øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf88c.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf88c.html.zxbüg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰUOÂOKtext/htmlISO-8859-1gzip8:ÖOÂÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:01:45 GMT0ó°° ®0®P®€§²ð®aüg^ÿÿÿÿÿÿÿÿ!%O Show Posts - Squall

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Messages - Squall

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61
Whoah, THANK YOU VERY MUCH!!!  :omghax:
Thank you for the pictures and the time to explain what is on them. I really felt like reading these pages!

Regardless what price you have paid, this is an excellent gift, well worth- good quality, well structured, easy to read  (I guess from your translations), tons of screenshots, weapons look like photo not drawn ... really excellent quality!
Just look how things are organized ... plenty of info, yet easy to read, a balance that mainly the professional can keep ... I wish I can do the same with my Viewer :(

P.S. I didn get the meaning of used symbols ...
 - probably X (4) mean: the job doesn't have that ability,
 - then 1 should mean - the job can learn that ability,
- what is the meaning of 2 and 3?

62
General Discussion / Re: State of the Sketcher
« on: February 21, 2018, 06:49:37 AM »
For editing, I've found nothing to be more effective then simply using a hex editor to hack the snot out of the ROM. I use the disassembly docs hosted on Slick as a reference for the code that is there that needs fixing. ...
O boy, you are second person that have done extensive hack work and I respect, BUT is using just hex editor ... was that a trend or a guru told you that is the way  :laugh:

C'mon guys that is so obvious low productive ... that is even hard to explain. Its like you have to move weight from floor 1 to floor ... lets say 5. Obviously you can move the weight by hand. Or use a specialized tool created for that job like winch, windlass or lift. When it comes to move just few kilos/pounds by hand is ok, but what about when you have to move 100? or 1000? Obviously you still can do it BUT its HIGHLY inefficient - it will cost you so much effort, so much time.

Exactly the same is doing it with a hex editor. Sure you can still do the job, but the cost, the time, the probability to make error is more then 100%. Instead of focusing on the real thing like algorithm, you have to keep track for trivial things like: did I enter the right opcode? Did I used the right addressing? And when you want to insert a few bytes you have to manually reevaluate all relative branches ...

63
Thank you for sharing this, Xardas!
Personally for me its very, very interesting because I never have read such books and I'm curious what is inside and second but not least - Amano artwork on the cover. Please share all that you find interesting inside :)
Is the book in English or Japanese? If it is in English, and if you think its not much to ask - could you share a page or two (picture) on something that you find interesting (game mechanics preferably)?

About weapon types - yeah it seems they had something in mind, but later they have changed it a little bit. For example weapons can hold up to 16 bits for their type. In the end product only 15 are used and even bit 10 is not used at all (the one that we call Flail). My guess is that all weapons that have <Misc> in their name were supposed to be of Flail type.
But instead of using the predefined bits for type, the game uses a table. So the weapon type became an index in that table. So the weapons in with <Misc> in their name were divided between Staves and what we call 'Exotic Weapons'

64
Final Fantasy V Research & Development / Re: FFV Viewer
« on: February 12, 2018, 03:12:25 AM »
I have added the new version 7.2 for download on the first page!

Currently I'm working on number of things that are mainly for the GBA versions:
- Portraits - I need all the info - tiles, palettes, reference tables
- Job Sprites - I have found tiles & palettes. I need info on tile-maps and the Master table containing the indexes in the 3 tables.

To keep things synchronized I would like to expose Fonts of SNES version similar to GBA. If you guys know anything about RPGe implementation of VWF please share it.

65
Final Fantasy V Research & Development / Re: FFV Viewer
« on: January 28, 2018, 12:48:25 AM »
Here is preview of the new feature (tab). You may see all 3 fonts, you may see their metric. You can experiment to see how a text is rendered in the game - ANSI or native for GBA. You can click on the font to see it character metric and also preview it in the native part.


P.S. If you have any suggestions please don't hesitate to share!

66
General Discussion / Re: State of the Sketcher
« on: January 16, 2018, 04:45:43 AM »
My FF6 hacking portfolio shows that I have made a total of 70 patches, and out of those all 70 are applicable to the SNES version, 68 are applicable to the SFC version, 26 to the GBA version and 14 to the PS1 version!
:whoa: That is quite some patching!!! Congratulation and Respect!!!

May I ask you what tools you used to do all this work? I'm mainly interesting in what compiler& editor you use for SNES, but whatever make the life easier will be very welcome too. Also doing whatever patch would require a good source of info for SNES hardware and FF6 internals (structures, addresses,...) could you share that too? (lets say the primary sources of info)

Since, this is a time for reflection, my personal goal is to add Scene (event), Spells and Attack Animations to my Viewer. Imagine, you could watch Galuf and Bratz learn that Faris is a women. Or how Blizzaga animation looks like. Or how Excalibur swings. Similar to you, I don't restrict myself to specific version (SNES), rather seeing it in all worth mentioning versions (GBA). Unfortunately that is vast uncharted area in FF5. Since FF5 is close to FF6 (as internals) maybe learning about FF6 will help me in FF5 ...

