øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=300e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexeba9.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexeba9.html.zxgüg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰU†ªOKtext/htmlISO-8859-1gzip@øÕ†ªÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:01:51 GMT0ó°° ®0®P®€§²ð®güg^k†ª Show Posts - Squall

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Messages - Squall

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301
Final Fantasy V Research & Development / Re: Squall's WiKi documents
« on: August 02, 2016, 07:56:26 AM »
Monster Graphics Tutorial is ready. I have no plans to extend it in near future :)

A new document added with 'Hardware Register Map'.

302
Final Fantasy V Research & Development / Re: Minor patches
« on: August 02, 2016, 07:41:34 AM »
Quote
The bits are explained in the wiki.
I know the explanation I was curious what you have used in your patch :)

Quote
That's a matter of preference.
True, but if you strive for consistency you will see that the game designer have defined 3 gear subclasses:
Code: [Select]
Strength based - Heavy Armor + Heavy Helmet + ___ (gloves???)
Agility based  - Light Armor + Light Helmet + ___ (ring???)
Magic based    - Mage Robe   + Mage Hat     + ___ (ring???)

303
Final Fantasy V Research & Development / Re: Battle Background
« on: August 02, 2016, 06:51:03 AM »
Byte 4: if FF then $BCA8 = 1 else
 - In D4C736 with ID*2 we get Offset
 - Offset is written in $7E
 - address is formed in $7E-80 - $D40000+Offset

Byte 5: if FF then $BCA9 = 1 else
 - In D4C736 with ID*2 we get Offset
 - Offset is written in $82
 - address is formed in $82-84 - $D40000+Offset

Byte 6:
 - in D4C5B1 with ID*2 we get Offset
 - address is fored in $70-72 - $D40000 + Offset
 - area $A809:8C is filled with FF
 - [$70] -> A809 until FF or total len of 80

Byte 7:
 - written in $F8BD
 - ID*2 is written in $F8BE

After all params are parsed, the subroutine stop ...
There is strange bit EOR, OR, AND ... on $7000:500 - I have no clue what it does ... simple decipher? The result then is Type2 unheaded compressed data ...
 

304
Final Fantasy V Research & Development / Re: FFV Viewer
« on: August 01, 2016, 10:12:47 AM »
LightPhoenix, do you have any info on how battle backgrounds were rendered, what structures they use?

305
Final Fantasy V Research & Development / Re: Background
« on: August 01, 2016, 10:03:28 AM »
So far I have looked in the first 4 bytes:
Byte 0: ID of something; This ID*3 is used as index in D84196 (3 bytes each).
 - From there we get address of something that is decompressed in 7F:C000 (through C3:0002)
 - In D84157 (3 bytes each) with ID*3 we get ram address (where above was decompressed), usually 7F:C000
 - that address is written in $72
 - after decompressed thing is copied in $9009 and $ 8809

Byte 1: Palette1 ID
 - In $D4BB31 with  Palette1 ID * 32 we get 16 color palette in $7E29 and $F540

Byte 2: Palette2 ID
 - In $D4BB31 with  Palette2 ID * 32 we get 16 color palette in $7E49 and $F560

Byte 3: ID of something
 - In $D4C86D with ID * 2 - we get Offset
 - in $72 addres is made by $D40000 + Offset
 - the thing pointed by the address is decompressed in $7F:7000
*this last decompression is custom, not type 2

306
Final Fantasy V Research & Development / Battle Background
« on: August 01, 2016, 09:50:17 AM »
Lets use this thread to share knowledge on: Battle Background

 :edit:
Master Table: D4BA21 - 8 bytes per entry.
ASM Code: C1335A

307
Final Fantasy V Research & Development / Re: Wiki discussion
« on: August 01, 2016, 08:34:57 AM »
As a new person to the forum, usually our minds try to probe familiar things - alphabetical order comes natural in mind.
As old member of the forum, I probably have some knowledge on what is going on, so usually I will search among 'new things' or 'old things'.

