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Messages - praetarius5018

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21
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: October 26, 2019, 10:25:40 am »
next update (v1.5)
-field icons can invoke combos (e.g. 2 light + 2 fire = 4 sun)
-rework of !red, !rose, !mix, !x-magic
-!brave now replaces row option (left in command selection)
-start with !skill to have a few more options at the start
-cover can apply against certain single target spells
-several more tweaks and bug fixes

22
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: October 15, 2019, 02:42:00 am »
technically there's a difficulty selection in the config menu so it can be easy type hack if you want :D

for all jobs available from the start, there's a relic in the first town's armor shop that does exactly that.

23
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: October 14, 2019, 12:30:54 pm »
There's no "simple" job option but a "single" mode - beginner house should explain most of the stuff, though.
Guess "single" is not descriptive enough...

24
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: August 04, 2019, 10:04:05 am »
next update:
-enemy %maxHP damage skills are now based on expected maxHP instead of actual maxHP (to no longer penalize building for HP)
-changed AI for Galura and SolCanon
-bug fix for non-memory cursor in new skill menus
-changed battle RNG so that more than 256 states are possible during the same battle

25
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: July 21, 2019, 11:22:51 am »
...I don't see how that makes a difference but ok...?

26
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: July 20, 2019, 06:26:20 pm »
restart the game so it goes to the screen where you can select your save slot, select one so it goes to the yes/no prompt for really loading it. there you hold L+R and press A while still holding both.

27
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: July 20, 2019, 03:40:59 pm »
It's.. Not working. I hold L+R when loading my save and nothing happens.
did you hold the shoulder buttons L+R while hitting yes on the load prompt?

Damn, it used to work. How's this?
those are intended, beginner house should deliver a good enough explanation

28
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: July 20, 2019, 08:29:04 am »
"You are not the owner of this file! Access Denied!"

29
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: July 20, 2019, 04:44:44 am »
You can start ng+ whenever you want, just be aware that enemies are scaled up a bit there.

30
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: July 14, 2019, 05:06:09 am »
what glitched battle text?

31
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: July 08, 2019, 05:33:49 pm »
next update:
-expert mode option
-auto-reset on battle loss instead of game over
-water boosting rod
-better support for memory cursor on new skill sets
-rare steal chance now scales with AGL

32
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: June 26, 2019, 06:10:50 pm »
The penalty did not go away when the vampire job was finally unlocked.
That means it's intended that if you want bartz or lenna to gain a job level in the vampire job they get perma aging status and should be with the sage stone equipped forever?
For the record, the sage stone was only unequipped after gaining the job levels.
Bartz and Lenna never get natural access to vampire job so they have to use the sage stone.

That item is meant for those that
a) have a plan what they want to do with their characters and don't want to waste job levels on early game jobs
b) are willing to sacrifice a relic slot for access to an otherwise unobtainable job for whatever strange powergamer scheme they have come up with.


I'm Interested in the extra jobs more than anything.
How did you go about adding them?
Did you need to expand the ROM and move the job data to a new bank?
You said that not every class gets every job because of menu space.
Did you also do it in order to have space for new sprites?
Also how are the new jobs obtained?

What I'd like to do is simply add a few new jobs including the ones from the GBA version.
This would require the addition of new spells, commands, graphics, and somehow expand the Jobs menu.
Do you have any tips or resources you could share that might help me do this?
I tell you one thing, it won't be simple at all.
I had to move a ton of stuff around,
the job menu can't scroll past the original end (freelancer +1 opens the controller config).
Ability slots are also limited (I mean the ids taken for Black1-6, etc.) and I had to compress the 5-6 tier magics into one ability just so I had more space for new abilities and even that was a bit short on what I wanted to have...
Then there's the usual issue with limited RAM to save ABP/job level of the new stuff.
Also the spell table is full - I have to cheat in a lot of places to load a different spell for the same id.

The new jobs here are obtained along with the old jobs,
in fact I've tied them to the exact bit used by some of them; e.g. Sage is tied to having Ninja.

33
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: June 26, 2019, 02:26:40 am »
as it should be - the sage stone is a penalty cost until you either unlock the job you gained a level in naturally or... well nothing or

34
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: June 25, 2019, 12:12:07 pm »
can't reproduce that.
are you sure you have the sage stone still equipped?
the default setting is optimize on job change which would unequip the sage stone

35
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: June 23, 2019, 07:13:45 am »
next update:
-weapon proficiencies
-Enuo as a bonus boss
-some more weapons
-couple bug fixes

36
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: June 12, 2019, 02:22:59 am »
you watched any of the tutorial sequences where they go to the menu?
so far that was the cause for that, just making sure you haven't found a second way to get that glitch.

37
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: June 08, 2019, 08:54:08 am »
next update (link in first post):
-remaining jobs done
-added sprites for new jobs (thanks to BlackLiquidSorrow)
-separate active skill and passive skill slots

38
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: November 29, 2018, 12:43:13 pm »
Both yes and no.
I'm adding a total of 10 jobs, half is done at this point.
Some of them may take the advance jobs as an inspiration or my own spin on the idea; truth be told I didn't like any of the 4 jobs as they were and they come so late as to be mostly useless.
Let's take Oracle.
How does !Predict work in FF5A again?
It selects a spell based on your current MP single digit, some of which can hurt your party,
spells have power based on the target's HP single digit
and the entire thing takes a while to take effect anyway, so the HP may even change in the meantime
also the spells at their best aren't above tier3 spells anyway.
Very complicated to use well, so why bother.
So in my version I do away with the randomness:
you've 8 spells to choose from instead of 10 based on a non-obvious value
spell power is "normal" and not some hidden not-really-random mechanic
only the part of the spell happening in the future remains.
Instead the new limitation is that you can use each of those spells only once per battle;
I mean it is really not much of a prediction to say "the valcone will erupt" while the volcano spews magma on your head.

Necromancer will have a few influences on the planned vampire job.

Cannoneer will be quietly ignored - one Chemist-style headache is enough per game.

And Gladiator... emmm... what does it do again that isn't sword dance 2.0?
I think he may be at fault for Samurai's new Slash version.

39
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: October 21, 2018, 10:37:02 am »
next update:
-5th new job
-status health with chance to instantly succeed in inflicting a status effect instead of pure hit/miss chance
-changed white/pure to heal HP leak instead of poison
-added a delay to the first monster turn; 30 atb ticks for fixed encounters (bosses) and [10..70] for random formations (each monster gets its own penalty)
-several more number tweaks

40
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: August 22, 2018, 03:08:21 pm »
next update:
-4th new job
-changes how defense, weakness, etc. are applied
-rearranged shop inventories, added some previously unobtainable items
-couple QoL changes (e.g. scan shows undead state, spell anim fast forward)
-a couple bug fixes

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