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Messages - Squall

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361
Final Fantasy V Research & Development / Re: Jobs palette
« on: June 21, 2016, 04:56:43 AM »
Quote
As for the image, I would normally had taken screenshots of every part and join them together. Fortunately, looking around for that image (well, the full map) I think in a Japanese site. That screen represent which area in World 2 where no battles can be encounter (excluding desert/swamp).
Ahh too bad, I hoped you have chop up info from the ROM :D

 :edit: If that guy from Github has done all the things by himself (no external sources for de-compiling) - WHOOA! I think it will be great if we have him here. Looking in some of his initial C reverse-engineering files I could grasp more of the internal logic, like I knew that C2 is pretty much about the battle system, but I expected that the loop is from other places, now I now C2:0000 is where the battle starts :D

362
Final Fantasy V Research & Development / Re: Jobs palette
« on: June 20, 2016, 06:53:12 AM »
Unfortunately I know nothing but C2. I'm focused there, because the battle mechanics is there and that's what I was looking for. The other things like Fx, Spc, DMA,... are hardware dependent (SNES) so I try to avoid on purpose.

My interest in Image planes was mainly because for Windows when you crate a bitmap you can define planes, but as far as I know its never used (pretty much old-hardware legacy) and because of Jorgur's request :)

Speaking of which one question was always in my mind while reading technical documentation about graphics: FFV (most likely) works in a video mode (which one?) that is 256 colors. If the screen is limited to 256 colors, but we have many palettes (for sprites, backgrounds,..) so what happens when the total number of different colors in all palettes exceed 256?

 :edit: samurai goroh, how did you make this:

363
Final Fantasy V Research & Development / Re: Jobs palette
« on: June 18, 2016, 08:46:40 AM »
So Zanerus is one of the creator of the GBA editor? Ahh I wish he is active and talk with him ... Btw in the discussion there was talk about editing of AI script ... was that implemented?

As I said in the other thread, there is so much knowledge hidden in the forum, it just need to be put together in a systematic way in the wiki ..
samurai goroh  your explanation of Bit planes is the best that I have seen, and believe me I have read quite many thing on the topic for SNES/GBA. If I had seen your first I would understand it in no time :)
I think you have accumulated quite a bunch knowledge about FFV SNES/GBA, why dont you try to put it all in the Wiki? At first just pile random facts, then try to systematize and categorize.

LightPhoenix I stumbled accross your tutorial   by chance and I was wooah ( I wish I knew about it earlier, when i was parsing Actions). The things is that if you dont put it in the Wiki, most likely people will not see it. Same goes with your current research on timers - even if its not finished just put it there, make a thread that discuss details about it.

Sorry if I got excited, but in just 1 post I found (by chance) soo many things, things that i needed days to read and comprehend (documents from different cites, asm code, examination on the ROM,...). If I had started with your findings I will just build upon, extend, expand. The purpose of the wiki is to store the knowledge in an orderly, systematic way, while forums is a great way to accumulate it. Otherwise everyone will have to start from the scratch (inventing the wheel)

364
Final Fantasy V Research & Development / Re: FFV Viewer
« on: June 17, 2016, 03:28:33 PM »
Sure I can do that as far as I have all the info:
- where the tiles are stored (for monster with ID)
- pallete for it
- map of the image (which tiles in what order make the image)

I still dont know how to draw a tile, but that shouldn't be so hard. Now if things are compressed that might be a difficult task.

365
Final Fantasy V Research & Development / Re: FFV Viewer
« on: June 17, 2016, 09:48:58 AM »
Version 5.4 is out!!!

It is mainly adding missing info.
 - In 'Monsters' tab - Release data, Special data, Drop/Steal data.
 - Internal structures were rewritten so they could accommodate GBA items with index >= $100
 - Adding Name & Index in the info of all tabs (that were missing it)

I need the info that link a mob with its picture, so I can display them correctly!!! I can approximate them by hand, but thats not good (every small change may distort the order)

366
Final Fantasy V Research & Development / Re: Jobs palette
« on: June 17, 2016, 02:03:22 AM »
Thank you very much! That really cleared lots of things in my mind.
I was reading the doc that you mention along with couple similar ones, but they are all in general, not FFV specific.
Now using the pallete colors from your application I was able to correctly display Knight Job - see attachment, I dont know how to put it as a picture here :)

Attachment 2:
Looking in the picture I could see how first image is assembled from 2x3 tiles. Same goes for 2nd, but 3rd has only legs (row 3). My guess is that to make the 3rd image I need to take 2x2 from 1st and the legs. That mean that somewhere in the ROM there should be a table that describe which tiles assemble 1 job image (I guess that would be 1 sprite in the VRAM).