Categorization is great thing ... but usually a word is not enough to 'describe' or categorize. Many times the same patch could be easily added to 2+ categories. So you have to decide - to put in all or just one. Thats why many modern search engines use 'tags' - describing the category with couple key words. Both approaches (tags or dublictaes) require quite planning and decisions :D

308
Final Fantasy V Research & Development / Re: Minor patches
« on: August 01, 2016, 08:24:49 AM »
I'm curious, what bits you used to make it?

BTW your Equipment types names are not accurate. What you call 'Glove' & 'Ring' are 'Heavy Accessory' & 'Light Accessory'.

309
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: August 01, 2016, 07:59:13 AM »
You mean this:
Code: [Select]
BG3 tiles with priority 1 if bit 3 of $2105 is set
Sprites with priority 3
BG1 tiles with priority 1
BG2 tiles with priority 1
Sprites with priority 2
BG1 tiles with priority 0
BG2 tiles with priority 0
Sprites with priority 1
BG3 tiles with priority 1 if bit 3 of $2105 is clear
Sprites with priority 0
BG3 tiles with priority 0

In order to satisfy both screenshots I see only one combination:
Code: [Select]
BG1 Priority 0 - for all tiles 'under' sprites
Sprite - only priority 2
BG1 Priority 1 - for all tiles 'above' sprites
Is that it?

310
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: August 01, 2016, 02:14:40 AM »
Hey guys, I know its a little bit off topic, but a question is rumbling in my mind since I saw this application for the first time:

How they have achieved the attached pics? More precisely:
- on the first pic: Bartz is under Background1
- on the second: Bartz is above Background1
*Background1 is the one that holds walls, beds, tables, ...

311
Final Fantasy V Research & Development / Re: Minor patches
« on: August 01, 2016, 01:40:30 AM »
Quote
Exotic weapons
Adds a new equipment type for Full Moon, Rising Sun and Double Lance, and enables Thief and Ninja to use it. Mimic can no longer use these weapons.

Did you actually added a new type or changed the definition of 'old Exotic'?

312
Final Fantasy V Research & Development / Re: Wiki discussion
« on: August 01, 2016, 01:36:38 AM »
I would say - just sort them alphabetically or historically (by date of release)

313
Final Fantasy V Research & Development / Re: Wiki related questions
« on: July 29, 2016, 07:25:49 PM »
In case anybody is interested, I just gave my wiki docs a much needed brush-up.
Very nice! How did you remove the contents?

Quote
There's nothing new, they have just been polished a bit.
*sad face* O Jorgur you should return to FF5 discovery!

314
General Discussion / Re: Whatever you do:
« on: July 29, 2016, 08:39:36 AM »
Did you really talked about ice-cream?

To me it seems the ban is for sending a PM as Guest ... the ice cream part is just a funny way to say the reasons for the ban :D

315
Final Fantasy V Research & Development / Re: Squall's WiKi documents
« on: July 29, 2016, 08:12:18 AM »
Quote
My first impression of this daft is that it is not very newbie-friendly. As a graphics-illiterate hacker I don't know all of the prerequisites.
Unfortunately the topic itself is heavy, very hard to understand, even for people that have some background. When I started I had 0 knowledge on prerequisites and even less on the rest. I think its no secret that I have quite of expedience as software developer. I can imagine, if it was terrible for me, it could be even worse for people without :(
That's why I try to write it as if somebody leads you in the process, asking questions and trying to give short but clear answer, hightailing things that needs to be remembered.

I guess that a hacker would wont to learn few things in order to change/add different vision. That will be EXTREMELY hard, near impossible for FF5. It will require an editor, that will do the dirty work. Why? Because, even the smallest change will require to re-index tables, recalculate IDs, check if there is a space,...

Quote
It would be nice if you could work more on the prerequisites paragraph with some links to tutorials or quick explanations.
That is a good idea, but will be a separate wiki-doc, because its really the very basic things you must know if you want to mess with SNES graphics (regardless of the game)

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