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Messages - Xardas

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1
Final Fantasy V Research & Development / Re: Inu's Patches
« on: April 18, 2018, 05:50:05 AM »
The first half of ff5_core.asm is now (somewhat) translated too!
Pay attention if you read the word "number" (you are gonna read it alot).
It sometimes means something like "amount", but may also mean something like "integer".
As long as you read carefully, especially pay attention if the noun near "number" is singular or plural, you will be fine though.
The txt is in the first post.

2
Final Fantasy V Research & Development / Re: Inu's Patches
« on: April 16, 2018, 02:39:59 PM »
Code: [Select]
Some patches require the installation of another patch in BEFORE
in order to work properly.

Error fixed where sometimes a character who is not supposed to
      got the first turn in battle nevertheless

ff5_old_timer.ips
    Paralyze and Mute now now last the appropriate time on aging targets.
Not sure if you address grammar errors or typos, or issues with understanding.
I admit that the first example here is phrased sloppy. But I think it should be clear what I meant. The new phrasing is:
Code: [Select]
Some patches only work properly when another specific patch (usually ff5_core.ips or ff5_ext.ips)
is already applied in before. In that case, the required patch is mentioned in the explanation.
If the required patch is changed/updated, you must uninstall all patches which require that file,
apply the new version, and then re-install the patches which required said patch.
The second sentence is also not phrased well. It now reads:
Quote
Sometimes a character who is not supposed to gets the first turn in a battle.
This error is fixed. (?)
I am not sure what is fixed here - I remember that sometimes when characters had similar agility and weight, the character with more weight/less agility still sometimes got the first turn. But AFAIK, there is a little bit of randomness when generating the ATB bar for the first turn. So I do not know if the fix is about this "issue".
As for the third sentence, if you are pointing at the double "now" - this is fixed by now now. xD
If it is about the content - apperantely, silence and paralyze lasted too long on aging characters.

I am not complaining if you point out grammar or spelling errors - doing that is no problem at all. But before doing that, can you please focus on the content? It is more important for now to know, what exactly is fixed (= if the translation is correct). The sentences with (?) are those where I am not sure.

 :edit:
I will start with the source code soon, so you guys do not have to dive into the Japanese comments and hope for good results on Google Translator or dictionaries (looking especially at you, Squall  :laugh:)

3
Final Fantasy V Research & Development / Re: Inu's Patches
« on: April 16, 2018, 09:54:20 AM »
I have completed the translation of the readme file.
There are some bugs that I am not sure if I fully understood them. You will find some question marks. I am also pretty sure that the txt includes typos.
Therefore, I'll just treat it as a beta version. There will be an update for sure.
Any feedback and/or correction is welcome.

You will find the translations in the first post of this thread.

4
Final Fantasy V Research & Development / Re: Inu's Patches
« on: April 15, 2018, 12:20:16 PM »
Don't worry about the formating - I plan to translate the txt and upload the translation as txt as well.
I will first translate the readme file, then I'm gonna continue with the source codes.
Until then, you can try accessing the readme via RHDN - this is a short english version, although not translated very well.

5
Final Fantasy V Research & Development / Re: Inu's Patches
« 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.

6
Final Fantasy V Research & Development / Re: Inu's Patches
« 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.

7
Final Fantasy V Research & Development / Inu's Patches
« 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!

8
General Discussion / Re: Alternative to romhacking.net
« on: April 06, 2018, 03:30:25 AM »
There needs to be an alternative because RHDN is a fucking cesspool of shit.
I never wasvery active on RHDN because I'm not even "advanced" in romhacking. Therefore, I don't know what makes this site this bad. Can you elaborate, please?

9
OMG, necro posting! LYNCH THIS GUY!  :laugh:

So, since I want to change many weapons for my hack (not just the stats), I was referring to LightPhoenix's Weapon Animation Guide a lot. I researched by fiddling with the 9 bytes of the master table to find out what they do, and what the effects of each value are. First, I will tell you what I found out about the bytes themselves:

Quote
This table is located at D9/9855, and contains general information
used in playing weapon animations.  Each entry is nine bytes long.

