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436
Final Fantasy V Research & Development / FFV Damage Calculator
« on: March 30, 2016, 07:44:29 AM »
Hey guys,

maybe you've heard that name many time, but have seen nothing so far. That's why I decided to release a stable version.  I will be happy to hear from you your comments, suggestion or critics :)

Download: Additional files  FFVDmgCalc 0.4.1 (.exe only)
You need to extract the additional files and the .exe in the same folder

Instructions:
You need to setup your characters, by specifying level, ability, equipment,... At any time you can 'Save' or 'Load' character information. For now only one save. Once you are done with a character, press 'CALC' to calculate its derived stats.
The damage calculation is done on the right side. First you need to select an enemy and then you may perform different attacks (Attack, GilToss, Animals - you can choose which one

Versions:
pre-alfa. Initial release.

pre-alfa2. Element info added. Status info added. Row placement. Some internal flags are visualized.

pre-alfa3. Many changes. Almost all magic/actions implemented.

pre-alfa4. Jobs, Abilities, Master Jobs, Innate are incorporated. Stats should be 100% accurate. Increased Dmg accuracy.

To-Do:
Items full info
Enemies full info
Enemy formations
Add missing actions!
Implement all internal routines.
Implement Attack FXs

Credits:
Board of Slick, FFV community

437
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: March 30, 2016, 06:34:41 AM »
Thank you very much samurai goroh!

With that info a new version 4.1 is out. Now all formulas for magic should be parsed and no '???' should appear. If you see something wrong, incorrect, typos please tell me.

IMPORTANT If you know where the Magic/ability info (8 bytes) is stored in GBA, please tell me even if you are not 100% sure. Also I need hints on where to find the same info for the GBA+ content!!!

438
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: March 29, 2016, 09:22:40 AM »
I see, the Param 2 is not inverted. Probably I have corrected it after my upload, sorry about that.
 
Soon there will be a new version where this is correct and many (probably all) formulas parsed, so you will not see '???' and hopefully some GBA parsing in it too :D

BTW some status inflicting attacks have duration. What is the measure for it?

439
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: March 29, 2016, 02:43:24 AM »
Thank you very much Jorgur! I really appreciate all kind of mistakes, but typos are harder for me to spot :D

What ROM are you using? I'm using RPGe 1.1 as main, but tested it on 'Enhanced by Dark Knight Kain [h1]', results are:
Code: [Select]
Name:          <Dimn>Slow2
Index:         64
Attack Type:   Time
Hit%:          80
Spell Power:   0
Spell Element:
Status Effect: -(Haste ) +(Slow )
Num of hits:   1
MP cost:       9
Dmg formula:   22 ($16)
Learnable:     NO
Reflectable:   YES
Unavoidable:   NO
Pretty mush is the same is with Haste but reversed:
Status Effect: -(Slow ) +(Haste )
I checked even the Japanese roms -  (J) and (J)[h1], results were the same.

Code: [Select]
16: Reversing status infliction
Speed Drink
Slow, Haste, Slow2, Hast2, Thread
Haste Drink (mix), Vine Hell
1 Hit %
2 [Status 2] removed (inverted)
3 [Status 2] added

P.S. DO you have info for 5E, 5F dmg formulas?
In 0B Param2 mean % for status (Param3), not AtkPower. Also highest bit mean something, but I dont know what

440
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: March 28, 2016, 08:42:13 AM »
It seems I spoke too soon (that I will freeze this project)  :laugh:

Well, a new version 4.0 is out. I have added a Magic tab. Now you may see properties and attributes of selected Magic. It seems that internally most of the abilities are coded as 'magic' and I need that info in order to calc the damage from various commands.

For now it works only for SNES roms. I lack the info, where to find in GBA, so please share all that you know about it. it is based on Jorgur's FF5 Common lists and combine in one list:
- D1/0B80-D1/137F: Magic data
- D1/6AB1-D1/6DF8: Ability effect data (Animals, Mix, Terrain actions).
- ??? info on where Chakra, Pray, and some other commands that I cant see in the list

I need similar info from GBA and all data on the new things: Combine, Open Fire, Oath, Predict, Condemn ( I hope they use the same 8 byte structure).

441
Final Fantasy V Research & Development / Re: Back to FFV
« on: March 24, 2016, 03:40:18 AM »
Funnily enough, on that agility-based damage point I made whips in my hack use Agility*Level/128 as the M value (note the lack of + 2) and Attack + random(0,strength/4) as the attack value (instead of random(0,3)).
:omg: 2 people had the same idea totally independent of each other ... your hack is implementing my personal thoughts of what a good formula should look like. BTW +2 is needed so M<>0 at lower levels and more then 1 so you actually get some boost to dmg. I like your idea to boost Atk with fraction of Str (again you used divide by 4 as I was thinking), not M.

442
Final Fantasy V Research & Development / Re: Back to FFV
« on: March 23, 2016, 10:45:30 AM »
Thank you Jorgur for the topic link, it was very interesting to read, because it state some of my thoughts during gaming or coding the dmg-calculator.

Personally I think the whole concept is wrong ... knives, bows should be Agi-based dmg. If we say the base formula for stat is Level*Stat/128, then Level*Agi/128 should be the main part of the formula, not correction or 'Random small bonus'. It should look something like:
Level*Agi/128 + 2 + Correction, where correction can depend on Str, but just a fraction of it ... like (Level*Str/128) /4.