Do you know where that info in the ROM is?

367
Final Fantasy V Research & Development / Re: FFV Viewer
« on: June 16, 2016, 12:38:29 PM »
Hey guys, I'm trying to parse all possible info about monsters. So I wonder, is there a table that has an index of the mob's pictures? (SNES & GBA)

While SNES has almost 1:1 mob index to mob picture, GBA has 700+ defined mobs and only 330 pictures. I doubt they keep different copy for each ...

 :edit:
Also I'm interested in some technical info about FFV:
- what graphic mode it use?
- what memory mode?
- was there an extra hardware in the cartridge? Does it uses SA-1 or any other extra hardware?

368
Final Fantasy V Research & Development / Re: Jobs palette
« on: June 16, 2016, 09:28:31 AM »
Hey samurai goroh, could you make a systematic doc on the topic and add it in the wiki?

The things that I would like to see are:
- how many entries are in the pallete
- what is the dimension and BPP for Job's sprites?
- Since sprites use an weird tile system, how somebody may visualize a Job sprite reading from the ROM?
- Since all of above is for SNES, is it the same for GBA?

369
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 13, 2016, 05:08:26 AM »
Pre-alfa 4.1 is out!

Its a hot-fix for the two reported bugs:
 - Kaiser Knuckles without Brawl/Barehanded
 - Berserk damage now adds +50% to Attack

As Jorgur said Berserk bit of Innate is hardcoded. It  seems they manually set the bit in $2071 (Initial/Auto status) and the game dont check the Innate bit anymore (but check $2071 quite often).

370
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 12, 2016, 04:28:38 PM »
BTW, I tried to predict damage done to LiquidFlame using 4 Berserkers (due to how my 4JF rolled out). I was level 20 with all Mythril equipment and it said damage should be in the mid 300's, while you actually could roll hits +500 damage. Was I configuring something wrong or does it doesn't acknowledge well Axe formulas?
I guess you had Mythril Axe equipped? So the calculator shower 126..378 dmg? Your setup is OK, it hasnt calculated Berserk bonus? Your Ingame dmg was in  189...567. I will correct this tomorrow.

BTW doing physical dmg vs Liquid Flame will be painful in that setup ... the axe has only 80% chance to hit, while some of the forms of the Flame have 30% evade ... I bet you will see many misses

P.S what is 4JF?

371
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: June 12, 2016, 10:38:58 AM »
If it works that way then it sux - most of times you will get less dmg :D

372
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 12, 2016, 10:31:42 AM »
I see. I checked on PC version and it seems that Barehanded Up doesnt work till I get the Innate. Then i checked the SNES asm code - same is there, armor flag is not checked if the innate is not set.

Thank you for spotting it Jorgur!!!

373
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: June 12, 2016, 09:31:53 AM »
O you mean that Barehanded Up is working only when we have Brawl?

374
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: June 12, 2016, 03:58:04 AM »
Quote
then you overflow the damage check and do whatever the reminder is
Does that mean you 'skip' the sanity check of 9999 and you can actually do bigger number like 10000?

I'm asking because in FF7 if you overflow the damage, you kill the mob:
Hers is my 1 hit kills vs Emerald :D

375
Final Fantasy V Research & Development / Re: FFV Viewer
« on: June 11, 2016, 04:54:16 PM »
Quote
Inconsistency: I see Index and Name for usables, but not for Weapons and Armor
They will all have Name and Index in next version. I liked your idea to add the Name in the info. Also I need the Index in cross-references (wherever I get raw data).

Quote
Issue: The list goes to index 259 when it should end at 255
Because GBA had 4 extra items

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