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Topics - Xardas

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1
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!

2
Gaming Discussion / 16 Bit FF Music - SNES vs PS1 vs GBA
« on: March 05, 2018, 04:03:48 PM »
Hi guys,
the first time I played FF4, 5 and 6 was on the PS1. Good thing I didn't play the SNES releases first, because if so, the loading times would have made me go crazy :bored:
I think the majority here holds the opinion that the PS releases failed on some aspects (eg. the translation of FF5)
But this topic shall just be about music.
IMHO, the sound (music, as well as weapon/magic sounds) is the only aspect PS1 is superior to the other releases. Most tracks sound better to me. Although for some tracks, I prefer the SNES version (The Final Battle of FF5 for example).
The GBA music - well compared to the other versions mostly sucks (yeah I know, the GBA can't possible provide the same sound quality as a CD). However, there are still some tracks I like. GBA has the best FF4 Battle Theme to me.

Still - the PS1 wins that in general for me. What about you?

Ps: If you wonder why the steam releases are missing - it's because those use the SNES music.

3
Final Fantasy V Research & Development / Maximum Power of the Chicken Knife
« on: February 28, 2018, 01:59:01 AM »
Hello,
is there any known way to change the maximum power of the Chicken Knife?
I am thinking of setting it somewhere around 100.
Also, according to instructrtrepe's algorithm guide:
Quote
Attack = (# times escaped from battle)/2
Maximum Attack = 127
M = (Level*Strength)/128 + (Level*Agility)/128 + 2
Defense = Defense
But I'm not really sure if there is a "Maximum Attack = 127" step per se. I think it rather just says "# times escaped from battle)/2" while stop counting after 255 escapes (=2 bytes), hence the max value of 127.

4
Hello boys and girls.
During my last trip to Japan, I visited many used and retro game shops. Primary just for fun, not to spend millions of Yen. But in one shop, I saw this nice little book for a ridiculously cheap price. I wasn't even looking for Guides, and also never bought one. But since I was already participating here with my vain attemps to create a hack, and the price as said was low, I thought "fck it, I'm gonna buy that". And so it went into my posession, almost destined to be another dust-magnet.

Until last week, when I wanted to "study" this book a bit. And damn - for a SNES-game guidebook, this is really detailed. Of course it doesn't have all the fancy parameters and algorithms everyone now is used to be served at sites like gamefaqs, but hey - not many people were interested in those details that times, I guess.

But I already found quite some mistakes in the guide. Some of those aren't that severe while others are very obvious. So I thought to myself, "Maybe some of these mistakes might be based on pre-release data/information and were supposed to be made that way."

Here is THE exaple:
This guide puts the weapons "Flail" and "Morning Star" into a seperate category outside staves. While the staves' data are correct, the flail weapons are said to be equippable on White Mages and Berserkers ONLY. (Fun fact: In my hack, Berserkers can equip flail weapons)

So why bother to open this new thread? Well, I thought myabe one of you guys might be interested too. If so, I can post a list of mistekes and/or answer some questions.

5
Today I made a unpleasant discovery. I don't know if this is new to you, but I still want to talk about this.
So the mod I am working for should have equipment other than Shields which boost Evasion. Although being displayed correctly in the Equipment Menu, it has literally no effect in battle. To clarify, I made an armor which gives you 90 Evasion. My characters still got hit every time. Then I added a Shield which gives extra 9, to have a total of 99. In battle, it seemed that the characters behaved like having only 9 Evasion.
Now FFV also seems to have an Evade bug  :wink:

6
Hello
This was originally a sidenote from my Mod-Topic. But since it really seems to be new info, I thought it's better to seperate instead of having a discussion on my mod thread.
So what is all this about?
[...]I have some information about targeting offsets in Enemy AI scripts. I think some of you already know this, but since I did not find it neither here
http://slickproductions.org/slickwiki/index.php/Jorgur:FF5_AI_scripts#Codes
nor in Squall's FFViewer (Yes, that bad pun was intentional^^), I think it's better to shout this info out:
12 means "All Characters in front row"
13 means "All characters in back row"
I realized that Shiva targets characters with her Ice2 only this way in my first playthrough, actually. And as I was looking up her AI via Squall's Viewer, I realized that those values have the said effect.[...]
And Squall already answered, being a little sceptic:
Quote
12 means "All Characters in front row"
13 means "All characters in back row"
Did you tested it, does it work that way? A good test will be to put 2 in front 2 in back, beef up stats (so you can survive longer) and see the damage - do really only 2 chars get dmg?
I'm asking, because as far as I know there is no such mechanic implemented. You either hit all or single target ...
Well, I did not test it until today. I thought the Shiva AI would be enough of evidence. I would have said "Just look at Shiva's AI and then go to youtube and watch someone fighting Shiva - her Blizzara always only hits the fronters first, then the backers and so on..."
But additionally, I took a fresh ROM, edited BlandLamia's AI into Target 12 (Front row) Blowfish and then Target 13 (Back row) Breath Wing. Here's the Link to the video:
https://www.youtube.com/watch?v=DrGQ9kHX89Q&feature=youtu.be

