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Messages - noisecross

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1
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: April 05, 2018, 08:43:43 AM »
There's also a Walk Through Walls in Sunken Walse Tower [...]

Nice one! I can see Walse Tower map (0x137) have a bug. The exit tile (actually is an 'Event', not an 'Exit') which connect with the next room is in a wrong position.

To fix this, two changes should be done:
  • First, moving the event in the location 0x137 to tile [0x08,0x11]. Currently, the position is [0x08,0x12]
  • Second, moving the destination of the exit in the location 0x138 to tile [0x08,0x10]. Currently, the destination is [0x08,0x11]
I'll fix this in the next release of the patch. It can be done easily with the FF5e_Map_Editor.
Do we know any other place where the PC can walk on air/through walls?


About the "Skip Kelb Town" and the teleport bugs, unfortunately, those are out of the scope of this fix.

2
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: April 02, 2018, 10:03:46 AM »
If you can list exactly what is fixed, then I could take a look and see if there's any other map-related bug or not.

Sure. The mentioned fix (and the related bugs) are explained here.

3
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: March 08, 2018, 10:15:34 AM »
:edit:
I have added to this message a new patch which is the sum of the Xardas' "Elder Tree fix" and mine.

It seems we have now a patch which fix every bug related with maps.
Are we missing something?

4
Final Fantasy V Research & Development / Re: Enuo
« on: July 05, 2017, 05:33:16 AM »
Design wise Enuo always reminds me of those lazy rpgmaker bosses, max stats, immune to everything.
Very true. But that kind of lazy artificially-difficulted bosses are not exclusive from amateur RPGMaker users.
It is a sad thing to see smart people talking nonsense  :eek:

Hahaha, don't get it wrong. It's a fact the rpgmaker (and any other platform) bosses with max stats and immune-to-(almost)-everything are lazy and boring.
It's also a fact than Penance from FFX is an archetype of these kind of lazy bosses. You can add Proto-Babil from FFIV-DS and sure you can say a lot more.
Boss design must be smarter than that.

Anywat, let's finish this :offtopic:

5
Final Fantasy V Research & Development / Re: Enuo
« on: July 03, 2017, 07:43:44 AM »
Design wise Enuo always reminds me of those lazy rpgmaker bosses, max stats, immune to everything.
Very true. But that kind of lazy artificially-difficulted bosses are not exclusive from amateur RPGMaker users.
Penance from FFX is an archetype of max-stated-inmune-to-everything-boss. You can only beat it with high stated characters or using a kill-everything technique... such a disappointing opponent.

6
So... what is this argue about?
I mean, you are mixing "fun", "difficult" and "unbalanced stats", but the main topic was "reworking the battle engine cause the level stat is overpowered".

Well, we shouldn't focus on fun because there are people who think battles are fun when:
  • It is long and you can lost at any moment
  • It is short but requires strategy and good choices
  • The engine allows the player to do battles more or less difficult depending on the style
  • The engine allows the player to break the battles (yes, a lot of people love doing this)

I played this game many times, with different aproaches and strategies and I found it fun as it is.
A person which is not familiar with the engine can beat the game founding it challenging, but not difficult, and that is right, isn't it?
Me, as an "expert" player, can choose if I want a short, long, difficult or easy battles, and that is also right.

Said that, we must admit the level is indeed overpowered, but only unbalanced when we talk about LvXXXX abilities.
(Way less unbalanced than Vanish+Death in FF6 by the way.)
If you really, REALLY find this must be reworked, just rewriting the scripts for "Lv2 Old", "Dark Shock" and maybe "Lv5 Death" should be more than enough.
Just set the 'heavy' types as inmune to these spells.

7
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: June 28, 2017, 09:39:39 AM »
I had to rewrite some of my FF6 patches that affect maps in that game because I had previously used a map editor to edit the tilemaps and then some of them got broken because the program didn't compress as well as it could have, so it wasn't able to save all of the tilemaps. I had to go in and hex edit the tilemaps to prevent them from expanding to the point that they f$@#ed each other up.

The FF6 map editor is infamous for it risk to corrupt the ROM.

Anyway, I wrote the compression routine here to be slow but optimal. The CD/FA02-CD/FA3F blank space is more than enough to increase the size of these tilemaps plus the "FF5e Map Editor" don't inject and reallocate tilemaps in a ROM if the total size of the sum of all tilemaps reach the limit set at CD/FA40.
In this sense, it is as secure as it can be.

Again, the patches which deal with compressed data are big.

8
Final Fantasy V Research & Development / Re: Restoring monster count
« on: June 28, 2017, 05:10:32 AM »
In the context of the code C = 1, so ADC #$52 is like A = A + $53

After a bcc the carry flag will be set. If no clc is done, "adc #$52" will be "add #$52 + #$01". Brilliant.

9
Final Fantasy V Research & Development / Re: Restoring monster count
« on: June 28, 2017, 04:21:00 AM »
Nice work!

By the way, I think the next line of code should replace the '#$52' with a '#$53', isn't it?
Code: [Select]
E00E8D: ADC #$52  ; otherwise, turn number into a character
The tile '0' is in the position 0x53 in the '2bpp font tilemap'.

10
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: June 28, 2017, 02:39:43 AM »
It is a pretty big patch, though, which makes me wonder two things: one, how you made the patch, [...]

