øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=24;area=showposts;start=165e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf2cf-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=24e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf2cf-3.html.zxZeh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ .È£OKtext/htmlISO-8859-1gzip@øÕÈ£ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:29:39 GMT0ó°° ®0®P®€§²ð®Zeh^/È£ Show Posts - Entroper

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Messages - Entroper

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166
Looks like you've been missing a lot of work lately!

Well, I wouldn't say I've been missing it, Bob.

167
General Discussion & Support / Re: FF5 Multi Editor
« on: January 25, 2008, 12:15:42 AM »
I believe that document is where I got the info for the AI dump in my FFV spreadsheet, among other details.

168
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 23, 2008, 06:25:18 PM »
I'm hoping it turns out well.  :)

Work is progressing in spurts, so there will be lengthy periods without any updates.  I'm trying to learn C# and .NET to become more viable in the local job market.  I'm actually considering writing editors for this project in .NET, just for the practice.

169
General Discussion / Re: This has to be the coolest thing ever.
« on: January 17, 2008, 10:33:16 PM »
 :whoa:

170
Final Fantasy IV Research & Development / Re: FF2/4 Unknown Weapon Bits
« on: January 17, 2008, 04:52:43 PM »
Game logic shouldn't slow down the game to the point where you'd notice a lag -- that's just poor ATB engine programming in FF4A.

I don't think the bits were relocated.  Otherwise, there would be a set of 5 bits elsewhere in the item data that I wouldn't have pegged down.

http://entroper.no-ip.org/TheBatcave/FFRev2(2).xls is my reference.  There are some unused bits in the item flags, but they are just that -- unused, so they aren't the relocated bits.  I think they're just gone, unless there's a completely separate table somewhere, which seems unlikely.  More likely is that they never did anything originally.

171
Final Fantasy IV Research & Development / Re: FF2/4 Unknown Weapon Bits
« on: January 17, 2008, 12:18:33 PM »
You guys are using the data from FF2US or FF4 Super Famicom, right?

It's worth pointing out that none of those bits are used in FF4A, US version.  Only metal, throwable, back row are used -- there is no value higher than 7 in that field.
 :hmm:

172
Final Fantasy IV Research & Development / Re: FF4A Equipment Additions
« on: January 16, 2008, 05:05:45 PM »
The hit rate penalty is for a non-back row compatible weapon is intentional.. in turn that reduces overall damage output.

Of course.  But in FF4A (US) it seems to apply a hit rate penalty even if you have a back-row-compatible weapon equipped.

Of course, if you use Aim, you always hit, so Rosa has even more of an advantage than she should with a bow.

173
Final Fantasy IV Research & Development / Re: FF4A Equipment Additions
« on: January 16, 2008, 01:36:03 PM »
The back row property seems to be half broken.  I believe that if you're in the back row, and you have a back-row-compatible weapon equipped, the game applies a penalty to your hit% but not your attack power.  I don't know if that's intentional or buggy.  The way you can tell this is by watching the number of hits when an arrow (or harp) hits the target.  Characters in the back row widely vary their number of hits.

This is just conjecture based on observation.

174
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 10, 2008, 07:35:06 PM »
I really hope the map graphics aren't as annoying to rip as the monster graphics were.

Code: [Select]
void ROM::BuildRGBMonsterSprite(unsigned char *&sprite, int tileset, int palnum, int picnum)
{
//Determine if we're loading a small (4x4) or large (6x6) sprite.
int size;
if (picnum < 2)
size = 4;
else
size = 6;

//Determine the index of the first tile in the image.
const unsigned char picindex[4] = { 0x12, 0x22, 0x32, 0x56 };
int tilebase = picindex[picnum];

//Load the 4-color palette and get the corresponding 24-bit values from the NES palette.
unsigned char palette[BATTLE_PALETTE_SIZE][3];
unsigned char NESpalIndex;
for (int i = 0; i < BATTLE_PALETTE_SIZE; i++)
{
NESpalIndex = battlePalettes[palnum][i];
for (int j = 0; j < 3; j++)
palette[i][j] = NESpalette[NESpalIndex][j];
}

//Allocate the sprite.
sprite = new unsigned char[size*8*size*8*3];

//Fill the sprite.  This is ugly.
//x and y are the tiles, i and j are pixels within each tile, l is the offset into the tile data
int tilenum = tilebase;
for (int y = 0; y < size; y++)
for (int x = 0; x < size; x++)
{
//Fetch a tile, then fill in the block in the image.
unsigned char *tile = battleTilesets[tileset][tilenum++];
int l = 0;
for (int i = 0; i < 8; i++)
{
//The tile is stored using bitplanes.  Tile[l] is the LSB for a row of 8 pixels.
//Tile [l+8] is the MSB of the same row.
unsigned char temp0 = tile[l];
unsigned char temp1 = tile[l+8];
l++;
for (int j = 7; j >= 0; j--) //the MSB is the leftmost pixel
{
int pixel = (temp0 & 1) + ((temp1 & 1)<<1);
temp0 >>= 1; temp1 >>= 1;
for (int k = 0; k < 3; k++)
sprite[3*(size*8*(8*y + i) + 8*x + j) + k] = palette[pixel][k];
}
}
}
//If you thought that was bad, wait until you see the boss graphics!
}

And that wasn't even the weird part.  The weird part was the way the game does palette swaps.

175
Gaming Discussion / Re: Secret of Mana - Enemy Type Bonuses... Lies?
« on: January 10, 2008, 07:24:02 PM »
So Nasir is to blame for the battle formation/tileset mumbo jumbo...  :eek:

176
Pandora's Box / Re: Videos
« on: January 09, 2008, 05:32:01 PM »
Honestly, I never bothered with Strago, Gau, or Relm in FF6.  Relm was glitched, and I didn't want to spend the time on the Veldt with Strago and Gau trying to learn all the crap.

177
Pandora's Box / Re: Videos
« on: January 09, 2008, 04:54:57 PM »
That's one of the things that always bugged me about blue magic.  A lot of enemy attacks are only useful because enemies are expendable -- another group of them is just 10 steps away, whereas if your party dies once, you lose.  Even if you just lose a member, he gets screwed out of the exp (and if you cast exploder, that's really unfair seeing as how he did all the work  :lame:).

178
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 09, 2008, 02:19:06 PM »
You mean less insane/imbalanced (Sorcerors), but more appropriately challenging.

Precisely.

Quote
Well, there's always the classic algo in multipliers or FF1 extra damage (although, that method is borked for the most part until the Advance version AFAIK, and unfortunately doesn't scale IIRC).

I'm not sure I understand what you're referring to here.  I know the Ninja gets screwed late in the game because his hit% caps at 255, so he no longer gets additional hits.

Quote
Cumulative equipment could work I guess.. it seems Diablo-like, minus the cap.

It is a lot like Diablo, now that you mention it.

179
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 09, 2008, 09:02:05 AM »
Thanks for the tiles.  :)

180
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 09, 2008, 07:44:31 AM »
I'm developing for Windows, but using OpenGL instead of Direct3D, and I'd like to take a look at using SDL for input and sound.  It should be possible to port to Mac/Linux... I don't know about smaller devices.

I'm not going to do separate Origins and remixed styles, just the original version and the remix (which will incorporate some of the changes from Origins like MP, cheaper spells, no silver swords in Elfland, etc.).  So just the two versions to start with, and if I have the resources, an original, from-scratch demonstration quest.

I'll ask for a forum when I have more to show and talk about. :)

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