7
Final Fantasy V Research & Development / FFVX - A Rebalancing Mod
« on: March 18, 2017, 06:59:27 PM »
Good evening, fellas!

I made big progresses in my mod. Actually, I am so far that I dared to open this very thread.  :cycle:
There is not much work left, however, I can't say that the release date will be very soon. I'll explain in the last paragraph.
The working title is "Final Fantasy V Xardas Edition" (very original, I know :childish:), in short FFVX.
I wanted to name it something like "FFV Rebalance", but there already is a mod called "FF5 Remake", so I was not sure about that name.

This is going to be a place where I post some concrete stuff about the changes.
After release, this should become a Q&A-thread.

Before I tell you more about my mod, some other things have to be said. First of all, I have bad news for every fan of ZSNES. Due to an emulation bug, ZSNES exposes secret passages in FFV by coloring the lefternmost secret passage tile with a different shade of black without using the "Passages" ability. I recommend another emulator, eg. Snes9x, since it does not have this bug. I actually noticed the bug when I played FFV on ZSNES for the first time. However, it was no big deal for me as I played the Anthology version first, so I already knew all passages. But in this case, that's probably not in your interest as secret passages are edited in this mod.

Secondly, I have some information about targeting offsets in Enemy AI scripts. I think some of you already know this, but since I did not find it neither here
http://slickproductions.org/slickwiki/index.php/Jorgur:FF5_AI_scripts#Codes
nor in Squall's FFViewer (Yes, that bad pun was intentional^^), I think it's better to shout this info out:
12 means "All Characters in front row"
13 means "All characters in back row"
I realized that Shiva targets characters with her Ice2 only this way in my first playthrough, actually. And as I was looking up her AI via Squall's Viewer, I realized that those values have the said effect.

"Enough of your babbling dude, what have done already?"
First of all, I did not start with a fresh RPGe translated mod. My base already contained patches dony by other people. At this place, I want to thank Instructrtrepe, Grond and 13375K31C43R for their patches. Cheers also to samurai goroh, Squall and noisecross for their wonderful programs which helped a lot. :edit: Also, thank you Jorgur, Squall, LightPhoenix, noisecross and Praetarius5018 for helping me by sharing knowledge and answering my questions.
The following patches are already implied:
Fractional M + alternate Knife Parameter, Power Drink bugfix, Kiss of Blessing bugfix, Observe bugfix, Butz' Blue Mage sprite bugfix, Two Galufs bugfix, Faster death animation, Landing Bugfix

Here is a short extract about my additional edits:
BATTLE:
-Enemies' stats beefed up
 Rather than blindly raising all the stats and immunities, I tried to be reasonable here. You won't see lightweights with 50 Defense or big monsters with 60 Evasion.
-Enemy formations changed
 "Easy" enemy formations (eg. 1 Goblin or 1 Lyacon) were either made more difficult by adding more monsters, or entirely cut out.
 Since I was able cut out some enemy formations, I managed to build some new Monster-in-a-box formations. Have fun! ;)
[...]

CHARACTERS
-Character stats changed
 The differences between the characters are higher. For example, you might think about giving Knight Lenna a magic command while thinking twice before giving Knight Butz one of those.
-Job stats changed
-Ability stat bonuses lowered
 Ex.: A mage with "Brawl" is now by far not as strong as a Monk. The magic power of a warrior with "White LV6" will not be as good as the one of a White Mage as well.
-Field messages altered
 Almost everything regarding the House of Beginners in both World 1 and 3 is re-interpreted
 Alternative story regarding Enuo and the 12 Legendary Weapons
 A couple of townspeople and scholars now give some (different) advise
[...]

EQUIPMENT
-New data and/or names for almost every piece of equipment
-Harps now additionally deal damage before casting their pathetic spells
-6 New weapons
-9 New armors/accessories
-Armor types altered
-Dancer Gear and Chemist Gear abolished
-Some new Icons for equipment
[...]