From Mathematical stand point all weapons seems overpowered compared to sword, simply because their M = SwordM +xxx

443
Final Fantasy V Research & Development / Re: Back to FFV
« on: March 22, 2016, 08:13:10 AM »
Speaking of Chicken Knife ... M = (Level*Strength)/128 + (Level*Agility)/128 + 2
Isnt it (Level*Agility) restricted to first byte, as knife formula? (if not I understand  why you call it 'broken')

Because we have the same case for Bells and Throw ...

P.S 
Code: [Select]
03: Magic Sword 1
Fire Sword, Ice Sword, Bolt Sword, Venom Sword, Break Sword
1 Spell #
2 [Element]
3 [Status 0]
Jorgur, where I can see Spell #?

444
Final Fantasy V Research & Development / Re: Back to FFV
« on: March 22, 2016, 04:06:29 AM »
3. Rune damage provides a bonus modifier to base damage, as well as making attacks automatically crit, which adds a 2x modifier and ignores defense.
Hey x0_000, what is this auto-crit you are talking about? Would you care to clarify, because I dont see it in the algorithm ...

I agree that in general Rune weapons could be useful. As I said, pierce defense is where they really shine (although just few mobs have def that needs to be recon with). I actually did some experiments using my dmg calculator to hit Jackanapes (Def = 50) with Rune Blade (Atk =50) comparing it with Air Knife (Atk = 56) and Greasword (Atk = 57). I was using Bartz level 11 - Freelancer.
As you may guess knife & sword were barely scratching Jackanapes with dmg < 50, while Rune Blade has 78-378 dmg range. With few tweaks to max Str & Mag (Knight with Summon 5) the dmg without rune bonus jumped to 130-630. Obviously with the added rune dmg and LUCK you may even 1 hit kill Jackanapes (HP=666)
 

445
Final Fantasy V Research & Development / Re: Back to FFV
« on: March 21, 2016, 10:41:49 AM »
They do use Axe parameters. The Rune Edge is essentially an axe; you can see this in the wide damage range it outputs.
I can see that ... now :D
TBH I rarely use Rune weapons, because they burn mana. Axes are good for armor piercing (Def/4), but the HUGE gap in the damage makes them not reliable, combined with mana burn = meh (for me at least)

446
Final Fantasy V Research & Development / Back to FFV
« on: March 21, 2016, 06:40:14 AM »
Hey guys,

its been few months since I've done something for FFV (playing or coding). It seems now is a good time to continue. I calculated that doing 2 projects at the same time will pretty much make my main project to crawl, beside the benefits from parsing project are too little, so for now I'm freezing the parser and start working hard on my 'Damage Calculator'. Its still in pre-alfa stage, but if you like I can post the last version. I'm using Tseng's document as a main source of implementation.

P.S. As I'm implementing Rune Weapons formula ($3C) I noticed that all rune weapons use axe params (6.4.8) ... Is that a bug (glitch) or Tseng's wrong description? I kinda always expected that rune sword will act as sword + boost to attack for the expense of some mana, not as axe.

447
Final Fantasy V Research & Development / Re: New kid on the blocks
« on: January 04, 2016, 08:00:01 AM »
Marry Christmas & Happy New Year  :laugh:

How are you guys doing? I hope all is ok! I've been busy and still I'm. I have many things to complete around the end of the year at work and then too much of celebrations :D
When things get quite I will resume working on both FFV projects.

448
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: December 11, 2015, 09:25:05 AM »
This is what I have on my Lua script regarding the enemy's coordinates:

Code: [Select]
        Position        = memory.readbyte(0x7E4000 + enemy*(0x01)) ,
        PositionY       = bit.lshift(bit.band(memory.readbyte(0x7E4000 + enemy),0x0F),3) + 1,    -- low nibble
        PositionX       = bit.rshift(bit.band(memory.readbyte(0x7E4000 + enemy),0xF0),1) + 5,    -- high nibble
I can't remember right now, but probably the +1, +5 is just for a finer display and shouldn't be taken into account. So yea, all in all they have a separation of 8 (pixels).

Is worth to mention that when you get a back-attack, X coordinates are mirrored:
Code: [Select]
        if BackAttack == 1 then
            PositionX = 240 - PositionX
        end

Thank you, thank you very much!!!

If you can tell me how to distinguish who is in front/back, I think I will have all pieces of the puzzle called 'Monster Info'':D

BTW I think I have Unhide decoded around 99%. I'm sure you will be pleasantly surprised of my next version of AI parsing, but first I need to finish decoding formations.

449
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: December 11, 2015, 05:15:51 AM »
The text will not fit into the window:
Just re-size the window vertically till all the contents pops up. BTW have you seen that there is a spliter between monster Info & AI? Personally I hate when things wrap on next line :)

Jorgur Coordinates are limited to 4 bits, which is 0..15. How that applies to the screen coordinates? Is the screen divided to MxN squares and coordinates in formation refer to a square?

450
Final Fantasy V Research & Development / Re: FFV Gear Viewer
« on: December 11, 2015, 02:09:02 AM »
Hey samurai goroh,

Quote
Have you already looked at the GBA Algorithm FAQ?
Yes it is a great source to check my parsing there for the gba exclusive content, but pretty much no info on what I need.

Quote
Also, if you haven't got it already, there's a GBA editor for this game
Interesting application I wish I knew about it earlier. The AI parsing there is quite ... unhelpful, but there are some addresses that might be exactly what I need (boss AI scripts)

Thank you very much!

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