If you check the ROM map:

Code: [Select]
CB/0000-CB/028F Tilemaps offsets (Location maps) [2bytes * 0x0148]
CB/0290-CD/FA01 Tilemaps (Location maps) [Compressed unheaded type02] [64 * 64 bytes (after decompressing)]
CD/FA02-CD/FA3F (Blank)

To fix the maps I had to decompress some tilemaps, edit them, compress the edited (fixed) tilemap and injected it back into the ROM.
As the compressed maps have a different size than the original ones, I had to reallocate A LOT of data bytes and pointers.
On the other hand, everything was done progamatically using the "FF5e Map Editor" :wink: but you are right. It is indeed a big patch.

[...], and two, what other maps might be affected.

A lot of them as all the information has been reallocated. If you mean what locations have been 'directly' affected by the editions:
  • North Mountain Fix: Location id 03B. The bg0 tilemap id is 0AD: Only affects this location.
  • Pyramid of Moore Fix: Location id 178. The bg0 tilemap id is 11D and the bg1 tilemap id is 11E. Affects locations 178, 179, 17B, 17C, 17D, 17E and 17F. All of them are the Pyramid inner.
  • Istory Falls Fix: Location id 1A6. The bg0 tilemap id is 088: only affects this location.

11
Final Fantasy V Research & Development / Re: Restoring monster count
« on: June 27, 2017, 08:47:38 AM »
One issue that I find with this is that, for whatever odd reason, a small part of the monster name window's right edge disappears, which doesn't seem to happen in the normal game.
It may be the mentioned sub at E0/0020? C1/2DEA may be also involved at this.
Won't you share the asm you edited? Sure it would be interesting to see.

12
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: June 27, 2017, 05:15:29 AM »
Sharing new patch here.
This one is compatible with both original and RPGe's versions of the game and should fix:
  • Ghido's Cave Hates Vehicles
  • NEW - Elder Tree Eats Chocobos
  • North Mountain (Walk On Air)
  • Pyramid of Moore (Walk Through Walls)
  • Istory Falls (Walk Through Walls)
I'd be very pleased if somebody check this one  :lame:

:edit:
I have added to this message a new patch which is the sum of the Xardas' "Elder Tree fix" and mine.

13
Final Fantasy V Research & Development / Re: Restoring monster count
« on: June 26, 2017, 10:17:37 AM »
Suppose I managed to shorten every monster's name in FF5 to eight characters or less. What code would I need to modify to be able to add the counts back in?

The first thing you should do is read only 8 characters from the monsters name, and not 10.
Edit the byte at C1/3019 from 0A to 08 to achieve this.

To recover the counts... I am not 100% sure but check the diferences in the next ASM:

Code: [Select]
Original (j)
C1/3058: 9006    bcc $3060
C1/305A: 18      clc
C1/305B: 6953    adc #$53
C1/305D: 20EA2D  jsr $2DEA
C1/3060: 60      rts

RPGe
C1/3058: 222000E0 jsr $E00020
C1/305C: EA      nop
C1/305D: EA      nop
C1/305E: EA      nop
C1/305F: EA      nop
C1/3060: 60      rts

Check what is happening at E0/0020, but maybe taking back that Original (j) ASM will do the trick for you.

 :edit:
The sub at E0/0020 write #$05 at the addresses "sta($bc),y" and "sta($ba),y" so I guess the purpose of this sub is redraw the right border of the monster name window.
If you are displaying only 8 characters, this redraw won't be necessary.

14
Final Fantasy V Research & Development / Re: Inventory Sorting
« on: June 20, 2017, 02:51:16 AM »
shouldn't be too hard to add a minor sorting there...
Not hard, but tedious.

The simpler way to sort the items would be:
1- Goes through inventory and for each item (id/quantity) do temporaryInventory[itemId] = quantity
2- Goes through temporaryInventory, consider every quantity of 0 as irrelevant and bring together every item where quantity > 0
3- Copy temporaryInventory over inventory

The weak point of this approach is, the items are not very well sorted internally. I.e., the 27 weapons above the Tinklebell id are a mix of knives, swords, harps, axes and bows...
To avoid this, we should count with a table to map itemIds to itemPositionInMenu. Maybe, a 256 bytes table is too much to do this thing.

15
Final Fantasy V Research & Development / Re: Added them to the wiki
« on: June 19, 2017, 04:43:21 AM »
I made a quick edit to add those tools to the wiki.
Thanks a lot Samurai Goroh.
I didn't did it before because anytime I uploaded a new version, the link to the file changed (obviously!) and at the end I just forgot to add them to the wiki when the last stable versions were released.

Currently both projects are stopped but published on github. Everybody is free to get the code and use it in any way he/she/it want.

How does one go about editing the dialogue of final fantasy 5?
Well... is just like editing dialogues in any other SNES game:
1. You have to look the rom to find the text tables and how text strings are stored.
2. After that, you should develop a tool to extract and insert the text data. Maybe you'll only need an hexeditor as Jorgur pointed out.
3. Maybe you have also to find the font graphics if you need new characters and again, develop a tool to extract and insert graphics...
4. Doing that, you can break the rom, so you'll need a lot of testing.

It's a lot of job... If you want 'only' edit some texts in this game, you can use the editor mentioned in previous posts.

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