MAPS
-A couple of treasures moved
-Treasure content altered
-Secret passages altered
-Some changes on the surfaces of World 1 and 3
 Some of them are just cosmetic, others not only cosmetic
 Eg. The Pirate Bay now is really hidden

MAGIC, COMMANDS, ITEMS
-Songs now do cost MP
-Black Shock/Dark Spark now causes Sap/Seizure.
 It will still display "Level halved", but that's not happening. Please ignore this for now. I try to fix this.
-Some Mixes changed (mostly nerfed)
-Tonic (Potion) now heals 70HP in battle

And I am almost done with the Readme. This extract is straight copied from it^^


"Doesn't sound bad. So do you have any pics yet??"
Well, I don't have any interesting pics yet, because I never actually did one full playthrough. The farthest I went was until the point where you get the first jobs :sad:. Whenever I wanted to test something crucial in another area, I just loaded a save. And even before a playthrough, I already discovered some mistakes I already made. So I need that playthrough to find all of them, hopefully ;). Besides, the following things have to be done too:
-Adjusting shop prizes
-Adjusting Enemies' HP, Exp, Gil and Battle ABP
-Adjusting Enemies' stats again as it is not tested in practice yet.
That's why I said not much to be done, but it will take some time.

But don't worry - I'm going to post screenshots during my playthrough. Maybe I'll upload a teaser vid on Youtube, who knows.
Stay tuned, mates!

8
Final Fantasy V Research & Development / Tile locations
« on: February 19, 2017, 05:24:54 AM »
Hi guys,
I am just done editing some tiles. However, I was not able to find every tile I wanted to edit. I am now looking for some letter tiles. However, some seem not to be located at the same place as the majority of them is.
I am looking for:
"Cloth" (the icon used for robes and suits)
"Armor" (the icon used for heavy armor)
"i" (the small letter)
I was looking in this region, but I just can't find them. Anyone of you guys know where to look for?

9
Final Fantasy V Research & Development / Too many in-Battle Loopholes
« on: January 30, 2017, 03:10:09 PM »
Hello,
no progress so far regarding my mod, except for some thoughts on FFV bugs. Especially those which turn (almost) every battle into a joke bother me the most.
I also tried to think about approaches on how to fix those issues. However, I do not have a feasible one for every problem. Here are my thoughts so far:

Lv5 Death (Lv2 Old as well): One of the pesky ones because it ignores heavy and immunity. Plus you can use Black Shock to make some bosses vulnerable to it.
Solution: I may have overlooked something at the algorithms guide, but if I'm not mistaken, then the enemy level is not really important for both your and the enemy's damage output respectively. Therefore, I can just change the levels of bosses and heavy enemies into something like 1, so Lv5 Death and Lv2 Old will never have a chance. On top of that, I can disable the option to target enemies with Samson/Dragon Power.
EDIT: I forgot about enemies's magic attacks. So I cannot simply change the levels. I have to remove the ignorance of immunities.

Hide: Zombie + Hide + Caution + Masamune/HermesSandals = Win EVERY battle (well, maybe the Omniscient battle is an exception)
Solution: Remove Hide from the game (I really do not want to do that, but I don't see another option so far).

Magic Lamp: Odin from Magic Lamp can kill EVERYTHING
Solution: Remove the Magic Lamp from the game (I really do not want to do that, but I don't see another option so far).


Mirage Vest: Free Image status every turn as long as you got the Item command.
Solution: No clue, but it won't be that bad in my mod, because you will not be able to get 4 of them without cheating (sorry for the Spoiler^^)

I would be grateful if anyone can confirm the assumption for the Level-Solution tell me how to make Level 5 Death and Level 2 Old not ignore immunity and/or offer alternatives to removing Magic Lamp and Hide.
Peace!

10
Final Fantasy V Research & Development / Landing Bugfix
« on: January 14, 2017, 11:50:36 AM »
UPDATE 2018/03/07: Thanks to a conversation with Noisecross, I was able to fix these bugs in a more professional way. Therefore, I released this new version.

Hello everybody,
as a compensation for being helped a lot here, I decided to share a simple ips patch I made by using solely FF5e Map Editor.
That means anybody could have made this fix (but I didn't see anyone made it so far, so here you go^^). Actually I wanted to fix the bugs by changing Background1 of the tiles, but then I found out that world map tiles only have Bg0. But I found alternative approaches.

What exactly is fixed?