Byte 1: Weapon Sprite This is true, BUT the sprite itself is also heavily influenced by Byte 3 as well. You don't have much freedom here, as most results end up in displaying garbage, some even crash the game. As far as I tested, only the combinations of Byte 1 and 3 which are actually used by existing weapons lead into acceptable results.
Byte 2: Weapon Color (see color table) I tested all values from 00 to FF - my results can be found in the attached txt, although it's not too detailed as I just noted down about 2 colors. CAPS mean that I don't recommend this colorset because it looks just awful. Some colorsets are used more than once.
Byte 3: Weapon Routine (see below) See Byte 1 (partially).
Byte 4: Weapon Flags? Together with byte 6, this does alter the "cut" animated on the target. Eg. if both byte 4 and 6 are 00, you'll get the cut animation usually done by normal swords, if both are 02 you'll get the knife/spear cut. So far, I didn't find any other esthetically acceptable combinations of byte 4 and 6 other than those used by existing weapons, but I haven't researched these 2 bytes much.
Byte 5: Weapon Sound This is NOT the weapon sound byte. This is another color byte, but not for the weapon sprite. This one is for the "cut" animation.
Byte 6: Unknown, sent to $F582 See byte 4.
Byte 7: Unknown, #20 forces knife animation Still a mystery to me - the appropriate value however is very crucial for katanas.
Byte 8: Weapon Type? This one is the byte responsible for the attack sound (except for the katanas, which are still a mystery to me).
Byte 9: UnknownStill a mystery to me - the appropriate value however is very crucial for katanas.
Credits to LightPhoenix - without his work I wouldn't have been able to do this.

10
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: April 04, 2018, 09:09:16 AM »
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.
I thought of contacting him, but the last time he updated his homepage was 2010, and I haven't seen an account of him somewhere. I got his patches from RHDN, but he doesn't seem to have a forum account though. Still, his profile was updated just last year - maybe I'll give it a shot!

11
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: April 03, 2018, 01:11:31 PM »
And this might be a bit of stretch, but using teleport on either have some relation to the world map.
I know not everyone here has the time or possibility to read every post or check the contents of every post. (I am referring to my own post about Inu's fixes)
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.

12
Final Fantasy V Research & Development / Re: Landing Bugfix
« on: March 20, 2018, 10:21:52 AM »
What happens if we've already applied the noisecross patch? How easy is it to replace that with this?

It's probably worth mentioning that there are a few other map-related bugs that noisecross's patch fixes that aren't mentioned here.
The patches are 100% compatible. Actually, this patch (the elder tree forest fix I did) is included in noiscross's newest version of the map fix. If you are using noiscross's map fix, then you already have this very fix.

It all started when I asked noisecross to combine my patch and his, since similar issues were fixed - and less patches means less files to download/manage. However, my old version was kind of an improvised fix - so with more experience now, I managed to produce a better fix. It only has one drawback: It uses 9 formerly unused tiles, so it is uncompatible with other patches which use those 9 tiles. Also, if you need those extra tiles for your own hack, you also shoudln't use this - that's why you can still opt for his older version.

13
Final Fantasy V Research & Development / Re: Landing Bugfix
« on: March 07, 2018, 04:26:23 PM »
Hello fellas,
I updated my Landing Bugfix since it just contained a sloppy minimalist approach to fix these bugs.
Now, they are fixed more professionally. Details are in the starting post.

14
BTW if I understood correctly, you know Japanese. What is your level and are you interested in translation projects? If you prefer PM that's fine with me:)
My level would be about JLPT N2 (1 is the best, 5 is the weakest). But N1 does not mean you are as good as a native speaker.
So I can translate from Japanese to either German or English - not too sure about doing it vice versa. Probably the phrasing would become unnatural on some occasions.

Since we are drifting too far away from the topic, I suggest that you either send me a PM, or start a new topic where you can tell all of us about translations you are thinking about. There might be people who understand Japanese better than me, and/or are native English speakers.

15
Final Fantasy V Research & Development / Re: FFVX - A Rebalancing Mod
« on: March 06, 2018, 05:56:28 AM »
I know it's long after the fact, but don't bother with ZSNES, it's shitty.
Well, as for 2018, I agree with you. But many people still use ZSNES, mostly for sentimantal reasons. Since it was the first good (enough) SNES emu many people used, many people also thought "If it's not broken, don't fix it".
You can also see on the download section emulator-zone.com that ZSNES is the 2nd most popular SNES-emu with a user rating of 8.6 (SNES 9x is barely in lead with 8.7)
The decription there is also somehow fitting:
Quote
Once upon a time one of the best Super Nintendo emulators, though better emulators now exist
One of the reasons why I posted that was to convince long-time ZSNES users that it's already dated.
You can take a look at the comment section, and then you know what I mean:
https://lifehacker.com/the-best-snes-emulator-for-windows-1745316428
(I don't want to point the finger at certain people, that's why I didn't sent the permalink to the comment - but it won't be hard to find the comment(s) I was talking about)

Back to topic:
So far, I didn't update this project much. I keep fiddling with the equipment stats and names. Oh, and I also added another 6 weapons, 1 armor and 1 accessory.

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