P.S.
Quote
If anyone feels like helping me out with these ports, I will be so thankful to you and I will continue to appreciate every bit of support and assistance that comes my way!
Maybe asking for specific needs will help :D

67
x0_000, looking trough your notes I hoped to see how the new Damage Formula (for GBA, index >= $80) works, but I found this:
Code: [Select]
0805ce94 - attack type 80 (unused?)
0805b850 - attack type 81 (unused?)
0805ce30 - attack type 82 (unused?)
0805b8dc - attack type 83 (unused?)
0805ba1c - attack type 84 (unused?)
0805bb50 - attack type 85 (unused?)
0805ce2c - attack type 86 (unused?)
0805bf14 - attack type 87 (unused?)
0805bfac - attack type 88 (unused?)
0805c044 - attack type 89 (unused?)
0805c0dc - attack type 8a (unused?)
0805c190 - attack type 8b (unused?)
0805c228 - attack type 8c (unused?)
0805c398 - attack type 8d (unused?)
0805c4ac - attack type 8e (unused?)
0805ce28 - attack type 8f (unused?)

Actually they are used. Only 1 weapon Demon's Rod use $8E, the rest are used by skills. If you open my Viewer on Action tab you might see them all. If you ever decide to delve in this code, please tell me what params they use and their meaning.

Demon's Rod uses 3 params: Param 1 - % hit; Param 2 - % for action (FX); Param 3 - Action index

68
Final Fantasy V Research & Development / Re: FFV Viewer
« on: January 12, 2018, 09:32:27 AM »
Hey guys,

its been a while a have done something for the Viewer. Recently I stumbled on info about FF5a font format. So here is my preliminary work:


It seems GBA uses 3 fonts, all vwf and that is the reason to have gray columns. I wonder if it was you, what feature you would like to see done in the Viewer? Currently I plan to:
- show all 3 fonts,
- show some info about their metrics,
- maybe text experiment - you can type a sentence and it will be rendered with selected font

69
Praetarius5018, what ROM is required? Headered or no?

70
Every start is usually slow, so I'm using the whole after all the celebrations to set a common ground

1. Good assembler compiler. We going to use WLA.
I know you don't care but productivity depends on the usefulness of the tool you use. WLA seems to have all the ability I need (as macro-assembler) and I haven't heard negatives about it.
LINKs: Official siteSource code, Win32 executable.

2. Good Editor.
I use Notepad++, but feel free whatever you have or know better.
Download

3. SNES framework.
This is our framework to get started. It has all necessarily to compile a ROM. We will pretty much get an example, make it blank and inject our code.
LINK: Framework

4. SNES Emulator
Use whatever your preferences is, but higan will be used as final judge (if something doesn't work)

5. BAT file
Because of the way WLA works, we will need to execute different files, create temporary files, clear the trash ... its easier this to be automated.
Code: [Select]
set WLAPath=..\..\wla_dx_9.2\binaries\
set ProjectName=done

echo [objects] > temp.prj
echo %ProjectName%.obj >> temp.prj

%WLAPath%\wla-65816.exe -o %ProjectName%.asm %ProjectName%.obj
%WLAPath%\wlalink.exe -vr temp.prj %ProjectName%.smc

del %ProjectName%.obj
del temp.prj

pause

P.S. If somebody know how to compile trough Notepad++, please share. Also if you know an editor dedicated on 65x02 assembly, please let me know

71
General Discussion / Happy New Year!
« on: January 01, 2018, 04:48:44 AM »
Marry Christmas and Happy New Year!!!

I wish you many hacks, many mods, many line of code in the new 2018  :happy:
No downtime for the site and growing community of quality people  :laugh:

72
Very interesting, so that mean you will have unlimited !Release (without a need to catch). I wonder is it the same monster or it is different?

73
Wooaah you did all that is described in the post? Excellent work!

74
Final Fantasy V Research & Development / Re: FFVX - A Rebalancing Mod
« on: December 28, 2017, 05:44:08 PM »
as you see, I'm not dead  :scared:
Hehe, we didn't think you re dead, just missing in action  :laugh:

Anyway, Marry Christmas (belated) and Happy New Year (in advance)!

75
And yes, Squall's tutorial was indeed helpful. Bits, bytes, planes - I know what to do but not what to call it oftentimes... :whoa:
I'm glad the tutorial was helpful. Thats is one of the reason it was done here, rather in PM/chat.

So, slow going, but yesterday I finally got the routine written that loads the battle character "sprites" into VRAM (they're not really sprites in this instance, as they are part of BG1).
Wooah good progress! Would you like to share the code in ASM?

P.S. Since the tutorial was more of introduction rather detail coding, would you like to do some practical coding? I'm going to give standalone tasks, that doesn't require zillions of line of code, you must make the ASM code. We will test the result in emulators. I found a small library that produce all the initialization you need, so you can focus mainly on the task that I'm going to give. It doesn't require specific library (so you can implement whatever is on your mind, not limiting yourself to specific) but has defined all PPU registers for easy use (by name rather numbers). So far it produces small 32k ROM files that you can load in any emulator.

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