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Messages - nfitc1

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126
There is a Final Fantasy 3 PSP, but it's 3D, not sprite based, same as the DS version.

Huh. That's a 2012 game. I only had the DS and didn't know there was anything after that other than the mobile ports. The PSP one looks like a port of the mobile port which is a port of the DS one. :)

127
Three is best on DS. There is no PSP for it, sadly. The PSP makes 1, 2, and 4+ outstanding to play! 3 is still mediocre, but not unbearable. The grind is real. :P

The originals of the 2D FFs do not age well. Each of them have some pretty disappointing flaws that remakes fix.

Nearly half of the magics in 1 don't work right.
Encounter rate of 2 is way too high.
3 isn't balanced well at all with difficulty spikes galore. (retargeting still doesn't exist in the remake and there are still some sharp difficulty spikes, though fewer of them.)
4 has a disappointingly small inventory system and never gives you a choice of party members.

5 and 6 have a PSX port that don't differ enough from the source to make them worth playing. They're basically the SNES versions with longer loading times and some translation fixes. The GBAs and on use a better script and have additional content. The mobile versions at least have a decent viewing aspect, but the Steam ports look ugly as sin with background tiles that don't match up and sprites that don't look like they were designed at the same time.

FF7, off course, has not officially been remade or updated at all. Any release after 1998 is just fine, but the music and FMVs suck on PC without mods.
FF8 should be on steam. No mods needed, but there are some that make it look "better".

If you can get your hands on 12 Zodiac Age you might find it fun.

128
1) Would require rewriting nearly everything. No joke. So many mechanics and functions depend on there being no more than three party members. You might as well rewrite most of the game from scratch.

2) Item duping in general is about ~98% fixed with current mods. There are some weird niche cases where items can be duped without W-Item, but it's impossible to predict.

3) This is quite simple. Probably changing one byte from a relative jump to an absolute jump or an assignment to nop

4) Possible, but requires significant rewriting of some menu items.

5) I'm not sure how FFT's ATB differs from, say, FF10s. That would be possible by pausing the ATB while the menu is up and progressively calculating the next actor to take a turn. This would make skipping/deferring action more difficult to implement.

6) Maybe. Easier than 1, I'm sure. However, there's not a lot of space for more weapons. At least as far as the PC is concerned, the weapon array is fixed length. You could double up on certain weapons, but that wouldn't make new character very unique.

7) Possible now. It takes a lot of work, though. Walkmeshes, entrance/exit points, scripts, layers, etc.

129
Actually, the max is 3D. That's even more bizarre. Maybe the gauge is 61 pixels long.

Starting at 0x5C766A and ending at 0x5C76AB. That's definitely limiting the needed exp bar value to 3D.

130
tbh... it's a joke that the inner bar isn't been calculated on the fly...  that it has a separate var is ridiculous.
Kind of yes and kind of no. I can easily imagine that it takes a toll on processing power on the PSX's part to calculate a percentage of needed EXP each time the menu is loaded for each character. It might have created a delay that the development team wasn't willing to accept and just made it calculate it at the end of every battle when a lot of background calculations were happening anyway. It might have been overcome at some point and adjusting it to calculate on the fly never got reexamined.

131
The max is 3F? That is dumb. I'll look into it. Thanks

132
There’s one on media fire that’s linked to from the blog. Use that link for now

133
0x5DD53D and 0x5DD540

134
You're using the real hex addresses not the virtual ones. That's going to throw me off...

The DP modifier starts at 0x1DC916. Changing that 7 will change the divisor for the kills, but it can only be powers of 2 (1, 2, 4, 8, 16, etc). A little further down at 0x1DC93D is the instruction C1 F8 04 which is the /16 and the following instruction at 0x1DC40 is 83 C0 0A which is your +10.

The actual modifier formula is ([power * kills / 128] / 16) + 10. not (10 + [power * kills / 128]) / 16.

135
All the ultimate weapons have "AX" damage formula types which just means "use 11 damage type and a special modifier". You can change the modifier in the exe to perform different checks. If you want details  you'll need to be more specific on what exactly you want it to do.

136
Completely Unrelated / Re: How old is everyone? v2
« on: 2019-11-19 13:31:20 »
A ten-year necro. Shame on you! :P

Though now I'm 12102 in negative trinary! :D

137
Troubleshooting / Re: FF7 all of sudden won't play game
« on: 2019-11-01 13:37:00 »
Yeah, I bet. I currently do not know any programming languages. I don't understand why certain complex old games like this cannot use a better programming language for PC/Steam versions, as they were modified more recently.
Except they are not modified at all. Most games like this are kept with all original code intact and then run with a sort of emulator that redirects certain hardware calls. It's kinda like waxing a used cannon ball to go into a cannon it wasn't designed to be used in so it comes out more accurately. I understand entirely how it works, but I'm not really sure how to explain it to someone without a technical background so that analogy might be a bit weak.

But, what do you think is the reason for the error? I have a backup for the .exe. Should I just use replace the file with that one? I havn't edited the .exe file until after the error happened, it's been a long time since I used WhiteChocobo. I never made any changes that cannot be done with in these programs.
Why are you bolding things? I guess it's slightly better than caps lock, but only just.