Ghido's Cave Bug: When you (accidently) land the Airship or Hiryuu on Ghido's cave in world 3, you can never embark them anymore because there is no way to walk on this tile without entering the cave.
How I fixed it: I exchanged the cave-entrance-tile with another one which looks the same, but has different properties (this tile is used for Jacol cave and Pirate's cave afaik). So you can't land Airship or Hiryuu on this tile anymore. But you also cannot enter the cave while riding Boco (but seriously, that feature was unneccessary anyway^^).
How I fixed it now: I changed 3 bits in the properties of said tile, disabling the landing for Airship and Hiryuu. Additionally, I disabled the Hiryuu's ability to fly over this tile (kinda unneccessary, but since it also can't fly over the over cave tile, I decided to go for it for the sake of consistancy.

Chocobo Elder Tree Bug: While landing the black chocobo or Boco on one of the two entrance tiles of the tree in world 3 is not a problem because the presence of the chocobo "blocks" the entrance, landing on one of the other 7 tiles can be a serious problem. If you do that, your chocobo is lost forever the moment you enter the elder tree.
How I fixed it: I made the inside of the elder tree accessable on the world map as long as you enter from the right side (Library side), so Merugene/Melusine battle can't be missed. The only downside is that the short scene where Butz, Krile and Faris talk about losses easier to miss. But that was missable on vanilla anyway by just not approaching the trunk.
How I fixed it now: I changed 9 unused tiles into copies of the 9 forest tiles, with the exception of disabling the landing for the black chocobo. Then I replaced the 9 tiles of the Elder Tree with new 9 tiles. So Black Chocoboes can't be lost anymore. What about Boko? Don't worry, I thought of him too. On one of the 9 new forest tiles ("right/western edge of forest"), I disabled the ability to walk for Yellow Chocoboes. (You can't take Boko to the Desert/Pyramid anymore, but in exchange, you can't lose him)

Credits to noisecross for building and releasing FF5e Map Editor as well as encouraging me to work further on this patch.

The ips must be applied over an unheadered ROM. (it works with any version afaik)

11
Final Fantasy V Research & Development / Altering stats
« on: January 12, 2017, 04:57:47 AM »
Hallo again.
This time I want to learn more about stat editing. Here is what I already can change:
Stats of jobs
Character stat bonus

Here is what I want to learn additionally:
Ability stat bonus (eg. the strength value which is implied by using "Equip Swords")
The base stats (If you don't know what I mean, it's the one which is 24 for every stat)

The base stats are not that important to me, so no big drama if that cannot be modified (yet). I basically want it to be 19 instead of 24.
But the ability stat bonuses are, mainly because I reduced the magic stat of some magical jobs. But due to having Summon5, Black6 or White6 equipped automatically, the stat drop was not there at all - it would have only be in action on a Freelancer/Mime which mastered a magic job.
I thought that would be in "Ability data" section, but every offset in Ability Data is "FF" on the ROM, which looks odd to me.
Thanks in advance (since I know someone already knows a solution ^^)

12
Hi guys,

I was wondering if changing the battle sprite of weapons would be possible with the knowledge acquired so far. I looked in the ROM map, and I couldn't find the appropriate section (but I'm positive that it's just like the prices not in the weapon data).

So here's my problem:
I want one of the sealed weapons to be a flying hammer (Thor's Hammer), and another one to be a trident. So far I thought of two approaches, but I'm stuck at both.
Approach I: Change the battle sprites of Rune Axe and Holy Lance into that of Thor's Hammer and Trident respectively. But as stated above, I don't have a clue where this information is stored.
Approach II: Change the events in the Sealed Castle into recieving Thor's Hammer and Trident instead. Although I can do that with treasures, I am stuck with other possibilities of treasure hunting (no, not talking about stealing this time :lungs:).
Thanks to FF5e Map editor, I could figure out something about the NPCs
I'll just give you Holy Lance as an example:
CE/105B: FC (00 )
CE/405D: FF (16 06 )
CE/1060: FC (01 )
CE/1062: FF (17 06 )
CE/1065: FC (02 )
CE/1067: FF (18 06 )
CE/106A: FF (0D 00 )
CE/106D: F0 ()
CE/106E: 046D
CE/1070: 0464
I wanted to change "Recieve Holy Lance" into "Recieve Trident". Holy Lance's item ID is 1F, but I can't find any 1F here, so I'm afraid that recieving the Holy Lance is not contained here.

Can anyone help me with one of those approaches please?

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