: Title Screen
« Last post by Squall on April 14, 2018, 04:47:57 AM »
Anybody? Somebody?  :laugh:

I did some extensive digging. So far I found:
* Title screen uses Mode 7
* The dragon and the letters are Sprites - 4bpp
  - Dragon is composed of 16x16 sprites
  - Letters are 8x8 sprites
  - I have found the tiles, they are LZSS compressed

* 'Final Fantasy V' label - upper part
  - Composed by 8x8 tiles, 8bpp (mode 7 format)

* 'Final Fantasy V' label - reflected part
  - it uses vertical reflection of above
  - it is animated trough DMA/HDMA

I'm looking for:
 Q1 - Palette for the whole scene
 Q2 - Tiles for 'Final Fantasy V' label
 Q3 - Tilemap for upper part
 Q4 - Tilemap for reflected part
 Q5 - DMA/HDMA - how they make the animation???
 Q6 - routines in the ROM that do the job (not required, just for the sake of fullness)
*Q1..Q4 - I need an address (offset) in the ROM. How they are stored
36
Final Fantasy V Research & Development / Re: Inu's Patches
« Last post by Squall on April 14, 2018, 03:55:16 AM »
he gave permission to use his patches and sourcecodes!
Excellent work Xardas!!!

He has done quite some work. I checked the asm folder and there are plenty of interesting things :D
Unfortunately the comments are in Japanese :(
37
Final Fantasy V Research & Development / Inu's Patches
« Last post by Xardas on April 14, 2018, 03:18:09 AM »
Hey guys, I got some good news for you!

Some of you may remember how I mentioned Inu's patches:
http://slickproductions.org/forum/index.php?topic=1980.msg28235#msg28235

Although his website wasn't updated for 8 years, I managed to get an answer from him. Unfortunately, he retired from hacking.  :sad:
But the earlier mentioned good news: he gave permission to use his patches and sourcecodes!
Just be decent people and give credit if you use/integrate his patches or create something based on his codes. :wink:

His website (Japanese):
http://x11.s11.xrea.com/

His FFV patch collection on RHDN:
http://www.romhacking.net/hacks/3766/

All provided information is in Japanese. Therefore, I am working on translations. You can download the translated txt files right here!
38
Final Fantasy V Research & Development / Title Screen
« Last post by Squall on April 12, 2018, 02:59:06 AM »
Does somebody knows how the title screen is composed and its all graphical assets (tiles, palettes, tilemaps,...)?
I'm talking about the very first screen we see with Final Fantasy V label before running chocobo.
39
Final Fantasy V Research & Development / Re: Magic Sword subroutine change?
« Last post by assassin on April 11, 2018, 06:05:19 PM »
i was trying to be thorough by showing how to convert instructions in that Elemental Absorption case...  but given your rebalancing goals, do you even *want* the target to have their absorption lowered?  on the one hand, it's more symmetrical with your other changes.  but on the other, if your overall thrust here is to hobble the attacker's success relative to the target, then maybe skip my changes.
40
Final Fantasy V Research & Development / Re: Magic Sword subroutine change?
« Last post by Shinryuu on April 11, 2018, 03:18:41 PM »
Whops, forget what I said, I found the problem. It seems it was working after all, but stupid me was using X-Fight instead of the regular Fight command when playtesting.

Interesting fact, though:

Since I modified both X-Fight and Magic Sword weaknesses to use Defense/2 instead of Defense = 0, the effects seem to stack, so the defense is cut in half twice and the end result was Defense/4. The damage seemed so high that I just assumed that defense was still ignored, but after testing with the regular fight command instead, the difference was much more apparent.

Quote
Did you hit the elemental weakness with the spellblade?
And did the target in fact have more than 0 defense? A lot of enemies have 0.

Yep, I tested against Omega (but had to change his evade to 0 with FFV Editor in order to even hit him with normal attacks). Anyway, thanks for all your help.
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