From Wallmarket every time I try to save:...
Then you are:

A) Not Editting the KERNEL.BIN in the correct location
B) Attempting to edit a file that WM doesn't have permission to edit
C) missing the zlib1.dll in a location that WM can access

WM was written on a 64-bit Win7 machine. That's not the issue. Don't use the "Create changes Patch" menu item or whatever the label is. You want "Create KERNEL.BIN"

138
Troubleshooting / Re: FF7 all of sudden won't play game
« on: 2019-10-30 02:22:46 »
That’s called artifacting and it can happen for a number of reasons. It’s not likely related either, but it usually indicates a mechanical failure between your video card and monitor like a contact losing connection or a frayed wire.

139
Troubleshooting / Re: FF7 all of sudden won't play game
« on: 2019-10-29 21:59:44 »
It's not WallMarket's fault. Stop trying to blame it. If creating change patches doesn't work, don't do it.

140
Troubleshooting / Re: Error when i try to start FF7
« on: 2019-09-22 19:51:27 »
What’s in your app.log file when it fails?

141
General Discussion / Re: FFVIII Remastered
« on: 2019-08-30 05:09:03 »
Apparently not, since Square binned both 7 and 8.
If I understand the story correctly, the sources for the games were made on gold discs and just misplaced when various people left the company. They probably still exist somewhere in someone's basement/attic. Might be worth a fortune now if it weren't such terrible work.
HiRes images were never kept. They were done by a third party and square only paid for the images they could use on the old PSX. I assume a similar thing was done with the FMVs, but I don't remember reading what happened with that other than they weren't kept either.

It was cheap enough that a multi million pound company could keep a backup on various media very easily
It wasn't really common practice to save source or resources longer than a short period in case you need to make small adjustments between versions. Version control wasn't a widely practiced thing until mid '00s.

142
General Discussion / Re: FFVIII Remastered
« on: 2019-08-23 16:38:40 »
So how much does anyone want to bet that CW is STILL in the code, but the menu was disabled. That'd be an easy check. If Mog Dance is now an Angelo search that'll make it even more rare. Not like it was a super useful action to begin with. At least I never found it helpful. Didn't GFs get all their HP back at the end of battle? It's been so long I can't remember. Just have to walk around a lot. Oh well.

With all the pictures here I'm not sure which is which. The gradient looks fine on the steam pics, which is something that always bothered me about the '99 release. Not sure I like some of those models, but some look just fine. I'll want to see some actual in-game footage before making any more judgements.

Oh yes! The original build of FFVIII PC had a problem with the Tonberry summon not displaying the "Doink" text in the text box. Did that get fixed in future releases?

143
The next WallMarket will be able to support changed values. Just FYI. :)

144
Do you have the required components installed? Check the first post.

145
In terms of Magics, I can see either sleep going away. Possibly Confuse and/or Berserk as well. Technically these are statuses, but I don't see how those statuses would work well in this format. Silence I can imagine working better than Darkness.

146
Gameplay / Re: Fight Summons to collect their Materia
« on: 2019-06-13 03:30:26 »
Proud Clod for the battles ( might need to supplement with a hex editor in some cases)
Kimera for the animations (is there anything more recent? I haven’t kept up)
Makou Reactor for the field scripts to trigger the battles.

147
General Discussion / Re: Level-up stat increases
« on: 2019-05-30 04:19:47 »
You don’t need to defend your choice of unity. I just didn’t understand the scope of what you are trying to accomplish. If you only wanted a level/stat calculator then a 3D environment  builder seems to be the wrong direction for an interface. :) Nowadays I’d probably pick something more “universal” like HTML5 or so.

148
General Discussion / Re: Level-up stat increases
« on: 2019-05-29 18:20:02 »
Don't do any floating point calculations. I'm not sure how it works in C#, but by default in VB.NET it seems to want to do floating point divisions. I have to explicitly state I'm doing integer divisions. This can introduce rounding errors that will build up as you increase the level.

As for the difference, you already have it.

Code: [Select]
  int difference = Random.Range(1, 8) + (100 * baseline / hp) - 100;
That value will tell you what you need to know. It should be between 0 and 11, not whatever the .11 you're multiplying it as. Truncate the decimal points from this value and cap it at 11. Then use the HP Stat Gain table to get the HP gain for that level. The calculated percentage multiplied by whatever the curve's gradient is at the level you're moving to.

Code: [Select]
  int increaseHP = Math.Floor((bonusHP[cappedDifference] * g) / 100);
  int newHP = hp + increaseHP;

Any particular reason you're using Unity to calculate this?

149
First of all, that's a two-year old necro. I guess it's relevant so it's acceptable.

Second, don't do any floating point calculations. I'm not sure how it works in C#, but by default in VB.NET it seems to want to do floating point divisions. I have to explicitly state I'm doing integer divisions. This can introduce rounding errors that will build up as you increase the level.

As for the difference, you already have it.

Code: [Select]
  int difference = Random.Range(1, 8) + (100 * baseline / hp) - 100;That value will tell you what you need to know. It should be between 0 and 11, not whatever the .11 you're multiplying it as. Truncate the decimal points from this value and cap it at 11. Then use the HP Stat Gain table to get the HP gain for that level. The calculated percentage multiplied by whatever the curve's gradient is at the level you're moving to.

Code: [Select]
  int increaseHP = Math.Floor((bonusHP[cappedDifference] * g) / 100);
  int newHP = hp + increaseHP;
Any particular reason you're using Unity to calculate this?

150
2018 is the address that the "write global var" function reads to know where in the savemap the value is to be written/read from.

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