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Messages - Lenophis

Game Modification Station / Re: New patch: Color Wheel tweak
« on: November 29, 2017, 11:41:01 PM »
Yay, the board is working again. Also lost my post the first time I was writing this up. Anyway.

I've been trying to read through the assembly file of this patch, and it's kind of hard to follow. I've added 3 status outlines for a little project I'm working on, and want to implement this patch into it. Unfortunately, in its current form that won't be possible. But I'm wondering how much more work it would take to get it working with 9 statuses instead of 6.

Mainly, I'm wondering what the premise of this patch is so I can (try to) implement it myself.

Final Fantasy V Research & Development / Re: What emulator to use?
« on: October 05, 2017, 11:55:01 PM »
Personally, a better function for the emulator would be to separately load the patch to soft-patch the rom you want to play. That way you don't need to do renaming shenanigans, and you know exactly what is what. But that makes sense, and we can't have that. :lame:

Game Modification Station / Re: New patch: Color Wheel tweak
« on: October 05, 2017, 11:50:45 PM »
Oh man, I was looking to make a patch like this for a long time. How difficult was this to pull off?

General Discussion / Re: Slick was down
« on: October 05, 2017, 11:49:38 PM »
Yes, the server went down again. Perverbial stickers and glue aren't holding up. Short-term, it'll hold up for now, but we are already looking into options for the future to figure out how to handle the site. I'm not planning on it going anywhere, even though I am a contributing factor in its neglectful state. Please don't hurt me.

So, for now, panic isn't needed. The site will continue, and hopefully a few changes that I've been looking to get going will be put into place. This poor place needs some much-needed tender loving care. I intend to make it happen.

General Discussion / Re: RHDN Currently Down
« on: August 02, 2017, 11:25:25 AM »
I would like to point out, Bahamut, that I don't want to see anything from BHDN spill on over to here. Cause then you'd draw my ire, and I don't think we want that to happen.

Game Modification Station / Re: New patch: Walk This Way Bug fix
« on: August 02, 2017, 11:13:53 AM »
Well, my local copy of Bank C3 has a lot more stuff than is currently on the site. I suppose I should just update it. C1? I can't make heads or tails of it, but I believe someone did. Managed to add some to C0, but it is still severely lacking.

Game Modification Station / Re: New patch: Walk This Way Bug fix
« on: August 02, 2017, 02:18:50 AM »
It just goes to show that, no matter how much testing is done, some stupid edge-case finds a way to sneak itself in. Would have helped if I had understood C0 more when that initial patch was made.  :isuck:

Hopefully nothing else sneaks its way in. Good job. :childish:

Excuse me, but do you mean too hard for the player or the maker?
Wow, that was a slip of the tongue. In this case, both.

The bigger problem would be places where the same code checks both monster HP and player HP.  You'd need special code to handle those cases.
I don't know if FF5 made it easy, but in FF6 it was made to be very easy. It uses indexing for stats, and all we had to do was check to see if our index was at least 8. If it was, we knew it was a monster and could check the third byte and do the special checks. Unfortunately, the checks are everywhere cause FF6 is a mess. I am merely speculating if FF5 would be easier to do this with, since FF5 is just a less-sophisticated version of FF6, engine-wise.

What would be more realistic, and I'm surprised this hasn't been brought up yet, is implementing a third byte for HP. FF5 has far fewer systems in place than FF6 did, so it wouldn't be nearly as difficult to implement. Damage/healing, Vampire (falls under damage/healing), exploder (figuring monster HP for damage), white wind (figuring monster HP for healing), some AI commands that determine actions based on HP, and Libra. Then again, with FF5's engine the way it is currently, you're still going to have the same problems as listed before.

For comparison, Pandora's Box (hey who remembers that?) has three bytes for enemy HP, but the max HP even the hardest super boss has is only about 152,000. That's also because we significantly changed the scope of the engine so the numbers aren't all over the place. Sure, there's potential for an enemy to have 16 million HP, but we, as devs, recognized that would just be stupid because the boss would never be killed, or it would take too long to be worth doing.

bosses (or enemies in general) are still stuck with a max of 65k HP BUT they have "extra lives", 0-15 depending on enemy.
As I have already mentioned, since your only goal is to drag things out, it would only create artificial difficulty.

To make it less of a boring HP mass, on each live loss some stats may rise a bit, so as you pass each HP barrier the fight gets more dangerous.
In which case the only form you need to prepare for is the last one. Everything before it is just fluff for you to waste time on. See Archeoaevis. On a certain scale, also Omega Mk II, but all he does is auto-full-heal if you don't OHKO him.

The live calculation takes place not when damage is applied but after the turn ends, so !X-Fight can only take 1 live never everything at once with its potential 79.992 damage, neither can !X-Magic.
So, vanilla.

I get what you want to do, but the approach probably needs a new angle. Too hard, and nobody will want to put the work in to do it. Story required? Congrats, you created something nobody will finish. Too long? Other things to fill time. Unfortunately, making changes to the engine affects the entire game, and would effectively have to be rebalanced as a result. Not something I would want to do, as I'm sure you don't either.

As a side note, this is what makes the four-job fiesta so much fun. You can be so limited but still not really have an issue of finishing the game, or the super bosses it throws at you. At minimum, Shinryu can almost always die. Omega can a chunk of the time as well.

Random time to chime in:

Creating a "super boss" can be an interesting task. You obviously want it to be beatable, but you want it to be really tough, but also not just a slogfest. I see "I want this boss to have 200,000!" and Yiazmat comes to mind. If you haven't played FF12, that's an optional super boss that has 51 million HP. Yes, million. The max damage you can do is 9999. You can do some math for that.

FF7 is famous for the first set of "big HP" super bosses: Emerald and Ruby weapons. Emerald I believe having 1,000,000, while Ruby having about 800,000 HP respectively. Are they tough? Sure. But as with any game, usually you just need to do some kind of prep work to either mitigate the toughness, or just outright smack them across their preverbial faces. As you can see in the videos, Ruby and Emerald never really pose a threat.

FF5 vanilla has 2 super bosses (Omega & Shinryu respectively), with HP around 50,000 each. Both can be severely cheesed, and both can lay some extreme smack onto you. Now, if their HP was about 300,000 each, then they wouldn't be any harder with the same context. The fights would just take longer, because it's being dragged out. That's artificial difficulty.

In FF6, giangurglo released a patch that allows damage to go up to 32,000, but the scope of the engine hasn't changed. Basically, it's just inflated numbers. You can also do a max damage round of 79,992 in vanilla, with a couple setups. This kind of over-powered will kill any monster in the game.

In either case, "loops" can be created to simulate having more than the current 16-bit limit of HP. However, both games have bugs that pretty much let the player get around that. However, you're again creating artificial difficulty, since the scope of the engine isn't changing.

MetroidMst commented on something similar with a n00bish Super Metroid hack, in which the core game hadn't really changed, but Kraid had about 14 times his normal health, and the fight took about 20 minutes to complete. Nothing else was changed about the fight.
"bosses should wreck players and not because they take 20 minutes"

Balance is a very tricky thing. You want to be firm, but also fair. "Challenge" isn't a drag-out, it's just dragging out the inevitable.

This is a known bug in FF6 as well. Most notably, it can appear if a monster is hit with X-Zone, and brought back to life. One of the three stooges in Cyan's dream sequence can also resurrect a fallen comrade, but won't reappear as well. In both cases, a multi-targeting fight command along with a weapon like the Zantetsuken (Scimitar) will finish them off and let the battle end. I want to say there's a Zombie application as well, but I forget the circumstances behind it.

Game Modification Station / Re: FF6 PlayStation editing
« on: June 15, 2017, 03:44:06 PM »
Well, if you know how the game loads them, you could check. Alternatively, trial and error can be used. Edit one, see if it works as intended, edit the other, edit both.

An easy way to check would be to find the events of the intro sequence and see which gets used.

Any advice on how to attempt it?
Most of the changes you want are outside the scope of the engine of the game. It's relatively simple if you know assembly, but outside of that it would be impossible since no editor can do it.

I wonder if it is possible to use the Lore casting animation on the magic menu instead if I can get the longer names to work?
Possible, sure. But you have the same problem as above. Luckily the spells and lores all use the same data, so finding where in the range of that data each is won't be as difficult.

I have this distinct impression you've attempted/done this before...

I have spells that are up to 14 digits long for their name including the spell icon tile.  Teleportation would be my longest spell name needed minus the icon.
This is easy, and IIRC you should already have a patch that allows this.

I want to use a spell menu that is a single column with 1 spell per row like how Lore has.  I could do a two column spell menu but I really need at least 14 total digits in length for spell names.
I can't imagine this being difficult to pull off, but I haven't personally done it.

I want to be able to use curative and teleport spells outside battle with it as well.
The spell data should(?) should be able to do that, but if it's Lore it might(?) need some assembly to get working? Maybe not? I dunno.

Game Modification Station / Re: FF1:DoS Projects
« on: May 27, 2017, 12:23:12 PM »
Words cannot express what I feel right now :omg: