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Topics - LastingDawn

31
PSX FFT Hacking / To any True fan of FFT...
July 16, 2009, 05:12:27 pm
I used to think to myself "What FFT could use is a piece of art for every important scene in the game", then I came back to reality, shook my head, and said "it will never happen..." then I stumbled across this site...

http://aspara.cside21.com/FFT/FFT-menu.htm


Chapter 1 - The Meager

Chapter 2 - The Manipulator and the Subservient

Chapter 3 - The Valiant

Chapter 4 - Somebody to Love Part 1

Chapter 4 - Somebody to Love Finale


The art he makes is beautiful and absolutely fitting (also the only known fanart of Death Knight Argath, which hi picture manages to show as a pretty emotional scene)



This man (or woman or group...?) has made an absolutely gourgeous picture for most of every important scene in the game, with a very oekaki style to them all, (there are a few just for fun pictures scattered about made in a superchibi style)

but the effect is beautiful, it literally tells the story of FFT WoTL in pictures, and I would suggest any true fan of FFT, to at least take a glance through. I'm sure there's something in there for everyone, even some very difficult to find art for characters (I'm looking at you Barinten...)


And what FFT story would be complete without...




As well for those who don't plan to check it out, there is a beautiful .swf of the this fellow's interpretation of the ending...

http://aspara.cside21.com/FFT/nikki/036-lastpage

This is a true masterpiece, if you see any of this man's work please click on the link above this.
32
Well, Melonhead released an Amazing new addition to Shishi today, that I cannot help but share! Do you recall those old, slightly glitchy pictures, with the all blue Gafgarion and Agrias, and the... oy, complete screwups afterwards, so here we are!






The original, to show what it looks like clean

As it stands the original FFT logo does not look so great on this background, nor did I just want to slap on "Mercenaries" in a poor font under it.

Thankfully we have Voldemort helping us in this venture, I am certain that he will be a terrific job with it!
33
http://www.cubed3.com/news/12471

Anyone worth his salt knows this man needs no intoduction. The creator of Ivalice, a world that continues to dazzle us to this day, a continuing story that was told bit by bit with every new release. Though no longer Matsuno's,  Akitoshi Kawazu has done a fine job of keeping his world alive and vibrant. Granted two 40/40 from the notoriously strict Famitsu Magazine with Vagrant Story and Final Fantasy XII, his fame is unfortunately shadowed by some of the "larger" players in the field.


It has been since early 2006 that after Matsuno left Square (or was more then likely let go, because of time constraints...) he joined up with Nintendo, to most this should come as little surprise, he has always had a close relationship with Nintendo, as I believe FFTA was the first Square game to be put on the GBA way back in the day, he definitely rebuilt that bridge. Also while he was working on FFXII he met occasionally with Shigeru Miyamoto (many fans thought that perhaps they were collaborating to bring FFXII to the Gamecube.)

He worked with a company called PlatinumGames to create a game called MadWorld (A horrendously bloody, yet stylish beat 'em up on the Wii...), he created the story and the overall premise. (Which I have to say is very well done for just an action game.)

Long before that though there was rumors that he was working on a Wii RPG with Xenosaga workers, wth a company called "Monolith", these rumors began ever since he joined with Nintendo in 2006, now Monolith has released the first trailer of their brand new game and people cannot help but see that it carries with it alot of FFXII's influence. So is this the rumored Matsuno game, that people have been rumoring since early 2007? Truly only time will tell...
34
Mercenaries / Sidequest Ideas (31/40)
July 11, 2009, 05:10:46 pm
Alright, as explained in my "Progress in Mercenaries" topic I will be adding at least 40 new sidequests into the game (10 per chapter), but unfortunately I'm relatively creatively drained at the moment, so what do you all have in mind for sidequests you'd like to see? Sprite's are really no longer an issue, but if you do plan on involving a custom sprite, Please make sure that it's already finished. Here is the template I would like...


Quote from: "Example"Bounty Hunting Introduction

Activation Method - First time to the Warden's Office.

Area - Dorter Trade City

While trying to leave Dorter Trade City Gafgarion's troupe is stopped by a number of Knights claiming to be Bounty Hunters, and they'll invite you out on your first bounty mission. (You have a yes or no choice to this, if you just want to skip the introduction).

This will take you to Mandalia Plains, where the Knights and Gafgarion's Troupe will engage the Mad Mages family leaders, Mama and Papa. They'll explain about the Description of the Bounties holding their Bounty poster, and defeating them will earn you a Ticket for use at the Warden's Office for a prize.

After winning they thank you for a job well done.

Things like that, but try not to be Too specific for the activation. I am sure you all will come up with fantastic ideas for this!
35
Mercenaries / Progress in Mercenaries
July 11, 2009, 04:41:28 pm
I have decided to utilize a tactic I learned from my time as a Zelda 64 hacker, it was a simple and effective way to increase my limits allowed to by the game, this was called "multi-patching" because of all I'd like to do with Mercenaries, the multi-patch path seems the best way for me to get all of that, and more into the game.


This is the way it will work...

Chapter 1 - Patch

Chapter 2 - Patch

Chapter 3 - Patch

Chapter 4 - Patch

The reason it will be done this way is because of the immense possibilities that I couldn't make do with in normal circumstances.

This will allow me to add at Least ten new sidequests each chapter. As well as an unlimited amount of sprites, what this basically will let me do is use many different places where there wouldn't be space and reuse that space.

Just a quick statement of the chosen upon path of progression in Mercenaries.
36
The Lounge / Ivalice based "AMV's" (FFT, VS, FFXII)
July 08, 2009, 08:07:26 pm
Well, as you know I love the world of Ivalice to bits! Valendia, Ivalice, Rabanastre, regardless of what part it is held in, they always manage to make their stories unique, cleverly and subtly connecting the pieces of the world of Ivalice.

After beating Vagrant Story I searched for AMV's but unfortunately there was only one, (made only a month ago surprisingly). But this is a true gem! No generic Evanescence or the dreadfully overused Linkin Park, but by a band called 8mm and the song Angel. Which fits the game perfectly. Very dark, and he matches all of the lyrics to the charaters. It is one of the best AMV's I've personally seen on YouTube.

Hush-Vagrant Story AMV



I have seen a lot of great FFXII videos, (the most common to find..)

(Personally one of my favorite FFXII videos, with a dark song all about Ashe's inability to get over her husband's death)
Ashe - Disappeared

(This video is simply hilarious, I really enjoyed the clip matching and voices taken out of context)
Dr. Cid/Ashe Do You Want To?

(Not much to context, rather then matching rythym and clips, it's not bad though)
FFXII - Nightwish


There's a few good FFT videos using the cutscenes from WoTL, unfortunately they are in very short supply...

(Personal bias here... one of my favorite games with one of my favorite animes, best songs? Count me in!)
FFT-The World

(A great amv which fits the context of the game.)
FFT - Feel For You

(An AMV all about Delita using Coldplay's Viva la Vida)
Viva la Vida - FFT
37
http://www.us.playstation.com/PSone/Gam ... tures.html

Apparently the actual old website for the game has a lot of false advertisement the main part being that extremely long eared girl with really odd feet (prototype for a Viera?) and of all thing why is this never shown character shown on the Features of all things! Everything on that site is basically from the beta, pictures anyhow, the story and classes seem pretty solid. Much clearer beta pictures then what we've seen in  the past anyhow.

EDIT: Oh boy... it looks like their official site was Also translated by the same people who translated FFT!

http://www.square-enix-usa.com/games/ff ... ndex3.html
Unfortunately no beta here, just a lot of sloppy English and lots of bad quality pictures.
38
Most people who come on IRC know that I love most fan creations of FFT, whether it be fanart of fanfiction. Now I have a stockpiled large amount of pictures which I've gotten from all around the internet, Japanese and English sites alike, one thing I've noticed though, especiallly on the English side, they go very unappreciated. As it stands We are the de facto FFT Community, so I thought this thread a neccessity, now I would like you all to post your specific pictures or any ones you've made! (Please keep it PG-13... I know how you guys get...)

I've also invited a few members of DeviantArt to come join us here as artists, to show off their work. I would assume that attention here is much more uplifting then the lack of care most DeviantArt goers have for FFT, this is in turn strangling the creativity of most of them. I've seen some beautiful pictures, that only had 50-60 views. I think this would be the best place for these individuals to post them. I do hope you will comply and as always, feedback on these individual's works would be fantastic!
39
I found out about these last week, but then I completely forgot about them (though I've been listening to them off and on all last week)

The majority past disk 1 is examplary! It is a great tribute! Most of the first disk is rather... bland, some downright offensive, but 2,3, and 4 really shine!

(not that you'll know which is which with this zip folder...)

I have a few select favorites, any Under the Stars remix (the one with lyrics sounds very nice, though I have no idea what they're saying) ranks high, there's also an unexpected favorite from the song Remnants. Even Zalbag gets a bit of a tropical mix! (odd song indeed), I do suggest any true fan of FFT to give them a listen, I for one particularly enjoy the majority of them!

We have Music Fantasy Tactics (mft.exdeath.jp) to thank for all of this!


And here's the file a whopping 322 MB, I apologize for the gigantic file... but it is a lot of music.

Music Fantasy Tactics Remixes
40
Well, with the extended ISO that comes along with the new beta Shishi, I've found myself to have a bit more sprite space then I did previously... in such there's roughly 61 if not more free sprites to use. I've run out of roughly many ideas for sprite placements, but if you people have any thoughts for specific sprites you'd like to see in Mercenaries, feel free to post the idea here! (Sprites that are free...)

*Changed - Means it's already been changed in someway, but is still the same depicted character.

*??? - I'm not sure what to do with it, it may change, or may be altered completely, of course requests for updated version of sprites are encoraged for these.

*Request - Choose what you will! If it's a fitting sprite, odds are your choice will make it in, just give a brief explanation of why you think this sprite should be in Mercenaries..

*None - No changes will be done to these central story character's. That doesn't mean though I'm not looking for updated looks on them, Mustadio in a different outfit or Algus in a more refined choice of dress, things such as those are encouraged for the "nones".

QuoteRamza 1 - Changed
Ramza 2 - ???
Ramza 3 - ???
Delita 1 - None
Delita 2 - None
Delita 3 - None
Algus - None
Zalbag - None
Dycedarg - None
Larg - None
Goltana - None
Ovelia - None
Orlandu - None
Funeral - None
Reis - Lavian
Zalmo - Kanbabrif
Gafgarion - None
Malak - Request
Simon - None
Alma - Request
Olan - None
Mustadio - None
Gafgarion - Changed
Draclau - None
Rafa - Request
Malak - None
Elmdor - Sephiroth
Tietra - None
Barinten - (Complete Sprite sometime please?)
Agrias - Request
Beowulf - Alicia
Wiegraf - Sari (20 yr old woman)
Balmafula - None
Mustadio - Rad
Rudvich - Request
Vormav - None
Rofel - None
Izlude - None
Kletian - None
Wiegraf - Berserker
Rafa - None
Meliadoul - Blansch
Balk - ???
Alma - Request
Celia - Request
Lede - Request
Meliadoul - ???
Alma - None
Ajora - ???
Cloud - Request
Zalbag - Bolmna
Agrias - None
Chemist - Request
Priest - Request
Wizard - Request
Oracle - Request
Squire - Request
Celia - Request
Lede - Request
Velius - Request
Knight - Request
Zalera - Request
Archer - Request
Hashmalum - None
Altima - ???
Wizard - Request
Queklain - Exodus
Rofokare (Time Mage) -  Rofokare (Purple Mystery)
Adramelk - None
Oracle - Request
Summoner - Request
Reis Dragon - Request
Altima 2 - ???
10 yr old boy - Request
10 yr old girl - Request
20 yr old woman - Request
20 yr old man - Request
40 yr old woman - Request
40 yr old man - Request
60 yr old woman - Request
60 yr old man - Request
Old Funeral Man - Request
Old Funeral Woman - Request
Funeral Man - Request
Funeral Woman - Request
Funeral Priest - None
Squire M - Request
Squire M - Request
Squire M - Request
Squire M - Request
Squire M - Request
Squire M - Request
Dami - Iron Giant
Kasanek - Request
Kasanem - Request
-----------------
Squire M - None
Squire F - None
-----------------------
Scryer M - VincentCraven
Scryer F - Request
---------------------------
Knight M - None (perhaps a look upgrade, but they are pretty unique looking)
Knight F - None " "
----------------------------
Archer M - Request
Archer F - Request
--------------------------
Monk M - Request
Monk F - Request
------------------------
Cantor M - Changed
Cantor F - Request
-------------------------
Invoker M - Request
Invoker F - Request
--------------------
Warder M- *Placeholder Dark Knight*
Warder F- *Placeholder Monica*
--------------------
EsperBlade M- *Placeholder Karsten*
ESperblade F- *Placeholder Saeru*
----------------------------
Traveler M - Reserved
Traveler F - Reserved
--------------------------
Inquisitor M - *Placeholder Holy Knight*
Inquisitor F - *Placeholder Miluda*
-----------------------------
Arbalist M - Kent
Arbalist F - Tamara
--------------------------
Trancer M - Cavalier modified
Trancer F - Request
----------------------------
Dragoon M - Zozma
Dragoon F - ??
---------------------------
Reliquian M - Minwu
Reliquian F - Request
--------------------------
Gambler M - Request
Gambler F - Lust
------------------------
Blue Mage M - Request
Blue Mage F - Request
------------------------
41
PSX FFT Hacking / Japanese Trailer for FFT
April 28, 2009, 04:54:40 am
http://www.youtube.com/watch?v=Pyv6UghbG9c

From the way it looks it seems to be a bit before prerelease, but there are still quite a few oddities to it...

First...

Notice the pivotal Zeakden scene, they hadn't had it completed yet, Ramza and Delita are simply marching like explosions are Not going off around them, also the sky is different.

Lionel Gate in the Daytime with a completely different ENTD set does look pretty interesting, nothing much there though.

Looks as if they didn't have weapon strike abilities working 100%, notice Gaff's blade is oddly missing.

Look at Mandalia! That place looks pretty primitive.


Forget Mandalia! Look at Algus! He has long hair or something! He looked wildly different in the beta it appears.

Different ENTD setup for Bethla Garrison. (Probably set so they could show off Bahamut)
42
Though the TEST demo is out, that doesn't mean innovation stops! There is still much more then what that shows, mainly a new plan I've formulated to make gun's muchmore unique and give a new touch to the whole of the matter! Introducing...

Gun and Bullets!
Part way through the game you will receive one single gun. Guns themselves I found to be rather boring, I couldn't think of anyway to innovate them that I haven't already tried or done with the Crossbow and Bow. So I decided to make them incredibly unique...

Are you aware of the secondary weapon range glitch? In that it shares the same range as the first weapon. Well I know of a way to utilize that very well to the benefit of this project.

Poles, have lost their place in Mercenaries, I can't find any class they really stick to, also they are a rather boring concept by this point. Poles have been turned into "Bullets".

You might still be asking "How is this supposed to work? Can't we just equip two "bullets" and completely bypass using the gun?

The answer to that is plainly, no, you cannot.

If I make Poles 0 Range weapons with two swords you Can't use them without the assistance of another Two Sword weapon, now I've made certain that no class can abuse this delicate set up. The only Two Sword weapon that these classes can equip would be Engineer's Gun and Bullets.

With the Engineer's Gun in the right hand and a bullet in the left, you will have two attack technically, one of WP ^2 and the other as MA * WP (maybe). With up to 8 different bullet types to the single gun the possibilities are pretty expansive. (also with Equip Change on each PC, this allows for "reloading" which make them versatile as well)

Any ideas you might have for certain types of bullets can go in this thread, or in the relative Equipment Thread. I look forward to seeing what your creative minds can put together!
43
Mercenaries / Important PC and NPC Skill Topic
April 16, 2009, 11:22:07 am
If you'll recall from the first few videos I showcased most of the skills belonged to the uniques you fight and fight alongside with in the game, I'll start with the main crews then continue from there.

QuoteSquire/Mercenary Ramza -
--------------------------------
Accumulate - Hit_F 150% to cast Quick, 1 Range, Follow Target (Secret Skill)
Throw Stone - Increased power
Dash - Increased Power
Medical Kit - MA * 3 Amount of Healing + additional buff or debuff 25%. 70% + MA.
Yell -  Haste
Tactic: Preparation - Haste and Transparent
Wish - Normal (unless you're playing the Test Demo then it's a debug tool)
Guard! (Force Defending on a unit)
Steal/Weapon/Armor/Helmet/Shield - (The only person to have Steal in the game, is this a good idea? I would like your opinions chiefly on that matter.

QuoteApprentice Rad
------------------------------------
Double Fire - MA + 4 * MA /2
Double Thunder - "        "
Double Ice - "               "
Healing Breath - 40% HP Recovery, 1 Range, Pray Stance
Fortify - PA + 60% - Protect, 5 panel, around target
Turning Gale - PA +4 / 2 *  PA
Medical Kit - (See above)
Leg Aim - SP + 50%
Brace - Defend, Protect, Shell, on self.
-------------------------------------

QuoteDark Knight Gafgarion
------------------------------------
Night Sword - (well known)
Dark Sword - (well known)
Abraxas - 3 Range, PA * 5 - 1/4 damage taken from the blow
Somber Drive - Weapon Range PA * 8 1/2 damage taken from the blow
Dark Wave - 2 Effect Area, Weapon Strike, hitting caster as well.
Dark Storm Gauntlet - 2 Effect Area, 4 Range,  PA * 10 3/10 of the damage taken from the attack.
Devil's Grudge - Attack enemy for loss of HP.
Energy - Long Range Wish
-----------------------------------------

QuoteFencer Lavian
-------------------------------
Swarmstrike - Poison and Damage
Featherblow - Soft blow, used for KOing targets
Swallowtail - An attack on all sides
Manastrike - MP Damage
Piercethrough - 2 panel strike through, normal attack
Nighthawk - Ranged normal attack
Blade Flurry - A Persevering move, which attacks a target each 2 ct
---------------------------------

QuoteGaia's Lance Alicia
-------------------------------------
Divine Lance - A Powerful Holy based Lance attack
Repeating Thrust - Repeating blows, a tad inaccurate, random damage
Vital Sense - With skillful thrusts of the spear, can cause many status ailments
Downsize - An unearthly strike which melts the soul of the afflicted.
Wind Lancet - A plain thrust enchanted with draining capabilities
Aura - Reraise and Regen
Astra - Protect against all Harmful Status Ailments for a turn
---------------------------------------

QuoteHoly Knight Agrias
--------------------------------------
Stasis Sword - (classic)
Split Slice - (classic)
Crush Stab  - (classic)
Lightning Pierce - (classic)
Holy Explosion - (classic)
War Cry - Haste around target
Ironclad  - Slow, Regen, Protect
Chaste Slice - (would like a custom formula for it... but for now it's fine)
God's Orb - Faith based magic damage

Glacier Skewer - From the ground rises many Icicles which shatter all around the Holy Knight that brought them forth, dealing damage to all around her

Knights of Konoe - A dazzling lightshow confuses opponents, at this time the caster calls out her ambush troops to slice the opponents to nothing.
---------------------------
QuoteArc Witch
Witch Craft
Allure - Ephemeral Embrace (Cuts tbe afflicted off from the real world, possessing their spirit infecting them with Dark Matter.

Bio 2 (D) - Misery Mask (Suffocates the target in a mask of darkness which descends from the sky, with a chance to infect them with Dark Matter.

Bio 3 (A)- Abyss Aspel (Sucks away all magic in the target returning it to the caster)

Bio 3 (B)- Demonic Delight (Using the cursed Madlemgen calls forth spirits to steal her opponents very life force)

Bio 3 (C)- Witch's Wiles (Expends her power to bring dark aid to her allies.)
---------------------------------------------------
Blood Suck (Vampire)  - Augur Apophis (Evoking her darkened spirit, calls forth her true form. In this form she is unable to distinguish between friend or foe.

Blood Suck (Arc Knight) - Coven's Calamity (In her true form she summons a dark host, which calling upon the ritualistic black magic, sacrifices her opponents to her demonic allies. upon completion returns to her earthly form.)

More to come!
44
Mercenaries / Feedback on Mercenaries
April 12, 2009, 05:18:42 pm
You've now experienced it for the first time, all of the months of preparation and planning! Now please tell me what you think of it, an honest critique is always for the best.

Was there an overpowered skill or class?

The weapons too weak, too strong?

Armor not changed enough?

Too many useless skills?

Broken game mechanics?

Please, any thoughts would be fantastic and can only help to improve the project!
45
Quote[[B.1] WEAPONS

BAREFISTS:         [(PA / 2) * PA  
                  Range 1v2 (from below) / 1v3 (from above)
                  NO Two Sword
                  NO Two Hands  
-------------------------------------------------------------------------------
## NAME            WP  Ev  PRICE  E.LV  EFFECTS
00 <Nothing>       0   40    0          0      
------------------------------------------------------------------------------


DAGGERS:           [(PA + Sp) / 2] * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   NO Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
01 Dagger           2  5   1000   15    Hit: Double Attack
02 Mythril Knife    3  5   1500   20    MA + 1, Hit: Double Attack
03 Hunting Knife    4  5   2000   25    Hit: Double Attack
04 Dancing Knife    5  5   3000   30    Hit: Double Attack
05 Platina Dagger   1  10  10000  33    Hit: Double Attack, Initial: Regen, Shell, Holy Elemental
06 Main Gauche      5  45  3500   36    Hit: Double Attack
07 Orichalcum       5  5   4000   39    MA + 2, Hit: Double Attack, Initial: Reflect
08 Cluster          10 5   15000  42    WP^2
09 Zwill Crossblade 4  5   8000   45    Range 3, Hit: Double Attack
0A Tobacco Pipe     ?  ?   ?     (??)  

-----------------------------------------------------------------------------------
BEC DE CORBIN:      [(PA + Sp) / 2] * WP?
                   Range 1v2 (from below) / 1v3 (from above)
                   No  Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME               WP  Ev  PRICE  E.LV  EFFECTS
-- --------------     --  --  -----  ----  --------------------------------------
0B Bec De Corbin      4   25  10000  20    Half: Fire, Ice, Initial:Protect
0C Jewel Tarnish      5   25  12000  24    Hit: Vanity's Cost, Lightning Elemental
0D Vitality Gash      7   10  15000  28    Hit: Mortal Fate, Dark Elemental
0E Ribbon Cutter      7   20  17000  32    Hit: Meaning of Prestige, Ice Elemental
0F Francisca          9   25  20000  36  
10 Mail Rupture       6   30  25000  40    Hit: Parting Reliance, Water Elemental
11 Munition Cleaver   6   10  30000  45    Hit: Hope's Worth, Earth Elemental
12 Demon Slice        3   5   50000 (50)   Hit: Demon's Last Gasp, Fire Elemental


SWORDS:            PA * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   NO Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
13 Mysiril Sword    6   5   200   (10) Range 2, Hit: Constant Morph, Dark Elemental
14 Fencer Epee      5   25  1500   10  Water Elemental
15 Enhancer         4   5   10    (10)  PA + 1
16 Mythril Rapier   3   12  2000   15  Range 2, MA + 1
17 Blood Sword      8   5   50000 (12) Absorbs damage as HP (Undead reversal), Dark Elemental
18 Earth Sabre      8   0   3300   20  Hit: Golem, Earth Elemental
19 Griffon Falchion 5   5   5000   25  Add: Addle, Confusion(25%)
1A Silver Estoc     5   25  7000   30  Add: Crack Armor
1B Platina Sword    4   10  11000  35  Immune: Dead Strengthen: Holy, Holy Elemental,
1C Gold Sword       3   15  60000 (40) Hit: Bronze Penny/Silver Coin/Gold Bullion
1D Flame Tongue     6   10  14000  45  Hit:Chakra, Fire Elemental
1E Rune Blade       5   5   20000  50  Range 3
1F Zeni Sword       ?   ?      ?  (??)  
20 Excalipoor       ?   ?      ?  (??)
48 Wave Creese      13  0   15000 (95) Always: Dark Matter
-------------------------------------------------

SPELL BLADES:     [PA * Br/100] * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   NO  Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
21 Earth Splitter  4   0   4000  (15)  Hit: Titan, Earth Elemental
22 Glacial Edge    5   15  5000  (25)  Hit: Cyclops, Ice Elemental
23 Magma Brand     6  30  7000   (35)  Hit: Salamander, Fire Elemental
24 Umbra           7  25  10000  (45)  Hit: Ephemeral Embrace, Dark Elemental
25 Magi-Sword      ?   ?   ?     (??)
 --------------------------------------------------------------------------

RELIC:          [PA * Br/100] * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   NO*2 Two Swords
                   NO*2Two Hands
------------------------------------------------------------------------------
## NAME                 WP Ev  COST   E.LV  EFFECTS
-- --------------       -- --  -----  ----  --------------------------------------
26 Weathered Sword      5  20  1600   10    Initial: Slow, Add: Slow
27 Guardian's Wish      2  35  3000   14    Cancel: Protect, Shell, Defending, Reflect
28 Blissful Ignorance   3  0   5000   18    Cancel: Reraise, Regen, Shell, Faith, Dark Elemental
29 Glass Axe            1  0   7000   22    Hit: Demishock
2A Star Chart           4  0   10000  26    Hit: Falling Stars, Holy Elemental
2B Rusty Claws          5  0   12000  32    Add: Poison, Don't Move
2C Bent Pocket Watch    10 0   15000  36    Unique
2D Feng Shui Scrolls    8  10  22000  40    Add: Transparent, Regen, Protect, Shell, Faith, Reflect, All

Elemental
2E *2Advisor's Signet   1  0   25000  44    Immune: Confusion, Berserk, Charm  
2F Orb of Minwu         ??  ??  ??   (??)    


CLAWS:              [(PA / 2) * PA ]  
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   NO Two Hands
------------------------------------------------------------------------------
## NAME               WP  Ev  COST   E.LV  EFFECTS
-- --------------     --  --  -----  ----  --------------------------------------
30 Fire Claw          0   00  1500   10   PA + 1, Half: Fire, Fire Elemental
31 Bone Claw          0   20  4000   16   Always: Undead, Add: Undead, Strengthen: Dark, Dark Elemental
32 Climbing Claw      0   25  6500   22   MA + 1, Jump + 3 Add: Slow, Ice Elemental
73 *6 Survivor        0   00  10000  32   Immune: Crystal, Treasure
74 *6 White Fang      0   00  60000  44   100% Cancel: All Status Ailments
5D *8 Fabul's Finest  0   10  10    (50)  Sp + 1, Initial: Haste, Strengthen Lightning, Lightning Elemental,

Add: Confusion

RODS:              PA * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME                WP  Ev  COST   E.LV  EFFECTS
-- --------------      --  --  -----  ----  --------------------------------------
33 Blessed Rod         3  0     1200  10    MA + 2, Hit: Healing Voice, Cure Elemental
34 Apprentice's Rod    3  20    2400  16    MA + 4, Hit: Double Thunder, Lightning Elemental
35 Scholar's Rod       3  20    3600  22    MA + 6, Hit: Tactic: Raze, Fire Elemental
36 Professor's Rod     3  20    4800  28    MA + 8, Immune: Innocent, Initial: Faith Add: Don't Move, Addle,
37 Mage's Rod          3  20    6000  34    MA + 10, Hit: Comet,
38 High Wizard's Rod   4  20    8000  40    Hit: Coven's Calamity, Fire, Lightnng, Ice, Elemental
39 Dragon's Rod        5  20    12000(95)   MA + 12
3A Faith Rod           5  20    10   (96)   Auto-Faith, Add: Faith (25%)


STAVES:            MA * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   NO  Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
3B Guard Staff      0  30  1000   10    100% Add: Defend, Protect, Earth Elemental
3C Pyroscepter      3  0   2000   15    Hit: Asura Strengthen: Fire, Absorb: Fire, Fire Elemental
3D Healing Staff    6  15  4000   22    Add: Regen, Cure Elemental
3E Power Staff      6  15  12000  28    PA + 4, Formula: PA * WP, Holy, Dark Elemental, Weak: Holy, Dark
3F Judicer's Staff  0  30  15000  34    It's all in God's hands now...
40 Logos Staff      6  15  20000  43    Hit: God's Breath, MA + 2, Holy Elemental
41 Providence       7  15  40000 (50)   PA, MA, Sp, Move, Jump, +1 Hit: Mist Disperse Bolt, Half: Fire, Ice,

Weak: Dark, Immune: Protect, Shell, Regen, Faith, Reraise.
42 Judgment         ?  ??  ??    (??)


WHIPS:             SP * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   NO  Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
43 Whip            6    0   1500   10   Add: Don't Act
44 Fire Lash       9    10  4000   20   Add: Berserk, Darkness, Fire Elemental
45 Chain Whip      13   20  12000  32  
46 Dragon Beard    10   0   20000  40   Add: Slow, Darkness, Poison, Water Elemental
49 *7 Resonance    16   5   10    (50)  WP^2, Dark Elemental
4A *7 Rat Tail     ??   ??  ??    (??)  

GUNS, PHYSICAL:    WP ^ 2
                   3 <= Range <= 8 (line of sight)
                   YES Two Swords
                   NO  Two Hands
                   Not subject to evasion
------------------------------------------------------------------------------
## NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
47 *3Engineer's Gun     6   5   5000  (11)

         



CROSSBOWS:         PA * WP
                   3 <= Range <= 4 (line of sight)
                   YES  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
## NAME             WP  Ev  PRICE  E.LV  EFFECTS
-- --------------   --  --  -----  ----  --------------------------------------
4D Jagged Eel       3   5    400   10    Lightning, Water Elemental
4E Antipode         4   5   1500   15    Fire, Ice Elemental
4F False Judgment   5   5   2000   21    Dark, Lightning Elemental
50 Holy Ground      6   5   4000   27    Holy, Earth Elemental
51 Winter Stream    7   5   8000   35    Ice, Water Elemental
52 Hypocrisy        8   5  20000   43    Holy, Dark Elemental
53 *4Seventh Heaven 5   0    800  (50)   6 Range (applied to both if put on right hand), Water, Holy Elemental
54 *4Traitor's Bow  7   0   1500  (50)   Absorb HP, Dark, Fire, Elemental
------------------------------------------------------------
LONGBOWS:          [(PA + Sp) / 2] * WP
                   3 <= Range <= 5 + [height_difference/2]
                       (line of sight or parabolic arc)
                   Both hands only
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
## NAME              WP  Ev  PRICE  E.LV  EFFECTS
-- --------------   --  --  -----  ----  --------------------------------------

55 Bow              3   50  2000   10   Earth Elemental
56 Ice Bow          4   0   3000   15   Hit: Ice Shards, Ice Elemental
57 Mythril Bow      4   0   8000   20   MA + 4, Water Elemental
58 Dark Bow         4   0   15000  25   Add: Charm, Dark Elemental
59 Flame Bow        6   0   22000  30   Add: Berserk, Fire Elemental
5A Yoichi Bow       6   0   30000  38   Add: Poison, Don't Move, Earth, Water Elemental
5B Artemis Bow      4   20  33000  44   8 Range, Holy Elemental
5E *8 Sagittarius   2   0   10    (50)  10 Range, 1 Handed, Hit: True Shot

------------------------------------------------------------------
BOOKS:      [(PA + MA) / 2] * WP
                   Range 3 (and only 3) (line of sight)
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
5F Brilliance Tome 7  15   3000   10    MA + 2, Hit: Pyre Light, Weak: Ice, Water, Strengthen: Fire, Absorb:

Fire, Fire Elemental
60 Glaze Tome      7  15   6000   15    MA + 1, Hit: Stasis Chamber, Weak: Fire, Strengthen: Ice, Absorb: Ice,

Initial: Reflect, Protect, Ice Elemental
61 Peal Tome       7  15   10000  25    MA + 3, Hit: Bolt of Chance, Weak: Earth, Holy, Dark, Strengthen:

Lightning
62 The Leading Man 9  15   30000  35    (PA * WP Formula) PA + 2, Sp + 1, Add: Critical Weak: Fire, Ice,

Lightning
4B *7 Glabados     10 15   50000  45    Casts: Ajora's Blessing/Barius's Stake/Faram's Temper/ Fire, Lightning,

Cure Elemental
4C *7 Madlemgen    12 35   10    (50)   Range 4 Hit:Forbidden Text, Dark Elemental


SPEARS:            PA * WP
                   Range 2v3 (4 directions)
                   NO  Two Swords
                   YES Two Hands
                   Forced Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
63 Longibunne      ??  ??  ??    (??)
64 Gust Pike       5  10   2000   10    Hit: Wind Lancet
65 Whelp's Spire   5  25   4500   15    Hit: Dragon Gambit, Earth Elemental
66 Partisan        7  10   7000   20    Hit: Partiality, Water Elemental,
67 Obelisk         12 10  10000   25    PA + 2, Always: Slow, Lightning Elemental
68 Blue Halberd    14 30  36000   30    MA + 2, Cast:Winter Veil/Harrowing White/White Death, Ice Elemental
69 Impartisan      4  10  46000   40    Hit: Impartiality, Fire Elemental,
6A Longinus        5  10  65000   45    Absorb MP (PA * WP) Dark Elemental


*5BULLETS:            MA * WP
                   Range 0v0 (0 directions)
                   YES  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
## NAME              WP  Ev  PRICE  E.LV  EFFECTS
-- --------------    --  --  -----  ----  --------------------------------------
6B Debilitator       3   0    1000  20   PA * WP - Add: Poison Or Slow
6C Wish Bullet       0   0   1400   24   Wish Formula, Holy Elemental
6D Force Shot        6   0   2400   28   100% Knockback, Low Damage, Earth Elemental
6E Quick Draw        6   0   4000   32   Hit: QuickDraw, Lightning Elemental
6F Lifeshaver        5   0   7500   36   Hit: Lifeshaver, Dark Elemental
70 Coffin Nail       6   0   10000  40   Hit: Possession, Dark Elemental
71 Grenade           8   0   20000  44   Add: Don't Move, Darkness, Confusion, Earth Elemental
72 Distortion Round  0   0   37000 (50)  100% Add: Don't Move or Don't Act or Stop or Haste  or Slow


BAGS:              F * WP | F = (1..PA)
                   Range 1v3 (from above) / 1v2 (from below)
                   NO  Two Swords
                   NO  Two Hands
                   Only females can equip
------------------------------------------------------------------------------
## NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
XX XXXXXXX         XX  XX  XXXXX  XXXX  XXXXXXXXXX




CARDS:       [(PA + MA) / 2] * WP
                   Range 2v3 (4 directions)
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
## NAME             WP  Ev  PRICE  E.LV  EFFECTS
-- --------------   --  --  -----  ----  --------------------------------------
77 Loaded Deck      10  0   10000  20    Add:Don't Move or Poison or Darkness or Addle or Berserk
78 Talisman Pile    6   0   15000  25    Hit: Foxbird, Dark Elemental
79 Joker's Play     12  25  20000  30    Add: Confusion, Fire Elemental
75 *6 Addiction     12  0   25000  35    Hit: High Roller, Always: Poison, Darkness, Starting: Addle, Slow,

Move +2
76 *6 Equality      15  0   30000  40    Add: Dark Matter, Always: Dark Matter, Fire, Water, Holy, Dark

Elemental
5C *8 Tarot of Ben  ??  ??  ??    (??)    


THROWN ITEMS:      Can only be used for THROW (damage = Sp * WP)
                   Range (Caster's Move)/1
------------------------------------------------------------------------------
## NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
7A Shuriken         4   0         ( 1)
7B Magic Shuriken   7   0         (18)
7C Yagyu Darkness  10   0         (33)
7D Fire Ball        8   0         ( 1)  Fire-elemental
7E Water Ball       8   0         (18)  Water-elemental
7F Lightning Ball   8   0         (29)  Lightning-elemental


_______________________________________________________________________________
[B.2] shields
      =========================================================================

Shields offer both physical (P.SEV) and magical (M.SEV) evasion bonuses.  
See section 1.4 for details.
-------------------------------------------------------------------------------
                   /S-Ev\
## NAME                  P.  M.  COST   E.LV  EFFECTS
-- --------------        --  --  -----  ----  ---------------------------------------
80 Sentinal's Shield     0    0  10000  (10)  PA + 3 Always: Protect, Shell, Starting:Petrify, Slow Weak: Cure

Elemental
81 Four God's Set        ??  ??  ??     (??)  ??
82 Wooden Shield         5    0   1500   13   Weak: Fire Strengthen: Earth
83 Flimsy Cover          12   0   2000   16  
84 Mythril Shield        0   15   2500   19   MA + 2
85 Army Buckler          15   5   3500   22  
86 Minister's Veil       10   0   6000   25   Immune: Confusion, Charm, Berserk, Addle Strengthen: Holy
87 Gigas Bulwark         45   0   8500   28   PA + 2 Always: Slow
88 Aegis Defense         5   30  10000   32   MA + 1
89 Cobra's Head          15  20  12000   35   Immune: Poison, Blind Half: Dark Weak: Ice
8A Knight's Resolve      18  12  16000   38   PA + 1
8B General's Word        20  15  21000   41   Always: Float, Strengthen: Holy, Weak: Dark
8C Raider's Guard        25   0  25000   44   Sp + 1
8D Palamecia Plate       35  35  30000   47   Always: Dark Matter
8E King's Oath           30  30  45000   50  
8F Mad Emperor           50  40     10  (50)  Always: Berserk
 

_______________________________________________________________________________
[B.3] headgear
      =========================================================================

H E L M E T S
-------------------------------------------------------------------------------
## NAME            HP+  MP+  PRICE  E.LV  EFFECTS
-- --------------  ---  ---  -----  ----  -------------------------------------
90 Light Helm      0     0   10000   10   Sp + 1
91 Head Protector  10    0   1200    14   Immune: Addle
92 Infantry Helm   20    0   2000    18
93 Brigade Helm    30    0   2800    22
94 Giant's Helm    120   0   10000   26   Always: Slow
95 Knight's Visor  15    0   4000    30   PA + 1
96 Parade Helm     ??    ??   ??    (??)  ??
97 vagrant's Helm  40    0   6000    38
98 Hades Helm      ??    ??   ??    (??)
99 Champion's Helm 60    0   10000   46
9A Magi's Helm     30    0   14000   50   MA + 4
9B Wave Helmet     80    0   10     (50)  Pending
9C Malice Mask     ??    ??   ??    (??)  ??

H A T S
-------------------------------------------------------------------------------
## NAME            HP+  MP+  PRICE  E.LV  EFFECTS
-- --------------  ---  ---  -----  ----  -------------------------------------
9D Student's Cap    5   0   500    10  Immune: Blind
9E Feather Hat      255 255 0     (4)  MA + 14 (This can only belong to one man...)
9F Initiate's Hood  10  5   1000  14
A0 Woodman's Cap    30  0   1600  18  
A1 Wolf Helm        60  0   5000  22   Always: Berserk
A2 Bard's Beret     10  20  3000  26  
A3 Rebel's Bandana  20  0   6500  30   Sp + 1
A4 Chancellor's Cap 20  20  8000  34   MA +2
A5 Fire Seer's Hood 10  40  10000 38   Strengthen: Fire, Absorb: Fire
A6 Oielvert's Pin   0   60  12000 42   PA + 1
A7 Lieutenant's Hat 35  25  16000 46  
A8 Lenna's Cap      10  10  35000(50)  PA + 1, MA + 1, Sp + 1

R I B B O N S
-------------------------------------------------------------------------------
## NAME            HP+  MP+  PRICE  E.LV  EFFECTS
-- --------------  ---  ---  -----  ----  -------------------------------------
A9 Grimoire        0    10  500     (10)  
AA Clear Thought   0    10  1000    (30)  Immune:Addle, Don't Move, Don't Act
AB Gran Grimoire   0    10  2000    (50)  PA + 1, MA + 1, Sp + 1

_______________________________________________________________________________
[B.4] armor
      =========================================================================

A R M O R
-------------------------------------------------------------------------------
## NAME            HP+  MP+  PRICE  E.LV  EFFECTS
-- --------------  ---  ---  -----  ----  -------------------------------------
AC Light Armor      0     0  10000   10   Sp + 1
AD Royal Cuirass    30    0  2000    10  
AE Bulky Plate      150   0  10000   14   Always: Slow
AF Ring Mail        25    0  3000    18   Starting: Protect
B0 Mythril Armor    35    0  4000    22   MA + 1
B1 Glyphed Mail     20    15 6000    26
B2 Romandan Mail    50    0  7000    30
B3 Lea Monde Mail   60    0  12000   34   Strengthen: Dark
B4 Platina Armor    45    0  9000    38   Starting: Regen, Shell
B5 Valnain Plate    60    0  12000   42   Strengthen: Holy
B6 Prestige Plate   70    0  20000   46   PA + 1
B7 Wave Armor       25    0  10     (50)  Sp + , Move + 1, Half: Fire, Water, Holy, Dark, Strengthen:  Cure
B8 Nethicite Shards 120   0  50000   50   Dark Matter
B9 Parasite Tree    ??    ?  ?      (??)  ?
 
C L O T H E S
-------------------------------------------------------------------------------
## NAME            HP+  MP+  PRICE  E.LV  EFFECTS
-- --------------  ---  ---  -----  ----  -------------------------------------
BA Winkle's Clothes 0     0   5000    10  MA +2 Starting: Sleep, Shell, Half:Dark, Lightning
BB Leather Jacket   15    5   1000    10  Always: Float, Strengthen: Holy
BC Reinforced Vest  20    10  2000    14
BD Steel Kilt       10    0   5000    18  PA + 1
BE Mythril Vest     0     30  5000    22  MA + 1  
BF Wolf Pelt        100   0   8000    26  Always: Berserk
C0 Balance Suit     20    20  6000    30  
C1 Padded Gear      50    0   8000    34
C2 Monk's Garb      30    0   10000   38  MA + 1, Jump + 3
C3 Funeral Suit     45    25  12000   42  Always: Undead, Strengthen Dark
C4 Traveler's Garb  10    20  14000   46  MA + 1, Move + 1
C5 Calbrena         ??    ??   ??    (??) ??
C6 Trendy Outfit    40    40  30000   50  
C7 Dr. Lugae        ??    ??   ??    (??) ??

R O B E S
-------------------------------------------------------------------------------
## NAME            HP+  MP+  PRICE  E.LV  EFFECTS
-- --------------  ---  ---  -----  ----  -------------------------------------
C8 Ragged Robe     10   20   1000   10      
C9 Priest Garment  5    15   4500   18   Strengthen: Cure Weak: Cure
CA Oracle's Robe   15   30   4000   26   Immune:Confusion, Addle, Berserk, Charm
CB Galuf's Robe    35   55  20000  (30)  
CC Wroth Shroud    30   15  10000   32   Sp + 1, Starting: Haste, Strengthen: Lightning
CD Arcana Robe     20   40  13000   42   PA+1, MA+1, Strengthen:Fire, Lightning, Ice, Weak:Water, Earth, Holy,

Dark
CE Veiled Mist     10   40  30000   50   MA + 4
CF Judge's Regalia ??   ??   ??    (??)  ??

_______________________________________________________________________________
[B.5] accessories
      =========================================================================

S H O E S
-------------------------------------------------------------------------------
## NAME            PRICE  E.LV  EFFECTS
-- --------------  -----  ----  -----------------------------------------------
D0 Battle Boots     1000   10   25% P. Ev
D1 Tennis Shoes     4000   20   Move +1
D2 Clown Shoes      15000 (30)  MA + 2, 15% 15% P. Ev, 15% M. Ev
D3 Sprint Shoes     10000  30   Move + 1, Starting: Haste
D4 Monk Sandals     15000  40   PA + 2, Move + 1
D5 Sprint Shoes     25000  50   Sp +1, Move +1
D6 Wolf Paws        40000 (50)  Move +3, PA +1, Always: Berserk

G A U N T L E T S
-------------------------------------------------------------------------------
## NAME            PRICE  E.LV  EFFECTS
-- --------------  -----  ----  -----------------------------------------------
D7 Workman's Gloves 5000   20   15% P. Ev, Starting: Protect
D8 Armor Gauntlet   10    (50)  PA +3
D9 Faith Brace      20000  35   MA + 1, Starting: Faith
DA Bracer           50000  45   PA + 1 20% P. EV,

R I N G S
-------------------------------------------------------------------------------
## NAME              PRICE  E.LV  EFFECTS
-- --------------    -----  ----  -----------------------------------------------
DB Heavy Ring        10000   15   Always: Protect, Slow
DC Liberty Band      15000    25   Immune: Don't Move, Don't Act, Addle
DD Band of Abilities 65000  (35)  Allows use of Secret Skills, PA + 1, MA + 1, Sp + 1
DE Cursed Ring       10      45   PA +1, MA +1, Sp +1, Move + 1, Jump + 1. Always: Undead, Dark Matter, Cancel:

Cure
DF Bartz's Crystal   20000  (25)  Sp + 1, Move + 1, Jump + 1, Starting: Regen, Reflect
A R M L E T S
-------------------------------------------------------------------------------
## NAME            PRICE  E.LV  EFFECTS
-- --------------  -----  ----  -----------------------------------------------
E0 Ruby Armlet       5000   10   Immune: Don't Move, Starting: Shell
E1 Harmonious Bangle 10000  20   Immune:Undead, Coventry, Poison, Starting: Faith
E2 Japa Mala         15000  30   Immune:Slow, Haste, Don't Move, Don't Act, Float, Regen, Stop, Reflect
E3 White Bangle      25000  40   MA + 1, Strengthen: Cure
E4 Shaded Coils      40000  50   Strengthen: Dark, Water, Weak: Holy, Fire, Starting: Astra

M A N T L E S
Mantles (capes) offer physical (P.AEV) and magical (M.AEV) evasion bonuses.  
See section 1.4 for details.
------------------------------------------------------------------------------
                   /A-Ev\
## NAME                P.  M.  PRICE  E.LV  COMMENTS/SPECIAL EFFECTS
-- --------------      --  --  -----  ----  --------------------------------------
E5 Small Mantle        10  10  3000   10
E6 Death Shroud        0   0   4000   20   Immune: Crystal, Treasure
E7 Mist Seal Mantle    5   45  10000  30   Always: Addle, Regen
E8 Rubicante's Cloak   25  25  30000 (40)  Absorb: Fire, Strengthen: Fire,
E9 Pugilist Cape       35  0   15000  40   PA + 1
EA Starry Heaven       15  30  30000  50   MA + 2
EB Faris's Standard    35   0     10 (50)  Sp + 2, Immune: Protect, Shell, Regen, Transparent, Reraise, Float,

Wall, Faith, Innocent, Absorb: Water, Cancel: Cure, Strengthen: Earth
M A T E R I A
-------------------------------------------------------------------------------
## NAME            PRICE  E.LV  EFFECTS
-- --------------  -----  ----  -----------------------------------------------
EC   Red Materia    60000  (50)  PA + 4, Always: Addle
ED   Blue Materia   60000  (50)  MA + 4, Always: Blind, Starting: Frog
EE   Black Materia  60000  (50)  Always: Faith, Poison, Critical, Strengthen: Fire, Ice, Lightning, Earth,

Water, Dark, Half: Cure, Weak: Holy
EF   White Materia  60000  (50)  Always: Regen, Strengthen: Cure, Weak: Cure, Dark


*1 - I would like these replaced with something, though it's not neccessary, just preferable.

*2 - Advisor's Signet is the exception.
*3 - You can find out all about the new plan for guns in the "Bullets and Guns in Mercenaries" topic.

*4 - Two new crossbows taken from the start of bows.

*5 - Bullets will be replacing Poles, as I couldn't find a proper place for them in Mercenaries.

*6 - Bags will be replaced by seperated and turned into Cards and Claws

*7 - All guns but the Engineer's Gun are being replaced and turned into different equipment.

*8 - All Harps have been replaced
46
Mercenaries / *TEST Demo FIXED!*
April 10, 2009, 04:19:00 am
MercenariesTEST Demo0.4
0.4 Download this one!!

So many fixes it's not even reasonable! Every story problem has been fixed! Feel free now to test the opening battles of Mercenaries from Gariland to Dorter!
47
War of the Lions Hacking / Mercenaries for the PSP?
April 06, 2009, 07:42:37 pm
Well, my brother's talked me into getting a PSP and there were some positively terrific sales on many things! As it stands I was able to get a copy of WoTL, now I never planned Mercenaries for a PSP release, but as I have it now I kind of think that is a bit unfair...  Though in any case, here's the questions all of the inexperienced ask. I am Tech-dead, I don't know how to mod a PSP disk, or a PSP or anything as such, if I could have some help with that it's a possibility that I could have a Mercenaries version on the PSP.
48
Mercenaries / Item Suggestions for Mercenaries
March 07, 2009, 03:02:42 pm
Well this thread will probably get controversial, but allows me to tell you what changes I've made as of now...

Axes are Claws
Cloths are Cards
Dagger's formula has changed to 02, which allows them a 50% chance at another hit, they have low WP for when you can unlock them, but that is because of their potential never ending attacks.

KnightSwords - SpellBlades

Ninja Sword - (Something to do with Warder, suggestions needed)

Hair Adornments - (Invoker equipment)


Any suggestions for any items, weapon or armor is appreciated.
49
Trancer, the Secret Keeper


The Trancer has many skills from other's skillsets. They are the connection between fallen warriors and the spirits of heaven and earth. Drawing from both they represent all and none. Their equipment options are vast, in which they represent all of the jobs that they possibly can. Moreso then any other class. Knife, "Ninja Blade", Claws, Gun, Crossbow, Book, Polearm, Cards, Shield, Helmet, Hat, Armor, Clothing, Robe, but can only equip Accessory Rings.

Of their own skills, the Trancer has just one, and even that is a secret to all but the highest ranking Trancer.

Arbalist - Disruptive Shot / Waterway, River, Lake, Sea, Waterfall

Driving water ebb and flow, drown my foes thoughts!

----

Invoker - Casts Burn in a Cross Arc / Sand area, Stalactite, Salt

Fury of the Sands, Allow me to use you to burn mine enemies.

----

Dragoon - Casts Monster Sooth / Roof, Sky, Chimney

Hear me, rest your weary head. I am not the enemy today..

----

Monk - Casts Ghost Strike / Natural Surface, Wasteland, Road

Thus the wheel of roads never ends, though your magic is not so infinite.

----

Knight - Casts Battle Cry / Grassland, Thicket, Water planet, Ivy

Spirit of the Grassland, slow not our passage!

----

Warder - Casts Crumble / Gravel, Stone Wall, Tombstone, Mud Wall, Stone Floor.

I feel them, ancient defenders of times past... I see how they fell...
----

Reliquian - Relic 7 / Snow, Ice

Clockwork Night, white death, combine your hate of humanity!

----

Gambler- Darts / Wooden floor, Rug, Box, Stairs, Deck

Spirit of the trickster, heed my call!

----

Inquisitor - Mirror Stance / Rocky cliff, Lava rocks

Spirit of the Earth, Shield me from my foes sight!

----

Hessian - Intimidating Stare - The Hessian channels the horrors from their targets mind, causing them to flee in terror. Inflicts Critical OR Chicken / Book, Tree, Brick, Bridge, Furniture, Iron plate, Moss, Coffin

Look upon me, and know your deepest fears..

----

Secret Skill - Galaxy Stop - Attempts to snare all enemies on the battlefield with Don't Act or Don't Move, or Stop, /Lava, Machine

Great powers beyond all sight, stored in the depths of the earth and artificialties of men, now hear my plea... the power of the Zodiac, come to me! Galaxy Stop!
50
Mercenaries / Spell Quotes in Mercenaries
February 25, 2009, 11:49:56 am
Well... obviously none of the spells have stayed the same. Therefore we need another new list for these, there are many, many new skills which will require spell quotes, probably... everyone in the end, after all. Except the Bolts on the Archers (unless someone can think of ones that are good enough) though I don't want to overload the plate posting all 180 some new skills... so let's start off with the Cantor and go on from there...

Cantor

Healing Voice- Heals a single target unit next to the Cantor for 40% of their HP in which they enter a praying position, though this song does not work on those who are praying, or moments from death

Healing Breath- Heals a large area for 20% of their HP in which they enter a praying state, though the song does not work on those who are praying, or moments from Death

Throe of Rebirth - Rebirth is a very painful process, the ancient chant from the Cantor is anything but sweet, reduces an allies HP by 25% but gives them Reraise.

Hymn of Life- Gives new life to the dead (Life Spirit effect and animation)

Aria of Peace - Dispels Berserk from the targets and heals their wounds with a soothing voice.

Insane Chant - Inane babbling in a dark voice, confuses the enemy and dealing physical damage.

Lethargic Psalm- A magical verse taken from the Gospel of Bariaus puts an ally into a deep and restful sleep, while quickly healing their broken bodies, this of course feels like a sleep of a 100 years, therefore upon awaking, are sluggish in movement.
(65% Heal, Sleep and Slow)

Tumultuous Bellow- With savage yells and roars inflicts Berserk in an area around the target

Sonnet to Faram- With a written sonnet, tries to reach the ears of Faram to be blessed by His grace. (Applies only to the caster)

(Protect/Shell/Regen/Faith) (All)

Coronach to Lucavi- With a silent, but vicious litany of the Lucavi, beseeches the High Seraph, Ultima to dispose of their foes, pelting them with dark energy, in an attempt to inflict them with harmful ailments.. (Single Enemy)

(Berserk/Blind/Poison/Innocent) (All)

(Secret Skill)
Mighty Prayer- With a voice that expands from one side of the battlefield to the other, the Cantor preaches aloud the miracles of St. Ajora, forcing Faith on all units.
51
Curse my idiocy! How did I miss this?! Apparently we were filled of classes before I even made the Mediator topic! Oh PSP version... bless us with your extra classes...! No luck? Alright...

Alright, we will have to take out a class, as much as it pains me... one of our custom classes has to be shelved...

Let's start with the pros and cons of each class.
-----------------------------------------------
Knight: A heretical holy man, highly altered from Vanilla or 1.3's Knight, completely stands alone from both with a mix of minor light/dark weapon skills.


Pros: Unique in it's execution, the skills are well varied, a lot of combinations with other classes can be utilized. It's equipment options increased.

Cons: It is a Knight, while it has been put into a fancy new package, that doesn't change the fact it is another take on a normal Knight.

-----------------------------------------------------

Archer:

Pros: Bolts of power, the Archer no longer uses Charge, and specializes in using Bolts to attempt to put negative status on their foes, which varies in a good range.

Cons: Is this perhaps too much? A ranged class with such control over status could be a mistake I'm not foreseeing....

--------------------------------------------------------

Monk:

Pros: Completely redone, set in style with FF4's Monk, a unique weaponry replacing Axes and Flails. Their skills are highly different and their powers unique unto their new role.

Cons: A completely new Monk, but perhaps it's skills are too one sided... they have many powers now, yes. But admittedly their development was based on my own wants, rather then the communities, I always wondered if the community cared for this Monk.
--------------------------------------------------------------

Invoker:

Pros: They are the only normal class that can equip Rods, which grant Massive MA, their skills are extremely weak, until you apply these rods to them. With the Rods their skills become very powerful. Their skillset is lifted mostly from Vagrant Story.

Cons: There is much potential for abuse with those Rods... I haven't tested it yet, but a 30+ MA with any class would make them the number one carrier, if I were to guess...
------------------------------------------------------------------

Cantor:

Pros: Their methods of healing are unique, relying on a matter of
"prayer" and near death to not heal. They are helpful but dangerous at times. Depends what you are willing to sacrifice for healing or status. they can equip Swords, Shields, and Staves, basing their equipment options off of Minwu from FF2.

Cons: Their skills are interesting, but are they functional? I have no trouble using them, but perhaps some people will find the skillset a bit too convulted?

-------------------------------------------------------------------

Blue Mage:

Pros: Basic Blue Mage, everyone knows it, they learn skills from enemy attacks.

Cons: The class, while a great idea, is perhaps a bit of a cliche?

--------------------------------------------------------------

Warder:

Pros: A class based 100% around defending, tanking, and stalling the enemy. It's powers will probably incorporate a target Shell and Protect before it's finalized. This class will also need a new sprite.

Cons: It's asking a lot of work for one person to make a brand new sprite. Though aside from that, how much use will it really see? It will be a bit slow, with the option of Sword and Spear for equipment though, it could see some relative use.

----------------------------------------------------------------

Oracle:

Pros: We haven't actually changed the Oracle yet, come to think of it... Except it can equip the new cards. But it's blank slate status could allow for some interesting changes.

Cons: That's a con in and of itself, it's currently as it was in Vanilla.
--------------------------------------------------------------

Arbalist:

Pros: Can dual weild crossbows, and use skills that can hit twice, they are extremely powerful but are glass cannons that don't have much survivability

Cons: Is there apparent weakness too much? Especially with only 4 range to escape to.
------------------------------------------------------------

Gambler

Pros: Warriors of chance, all of their skills are random and they focus a lot on single enemy, with their only large skill being Roulette which is Haste or Slow on each seperate unit. Also can equip a new equipment called Cards

Cons: With a very unique structure, they are indeed an interesting class, but they stand to replace Ninja which Throw is currently an untouchable skillset sadly.
---------------------------------------------------------------

Dragoon

Pros: Their skillset has been completely revamped in every meaning of the word. Their skills are unique, and their powers range and differ.

Cons: They have the same equipment options as in Vanilla and many of their skills now cost MP, though can that count as a con?

------------------------------------------------------------------

Reliquian

Pros: With a skillset completely based around "drawing out" it sounds very familiar, but if we can get Razele's help we can go back to our original idea of giving many normal items various uses.

Cons: Well, not really much we can do with this one... Draw Out's another sealed skillset.

--------------------------------------------------------------------

Scryer

Pros: Revamps the item system from it's foundations, with Razele's new hack only allows ten runes brought into battle, as it stands this allows for much more tactics when dealing with these items. It can equip Robes, Books, and Knives.

Cons: Really we have our hands tied here, regardless I tried to make this class as unique as possible.

-----------------------------------------------------------------------

EsperBlade

Pros: Limits summoning down to only those with a specific type of sword. It's powers range from helpful to extremely devestating. With their unique playstyle they are sure to see a lot of use. Can equip Robes, Armor, Hats, and SpellBlades.

Cons: But they lack versatality, you must always have one kind of swordtype on to use their abilities.
-----------------------------------------------------------------------

Inquisitor

Pros: They are a Mageslayer unit and their abilities completely base around this. With a wide range of weaponry and a distinctive amount of armor to utilize their skills will see much use. They can equip Swords, Spears, Bows, Crossbows, Staves, and Knives. Hats, Helmets, Clothes, Robes.

Cons: A Mageslayer is effective versus one type of enemy and that's a mage. Do we want to have Magic User's prejudiced against? Granted you can switch in and out and the like.
------------------------------------------------------------------

Traveler:

Pros: They amass money, bewilder enemies, absorb MP, and help allies a fair amount. Their skills are well varied and vary in usefulness, keep in mind in Mercenaries money is not so easy to come across.

Cons: They have extremely varied skills, but perhaps they are a bit too weak?
-------------------------------------------------------
52
Inquisitors, Heretic Hunting Magi's Bane.

August 22nd, 2010

A radical group dedicated to weeding out all Magicians from the world. Even those that claim to take their power from God. A radical group who will stop at nothing to dismantle magic, from it's base. Mostly a relic from the past, but the unique skills of these emboldened men are well recorded. Those who possess these skills are often called "Inquisitors". An archaic term, far different from the Pagan Examiner of this day and age. Regardless the namesake Inquisitor has been applied to those who know these skills.

Philsov is to thanks for the current skills, but we still need a few more for this one.
----------------------------

QuoteInquistor - EXPECT IT.  Stole a bit from Meliadoul.  When it doubt, give it a swordskill!Drawing a blank on these skills... maybe I'll thumb through the list from Ivalice Arena now that it's rather kaput.

Iconics:
Mirror Stance - self-only Reflect infliction at 100%.
Head Cracker - PA+65% chance to inflict Addle.  (damage + 100% seemed too good, and damage + 25% seemed to weak, so... goodbye damage)
(Blissful Indulgence) - MP restoration to ally?

Ramza:
Tear Away - 100% removal of magical benefits from target.  3 range, light MP cost, instant.  (Rad has the other dispel in monk)
Shield Smash - PA*WP with a 100% chance to break the targets shield.  Very high MP cost.
???
???
???
Steady Feet - Range 0, AoE 1 vert 3;  100% cancel Stop and Don't Act

Rad:
Mana Strip - removes X% (30%?) mana from user.  This makes Rad/Ramza 2 and 2 for mana burn.
Charm Crush - PA*WP with a 100% chance to break the targets accessory.  Very high MP cost.
???
???
God's Orb - Tar_F * MA * X damage.  Range 4, single target.  Non elemental.
Stable Feet - Range 0, AoE 2 vert 3; 100% cancel Slow and Don't Move




Secret Skill:----------------

Blissful Indulgence - The ultimate skill of the Inquisitor, a product of the latter schools. This ripped mana from the air, and filled an ally of the Inquisitor's. Because of it's contradictory nature to their beliefs, this skill was forbidden, but it was retained in the mind of a few practicing Inquisitors.
53
August 22nd 2010

Thanks to Philsov and Mav for these skillset ideas!

Knights, Heretical Holy Men[/size]

Knights in Mercenaries are Nothing like their 1.3 or Vanilla counterparts. They have taken the "idealized Holy and Dark Knights" which many people and tried to put them into one. Of course their powers are nothing compared to true Holy and Dark Knights, I just thought the base fun to play off of. Not to mention allows a use for Worker 8's fantastic formulas!
As per suggestions, the Knights will have a bit more equipment variation, including Spears and Crossbows. (I always found it strange they couldn't equip them...) Mainly a PA class, of course. The fancy names are to show that Knight's are not as dimwitted as the games make them look, it also was to give them an interesting twist.

While a few of their skills are clearly based around Dark forces, they also have many Light moves as well, their secret skill is Holy based, so it tells you which one they lean towards. Also if you find that uncomfortable, just think of it of "fight fire with fire", why not fight "evil" with it's own power?

----------------------------------------------------------------------------------
New Equip: Spears, Crossbows, Flails


QuoteKnights - got kicked out of both Holy and Dark knight school, kinda waffling around with both and willing to sacrifice their own well being to get the job done.

Iconics
Somber Drive - melee range, PA based.  Nasty damage with nasty recoil.
Battle Cry - Because Haste infliction ought to be shared <3
(Sanct Saber) -

Ramza
Abraxas - Good range (5?  Greater than xbow, imo), single target, 30% recoil, 15 MP.  PA-based damage.
Ironclad - self/ally only - inflicts protect, regen, and slow.  Moderate MP, instant.
Chaste Slice - low faith enemies suffer~.  14 MP, instant, weapon range.  MA-based???
Iai Strike - Moderate MP Cost, can only be used with certain weapon types. 50% Chance to -20 Br.
Final Sacrifice - Must be critical Sacrifice the last bit of your life force for a high damage sword strike.
Cimmerian Edge - A Dark Elemental Sword Strike

Rad
Nix = 50% chance to transform dead unit into a crystal - 30 MP, weapon range, small CT.
Transfusion = Range 0, AoE 1.  Heals surrounding units for 40% HP at the expense of 20% on the self.
Swiftness - 15 MP.  Unevadeable weapon strike (use ARH!  no guns).
Fanatic's Folly - Higher damage to Higher faith units.
Sacred Symbol - Holy Elemental Sword strike.
???
54
Mercenaries / Mercenaries "Demo"
December 25, 2008, 11:41:33 pm
Alright, I'll be 100% honest, this thing is next to unplayable, somewhere along the lines, I introduced several new glitches, which I'm at a loss to fix, you can't look at what your abilities are in battle (from the scroll down sheet of classes) one scenario (which worked perfectly a while back) with the ambushing Traveler, in the Mandalia Plains now freezes the game, along with checking the Unit List in battle. Oy, so many problems sprung relatively out of nowhere...  but if you fellows still want me to release it, then feel free to ask.
55
Mercenaries Spriting Forum / Monk Rehaul Job Discussion
December 23, 2008, 01:35:14 pm
Well a while back, I made a few " claws"  out of the bags, they look Far from decent, but if anyone would like to take stab at it...?

As well... I completely forgot we could control the formula of unarmed weaponry! Should the Monk's unarmed formula be changed (to something already available?) or a 25% chance for something or other? Or are we still keen on the Pole and Claw ideas?




Also, feel free to use the Ax as a base, that should work just as well.
56
Razele the up and coming hacker, on IRC is finding some things which had been long unknown to us! In but in a couple of minutes he was able to locate all of his equipment! This is mainly for you, Vincent so you can actually start Ramza with a Bow, hehe.



Quote[01:12] <razele> Block : 0x4F129-0x4F12E
[01:12] <razele> SCUS_942.21
[01:12] <razele> Head      : 0x4F129 0x9D Leather Hat      Changed to    9C Grand Helm
[01:12] <razele> Armor     : 0x4F12A 0xBA Clothes          Changed to    B9 Maximillian
[01:12] <razele> Accessory : 0x4F12B 0xD0 Battle Boots     Changed to    EB Vanish Mantle
[01:12] <razele> Weapon    : 0x4F12C 0x13 Broad Sword      Changed to    25 Chaos Blade
[01:12] <razele> Shield    : 0x4F12E 0xFF <Nothing>        Changed to    8F Escutcheon II

Quote<razele> [AI Ignore Transparent] BATTLE.BIN offset : 0x12FD60 change 0x10 to 0x00
57
Mercenaries / Ramza's Starting Equipment and Stats
December 23, 2008, 11:36:30 am
Well an up and coming hacker on IRC, has been helping a Ton with Mercenaries, by the name of Razele, he has managed to kill the Soldier Office, have the Soldier Office folk be equipped with anything (for those who may want to keep it but have more... versatility) and most importantly Found Ramza's Starting Equipment!

I think he might also be able to find Ramza's forced Lvl. 1, as some who have been with the project for a very long time, Mercenaries was originally supposed to start with Ramza at Lvl. 10, (as to show he Actually went through Chapter 1) with a bit better equipment then a Broad Sword, Leather Clothing, Leather Hat, etc...

So what is good for a Lvl. 10 to equip? This decision should be made rather quickly, since the demo's being released in just two days.
58
PSX FFT Hacking / ASM Lessons
December 12, 2008, 08:08:10 am
Zodiac taught me the bare bone basics of ASM the other night, but... I can't say how well my ramblings will help in this matter...

Quote[06:12] <Zodiac> o hi thar
[06:12] <Zodiac> ASM Class #0
[06:12] <Lasting_Dawn> Thank you very much Zodiac, hopefully I haven't reached the apex of my "skills" already, well, we're about to find out.
[06:12] <Zodiac> Bitwise operands
[06:12] <Lasting_Dawn> A term long known to me, but one I know next to nothing about.
[06:12] <Zodiac> ahahah
[06:12] <Zodiac> it's not really complicated
[06:12] <Zodiac> you just have to get the hang of binary
[06:12] <Zodiac> can you convert binary to decimal or hex and vice versa?
[06:12] <Lasting_Dawn> Binary is where it's only 0 and 1, right?
[06:12] <Zodiac> yeah
[06:12] <Lasting_Dawn> With... a calculator, certainly.
[06:12] <Zodiac> no, you have to be able to do it manually else you won't be able to code asm
[06:12] <Lasting_Dawn> Oh, alright, let's see this then...
[06:12] <Zodiac> understanding is the key
[06:12] <Lasting_Dawn> Currently looking at a tutorial, I fear to say I never got this far in school.
[06:12] <Zodiac> each bit starting from the left can be worth the double the amount of the previous one
[06:12] <Lasting_Dawn> So... 11101 is...
[06:12] <Zodiac> like in ABCD (let's say this is a binary array) A = 8 or 0 (1;TRUE or 0;FALSE), B = 4/0, C = 2/0 and D = 1/0
[06:12] <Zodiac> of course now I'm converting to decimal ;o
[06:12] <Lasting_Dawn> B = 4 or 0, C = 2 or 0? Is that what you mean?
[06:12] <Zodiac> yeah, just shorter to type
[06:12] <Lasting_Dawn> Alright, I think I understand that part.
[06:12] <Zodiac> I forgot a slash meant "divide" ;o
[06:12] <Zodiac> okay then convert manually this 1101 1001
[06:12] <Lasting_Dawn> The split is important, right?
[06:12] <Zodiac> each set of 4 represents a nibble
[06:12] <Zodiac> the split is only for readability
[06:12] <Lasting_Dawn> Ah, alright, let's see here then...
[06:12] <Zodiac> just as in hex editor you see each byte separately
[06:12] <Lasting_Dawn> 1 = 1, 0 = 0, 0 =0, and 1 = 8?
[06:12] <Lasting_Dawn> Or... vice versa, in this case, as it may be?
[06:12] <Lasting_Dawn> All in all, that makes it 9?
[06:12] <Zodiac> you only calculated the first part
[06:12] <Lasting_Dawn> Alright, second part then.
[06:12] <Zodiac> this is a byte, continue with the other one
[06:12] <Lasting_Dawn> 1 + 4 + 8 = 13 which is... C?
[06:12] <Lasting_Dawn> Or is it D... that always throws me off.
[06:12] <Zodiac> it's C but I never asked for the answer in hex
[06:12] <Lasting_Dawn> Oh, I see. Alright, so just add them 9 + 13?
[06:12] <Zodiac> nope
[06:12] <Lasting_Dawn> Oh, still continue on, I see.
[06:12] <Lasting_Dawn> So the split doesn't split the equation, sorry about that.
[06:12] <Zodiac> only for readability
[06:12] <Zodiac> just like the decimal system: $3,140,599.95
[06:12] <Lasting_Dawn> Yep, just calculating it now.
[06:12] <Lasting_Dawn> 1 + 8 + 16 + 64 + 128 = 217?
[06:12] <Zodiac> yep
[06:12] <Lasting_Dawn> Phew, this is quite simple!
[06:12] <Zodiac> and can you quickly give me the answer in hex?
[06:12] <Zodiac> you already calculated the nibbles earlier
[06:12] <Lasting_Dawn> Not quickly, definitely not quickly, took me long enough to find it earlier.
[06:12] <Zodiac> I was considering the fact you already found C and 9
[06:12] <Lasting_Dawn> Oh, it doesn't come to C9 does it? That's a bit too low for...
[06:12] <Zodiac> wait it's a D
[06:12] <Lasting_Dawn> D9? That makes more sense.
[06:12] <Zodiac> lol anyway, we should be able to start with the bitwise operands now
[06:12] <Lasting_Dawn> So, finding parts of the nibbles, will give you the answer in hex?
[06:12] <Lasting_Dawn> So this is what Hex is based off of? These combined Binaries?
[06:12] <Zodiac> ya
[06:12] <Lasting_Dawn> Well I have to say... that answers a lot of questions at once.
[06:12] <Zodiac> hex is binary easier and faster to read for humans
[06:12] <Zodiac> as is octal
[06:12] <Lasting_Dawn> It makes good sense, I can see why you embrace it so.
[06:12] <Zodiac> but hex is more logical since each character uses 4 (2x2) bits
[06:12] <Lasting_Dawn> And that finally all makes sense to me, heh.
[06:12] <Zodiac> octal uses 3 bits, so characters range from 0-7 :/
[06:12] <Lasting_Dawn> Hmm, I've never heard of Octal used in video games, as far as I'm aware.
[06:12] <Zodiac> Ok so to proceed further on you'll need the Almighty... OPCODE FILEEEEEEEZZZ!!! http://zodiac.ffhacktics.com/PSX-INST.txt
[06:12] <Lasting_Dawn> Oh... very nice.
[06:12] <Lasting_Dawn> Alright, I knew a few of these, but the other's are brand new to me.
[06:12] <Zodiac> rd = register(destination); rs = register(source); rt = register (temp, used as source too); immed. = immediate
[06:12] <Zodiac> to be honest I don't think I know more than 2/3
[06:12] <Zodiac> and only a few are used commonly
[07:12] <Lasting_Dawn> Alright, so rd is basically where the data goes, rs is the source of the data and rt, only temporarily stores things?
[07:12] <Lasting_Dawn> No, rd is where the data Ends up?
[07:12] <Zodiac> rt is the same as rs
[07:12] <Zodiac> ADD rd, rs, rt
[07:12] <Zodiac> rd = rs+rt
[07:12] <Lasting_Dawn> Addword, is adding four bytes to a specified location?
[07:12] <Zodiac> addword!?
[07:12] <Zodiac> ADD means ADDITION
[07:12] <Lasting_Dawn> Oh, heh, my mistake...
[07:12] <Zodiac> do you know what is an immediate?
[07:12] <Lasting_Dawn> Something that takes place... immediately?
[07:12] <Zodiac> well that's good for starters
[07:12] <Lasting_Dawn> Or has first priority?
[07:12] <Zodiac> in asm it is simply a value set in the opcode itself and that isn't loaded from a register
[07:12] <Zodiac> ADDI rt, rs, immed
[07:12] <Zodiac> ADDITION IMMEDIATE
[07:12] <Zodiac> an example of this would be r2, r3, 0x0001
[07:12] <Zodiac> r2 = r3+1
[07:12] <Lasting_Dawn> Ah, alright, that makes sense, whenever I saw r2, r3, I thought they were different storage areas.
[07:12] <Lasting_Dawn> Seems I was quite wrong.
[07:12] <Zodiac> you can freely use 32 registers
[07:12] <Zodiac> r0 to r31
[07:12] <Zodiac> half exception to this is r0 , which is ALWAYS 0
[07:12] <Lasting_Dawn> And what is the functions of the registers? To move data around the ram?
[07:12] <Zodiac> with the help of opcodes it controls everything
[07:12] <Lasting_Dawn> opcodes are the main functions of the game, allowing everything to work in unison?
[07:12] <Zodiac> registers hold the values set and modified by the opcodes
[07:12] <Zodiac> like the game would load the unit's PA in r2, and load the Weapon's WP in r3
[07:12] <Lasting_Dawn> Only one register per function?
[07:12] <Zodiac> no
[07:12] <Zodiac> there can be up to 1 destination register and 2 source registers per opcode
[07:12] <Zodiac> ADD is an example of this
[07:12] <Zodiac> ADD rd, rs, rt
[07:12] <Zodiac> rd = destination; rs/rt = source
07:12] <Lasting_Dawn> The three you just mentioned then?
[07:12] <Zodiac> yeah...
[07:12] <Lasting_Dawn> That didn't come out right, but I can't recall my original thought.
[07:12] <Zodiac> to go back with my example  r2 = 0000000A (10PA) and r3 = 0x0000000F (15WP) then it would use MULT r2, r3 (MULTIPLY)
[07:12] <Lasting_Dawn> Oh, for the normal weapon attack of a sword, for instance?
[07:12] <Zodiac> then it would use MFLO r2 (I'll explain this later, it means move from low where the result is stored)
[07:12] <Zodiac> yeah
[07:12] <Lasting_Dawn> Alright, I think I understand that.
[07:12] <Zodiac> so after those 2 opcodes r2 = 0x00000096
[07:12] <Zodiac> r3 = 0x0000000F because nothing was written there in the process
[07:12] <Zodiac> the value in that register was only read
[07:12] <Lasting_Dawn> Read, but nothing was written.
[07:12] <Zodiac> well exxcept of coruse when it loaded the byte for WP
[07:12] <Zodiac> typo x2*
[07:12] <Lasting_Dawn> Ah, true. I think I understand that, so the WP would still stay loaded, as long as r3 hasn't been rewritten too?
[07:12] <Zodiac> immediates are simple word values (2 bytes) that holds static values, it can be used for counters and loads of other things
[07:12] <Zodiac> yes
[07:12] <Lasting_Dawn> For instance, it's what the game is loading for the WP and PA of character's and the like? Is that the reason that stats (except HP) don't change in the actual battle itself?
[07:12] <Zodiac> most of the registers still hold values of previous routines even after the current one is completed
[07:12] <Lasting_Dawn> Ah, is there any reason why this is?
[07:12] <Zodiac> well yes, sometimes you want to carry over the values
[07:12] <Zodiac> and anywaythe game doesn't know what is a routine
[07:12] <Zodiac> it simple follows the code
[07:12] <Lasting_Dawn> So best to just keep that data loaded in case the game needs it again?
[07:12] <Zodiac> we only call a routine a segment  of code that is called in different circustances
[07:12] <Zodiac> yes precisely
[07:12] <Lasting_Dawn> I think I undersand that now.
[07:12] <Lasting_Dawn> understand*
[07:12] <Zodiac> registers are d-words or integer(as soul would say)
[07:12] <Lasting_Dawn> Ah, so that's what integers are... I only knew them as double words, which is... 8 bytes?
[07:12] <Zodiac> they can hold values of 4 bytes and depending of the opcodes the value can be signed or unsigned
[07:12] <Lasting_Dawn> 64 bits?
[07:12] <Lasting_Dawn> Oh, so they're four bytes and 32 bits?
[07:12] <Zodiac> yeah
[07:12] <Zodiac> a word is 2 bytes
[07:12] <Lasting_Dawn> Oh right... heh, my mistake.
[07:12] <Zodiac> LB      Load Byte         LB      rt, off(base)   rt = memory[base+off] 8 bit
[07:12] <Zodiac> LBU      Load Byte Unsigned      LBU      rt, off(base)   rt = memory[base+off] 8 bit
[07:12] <Zodiac> LB loads values in the register signed as default
[07:12] <Zodiac> as a register is a d-word, -1 is represented as 0xFFFFFFFF
[07:12] <Zodiac> for a byte, it's the same 0xFF
[07:12] <Lasting_Dawn> So only with d-words, can they're be negatives?
[07:12] <Lasting_Dawn> there*
[07:12] <Zodiac> technically speaking you could say that as only opcodes determine if the data will be loaded as signed or unsigned
[07:12] <Zodiac> so let me should you the difference, for a byte holding 0xF0
[07:12] <Zodiac> LBU would become 0x000000F0
[07:12] <Zodiac> on the other hand LB would become 0xFFFFFFF0
[07:12] <Lasting_Dawn> So if it's unsigned, it's always negative?
[07:12] <Lasting_Dawn> No, that seems wrong...
[07:12] <Zodiac> 0xF0 is either worth 240 or -15 depending if it's loaded as sgiedn or unsigned
[07:12] <Lasting_Dawn> unsigned reverses the order?
[07:12] <Zodiac> signed = half values are positives and other half are negative
[07:12] <Zodiac> unsigned = all values are positive
[07:12] <Lasting_Dawn> So, values far beyond 65,535 are possible?
[07:12] <Zodiac> 4,294,967,299 possible values
[07:12] <Lasting_Dawn> Hah, well that's quite a bit...
[07:12] <Zodiac> 4,294,967,296*
[07:12] <Zodiac> 65536*65536 ;o
[07:12] <Lasting_Dawn> So if it's signed, the first word is negative, the second word is positive?
[07:12] <Lasting_Dawn> If it's not signed, they're all positive?
[07:12] <Zodiac> wrong for signed
[07:12] <Zodiac> there is only one word
[07:12] <Lasting_Dawn> Right, right, 4 bytes = one word?
[07:12] <Zodiac> for a word if the value is on the first half, 0x0000 to 0x7FFF, then the value will always be positive no matter what
[07:12] <Zodiac> 2 bytes = word
[07:12] <Lasting_Dawn> But, what you posted has 4 bytes, if I'm not mistaken...
[07:12] <Zodiac> yes, I posted them loaded into registers
[07:12] <Lasting_Dawn> Oh, I see.
[07:12] <Zodiac> with LW and LWU for a word of 0x7FFF, both registers will become 0x00007FFF
[07:12] <Zodiac> as 0x7FFF is a positive value signed, as well as unsigned
[07:12] <Lasting_Dawn> So, regardless of any case, it wouldn't matter if it were signed or unsigned?
[07:12] <Zodiac> exactly
[07:12] <Lasting_Dawn> Ah, alright.
[07:12] <Zodiac> whoever 0x8000 is the start of the other half
[07:12] <Zodiac> while 0x7FFF is the highest positive value of a signed word,
[07:12] <Zodiac> 0x8000 is the lowest negative one
[07:12] <Zodiac> 0x7FFFF = 32767 and 0x8000 = -32768
[07:12] <Lasting_Dawn> So it is -65,536?
[07:12] <Lasting_Dawn> Oh, only half of that.
[07:12] <Lasting_Dawn> I see.
[07:12] <Zodiac> yes, no matterr waht a word can only hold 65536 values :P
[07:12] <Lasting_Dawn> Heh, sorry for that dumb spell.
[07:12] <Lasting_Dawn> So what does this mean? Did those three bytes mean anything?
[07:12] <Lasting_Dawn> Or was it just a test?
[07:12] <Zodiac> just to see if you understood
[07:12] <Zodiac> because you have to understand, phailure is not tolerated
[07:12] <Lasting_Dawn> I think I do now... for the most part.
[07:12] <Zodiac> AND      And            AND      rd, rs, rt
[07:12] <Zodiac> bitwise operand #1! AND
[07:12] <Zodiac> and compares two values (two registers in the case of AND) and stores the value in the destination register
[08:12] <Lasting_Dawn> Which value does it store?
[08:12] <Lasting_Dawn> Both of them?
[08:12] <Zodiac> it compares each bit of each value in pairs and if both bits are TRUE, the result is TRUE
[08:12] <Zodiac> else, FALSE
[08:12] <Zodiac> rd = rs AND rt
[08:12] <Lasting_Dawn> Ah, so IF it does not equal it THEN false?
[08:12] <Zodiac> it compares bits one by one
[08:12] <Zodiac> not the whole values
[08:12] <Lasting_Dawn> So anything with a 00 is automatically false, while anything with 01 or 11, or 10 is true?
[08:12] <Zodiac> I'll show you a small example
[08:12] <Zodiac> 1001 AND 1110
[08:12] <Lasting_Dawn> They're both true, right?
[08:12] <Zodiac> the answer isn't just TRUE or FALSE
[08:12] <Zodiac> if we take the first column of bits, they're 1/1
[08:12] <Zodiac> the result is TRUE (1)
[08:12] <Zodiac> then the second one
[08:12] <Lasting_Dawn> Ah, one is true, one is false?
[08:12] <Zodiac> 0/1, only one is TRUE, therefore the result is FALSE
[08:12] <Zodiac> same for the third one and the last one is 0/0
[08:12] <Zodiac> 1001 AND 1110 = 1000
[08:12] <Lasting_Dawn> False, True, False, False?
[08:12] <Zodiac> true, false, false, false
[08:12] <Lasting_Dawn> But how does it equal that? Does true just automatically go to the front?
[08:12] <Zodiac> no
[08:12] <Lasting_Dawn> Oh, right, combined...
[08:12] <Lasting_Dawn> I see now.
[08:12] <Zodiac> when it compares the fith bit, it will compare each 5th bit
[08:12] <Zodiac> and store the answer in the 5th bit
[08:12] <Zodiac> so try this one 1110 AND 1011
[08:12] <Lasting_Dawn> True, False, False, True (if read from right to left) making it... 0110?
[08:12] <Zodiac> nope
[08:12] <Zodiac> explain how you did it
[08:12] <Lasting_Dawn> Well, the fifth bit was True, but the sixth was False, thereby making it false. the seventh bit was true and so was the eighth, which would make it true,  the first bit is true and so is the second, making that pair true, but third and fourth bit are false, thereby making them false. Since you saiid the answer is stored in the fifth bit, and since the pair was false, that would make a 0, the second part of that sequence would... oh, I see where I went wrong.
[08:12] <Lasting_Dawn> No wait... no I don't. the second part of the sequence would be false., the third sequence is true, making it...
[08:12] <Lasting_Dawn> 1010
[08:12] <Zodiac> ya
[08:12] <Zodiac> break time, 10min
[08:12] <Lasting_Dawn> Ah, alright. I see how that goes now.
[08:12] <Lasting_Dawn> Alright.
[08:12] <Zodiac> resume?
[08:12] <Lasting_Dawn> Alright.
[08:12] <Lasting_Dawn> Took the time to copy and paste the whole of our conversation into a notepad, thus far.
[08:12] <Zodiac> don't copy this line X_X (Voldemort is gay)
[08:12] <Lasting_Dawn> I can't promise anything... heh.
[08:12] <Zodiac> anyway it's been 10min so do it AGAIN: 1001 0111 AND 0011 0110
[08:12] <Lasting_Dawn> Alright, the first one is 0100 the second one is 0001?
[08:12] <Zodiac> not even close
[08:12] <Lasting_Dawn> Wow, I've degraded in the past ten minutes, let me not try to rush...
[08:12] <Zodiac> 1001 0111
[08:12] <Zodiac> 0011 0110
[08:12] <Zodiac> does that help?
[08:12] <Lasting_Dawn> A bit.
[08:12] <Lasting_Dawn> Rigt forgot to reverse... I see where I went wrong.
[08:12] <Zodiac> reverse? you can do it just directly
[08:12] <Lasting_Dawn> Wow, I must have some mental problem or something... this should be 1000 and... 0010?
[08:12] <Zodiac> not at all
[08:12] <Zodiac> so what are you doing?
[08:12] <Lasting_Dawn> Oy... what am I doing wrong here? Fifth bit is false, sixth bit is true, thereby false... seventh and eight are true, thereby true... first is true, second is false, thereby false, third is false and fourth is true, thereby false...
[08:12] <Lasting_Dawn> False, False, True, False... hmm...
[08:12] <Lasting_Dawn> 0010, for the first one...?
[08:12] <Lasting_Dawn> Oy, combining the two...
[08:12] <Lasting_Dawn> False, True, False, False, it's 0100... as far as I can figure.
[08:12] <Zodiac> I'm not even sure what you're doing but I can tell it's wrong
[08:12] <Lasting_Dawn> Oh, did you want me to add them up, or give you the decimal numbers?
[08:12] <Zodiac> 1001 0111
[08:12] <Zodiac> 0011 0110
[08:12] <Zodiac> 0001 0110
[08:12] <Zodiac> last line is the result
[08:12] <Zodiac> if the bits in each value are TRUE, the result is TRUE, else FALSE
[08:12] <Lasting_Dawn> Yes, I have that much... what was I doing wrong?
[08:12] <Zodiac> what were you doing to begin with?
[08:12] <Lasting_Dawn> Oh, I see... what was I reading? I was starting from the fifth bit and onwards.
[08:12] <Zodiac> huh?
[08:12] <Lasting_Dawn> That I started with 0 false, 1 true, = 0 false, then to seven and eight, which was true, and true, which was true.
[08:12] <Lasting_Dawn> I forgot to just read them straight. I'm really not sure what I was thinking.
[08:12] <Zodiac> can you try this one? 1101 1010 AND 0010 0111
[08:12] <Lasting_Dawn> 1000 and 0001?
[08:12] <Zodiac> there is ONE answer
[08:12] <Zodiac> stop splitting
[08:12] <Lasting_Dawn> Bah! Right, I completely forgot about that step... I'm really not sure what I was thinking.
[08:12] <Zodiac> step? there is only one thing to do AFAIK :/
[08:12] <Lasting_Dawn> So the answer is 0001?
[08:12] <Lasting_Dawn> No, wait...
[08:12] <Lasting_Dawn> One is true, one is false, thereby false, both of the other's are false, thereby false, and the second set is false as well as the fourth...
[08:12] <Lasting_Dawn> 0000?
[08:12] <Zodiac> I gave you 2 sets of 8 bits, the answer should be 8bits
[08:12] <Lasting_Dawn> 10000001?
[08:12] <Lasting_Dawn> So... this isn't a decimal answer?
[08:12] <Zodiac> wrong again, okay, what is the first bit of each set?
[08:12] <Lasting_Dawn> 1 and 0
[08:12] <Zodiac> I,ve only posted in binary when it related to binary stuff yet
[08:12] <Zodiac> so FALSE, next bits?
[08:12] <Lasting_Dawn> Oh, I do apologize, I had thought this was a review, I hadn't realized this part was new, sorry I think I have it.
[08:12] <Zodiac> it isn,t new :/
[08:12] <Lasting_Dawn> 00000010
[08:12] <Lasting_Dawn> Wrong, no doubt, hmm...
[08:12] <Zodiac> why? it's the right answer
[08:12] <Lasting_Dawn> Oh, alright. So I understand that part now.
[08:12] <Lasting_Dawn> At first I thought we were just doing before the break,
[08:12] <Lasting_Dawn> Understand, that answer I gave before the break was given through misconstrued means, just a lucky "guess" based on incorrect reasoning.
[08:12] <Zodiac> ah
[08:12] <Lasting_Dawn> Heh, eh well. confusion gone.
[08:12] <Lasting_Dawn> I should be able to proceed.
[08:12] <Zodiac> 1110 1011
[08:12] <Zodiac> 0101 0101
[08:12] <Zodiac> last one
[08:12] <Lasting_Dawn> 10100101?
[08:12] <Zodiac> not at all
[08:12] <Lasting_Dawn> Wow, I feel like a dunce...
[08:12] <Zodiac> the first line is the first value and the second one is the second value
[09:12] <Zodiac> I think you,re comparing the 4 first bits on the line with the 4 last ones
[09:12] <Lasting_Dawn> Oh, I see.
[09:12] <Lasting_Dawn> 01000001?
[09:12] <Zodiac> yeah
[09:12] <Lasting_Dawn> Alright, that makes sense now.
[09:12] <Lasting_Dawn> Of course... I just said that...
[09:12] <Lasting_Dawn> And ended up...
[09:12] <Lasting_Dawn> Screwing up, heh.
[09:12] <Zodiac> heh
[09:12] <Zodiac> and you should try putting spaces every 4 bits
[09:12] <Zodiac> just as you should put 0x or $ before hex numbers
[09:12] <Lasting_Dawn> Alright, I''ll keep that in mind.
[09:12] <Lasting_Dawn> $?
[09:12] <Lasting_Dawn> Any difference from 0s?
[09:12] <Lasting_Dawn> 0x*
[09:12] <Zodiac> in most programming languages it is used to design hex numbers
[09:12] <Lasting_Dawn> Ah, well so all $ this means is ox?
[09:12] <Lasting_Dawn> 0x*
[09:12] <Zodiac> it's a zero, not a o
[09:12] <Lasting_Dawn> Yes, I know, that's a common mistake of mine.
[09:12] <Zodiac> makes me wonder who's the retard that made 0 a number and O a letter
[09:12] <Zodiac> 1 and l are too similar as well
[09:12] <Lasting_Dawn> They are... exactly alike on paper, except 0's a little more oval looking.
[09:12] <Lasting_Dawn> I have to say, I never noticed the similarity between l and 1... until you just mentioned it.
[09:12] <Zodiac> with some fonts there is no difference
[09:12] <Lasting_Dawn> Hah...
[09:12] <Zodiac> as for me I always put more detail into my ones, a habit
[09:12] <Lasting_Dawn> Into l?
[09:12] <Zodiac> 1
[09:12] <Zodiac> I draw the base and the little thingy at the top
[09:12] <Lasting_Dawn> Ah, definitely an odd habit.
[09:12] <Zodiac> let's move to OR
[09:12] <Lasting_Dawn> Certainly, I'm ready.
[09:12] <Lasting_Dawn> Or... hmm, always wondered how this works.
[09:12] <Zodiac> with AND; 1/1 = 1 else 0
[09:12] <Lasting_Dawn> Same case with OR?
[09:12] <Zodiac> with OR; 0/0 = 0 else 1
[09:12] <Lasting_Dawn> Ah.
[09:12] <Lasting_Dawn> Alright.
[09:12] <Zodiac> the opposite
[09:12] <Zodiac> or in other terms, as long as there is one bit true, the answer is true
[09:12] <Lasting_Dawn> Understood.
[09:12] <Zodiac> think you can give it a shot right now?
[09:12] <Lasting_Dawn> Yep.
[09:12] <Zodiac> 1110 1011
[09:12] <Zodiac> 0101 0101
[09:12] <Zodiac> same as last :P
[09:12] <Lasting_Dawn> Ah, but there is a Jump Return, isn't there?
[09:12] <Lasting_Dawn> Nope, there is not... not on this list anyhow.
[09:12] <Zodiac> then MOST of the time, to end routine a JR r31 will be there
[09:12] <Lasting_Dawn> So ending a routine requires using r31?
[09:12] <Zodiac> yes because JAL stores the current position in r31 before moving to the routine
[09:12] <Lasting_Dawn> Alright, I think I understand that part.
[09:12] <Zodiac> now that you know what JAL does, DON'T USE IT
[09:12] <Lasting_Dawn> Oh?
[09:12] <Zodiac> chances are, you're already in a routine, and that would mean r31 already has a return offset
[09:12] <Lasting_Dawn> Therefore it would screw something up?
[09:12] <Zodiac> if you were to use JAL, it would overwrite it with the current location
[09:12] <Zodiac> and it would never go back from where it came
[09:12] <Lasting_Dawn> Ouch... reload at that point?
[09:12] <Zodiac> chances of freezing are almost guaranteed
[09:12] <Zodiac> yeah maybe reload, that's quite rare with me though lol
[09:12] <Lasting_Dawn> Hmm, so avoid using JAL for most cases.
[09:12] <Zodiac> I get about 60% freeze, 30% crash, 10% resert
[09:12] <Zodiac> reset*
[09:12] <Lasting_Dawn> That's right.. the game sometimes resets itself?
[09:12] <Zodiac> yeah
[09:12] <Zodiac> pretty rare though
[09:12] <Zodiac> I hate when it crashes
[09:12] <Zodiac> have to reload the emulator and the debugger :/
[09:12] <Lasting_Dawn> That requires shutting out of the sys... yeah.
[09:12] <Zodiac> so... if you didn't guess it already JUMP just, well JUMPS
[09:12] <Lasting_Dawn> Yep, jumps to a point somewhere in the 256 MB range?
[09:12] <Zodiac> well the only problem is...
[09:12] <Zodiac> the PSX has 2mb RAM
[09:12] <Zodiac> not 256
[09:12] <Zodiac> it will probably just crash if you try to go that far :D
[10:12] <Souylsin> There's different types of branches
[10:12] <Souylsin> theres
[10:12] <Souylsin> BNE
[10:12] <Souylsin> which is
[10:12] <Souylsin> Branch not Equal
[10:12] <Souylsin> so
[10:12] <Souylsin> BNE T2,T3,target
[10:12] <Lasting_Dawn> If t2 doesn't equal t3, then...?
[10:12] <Souylsin> IF T2 doesnt equal T3 then jump to targt
[10:12] <Souylsin> target*
[10:12] <Souylsin> Yes!
[10:12] <Souylsin> Exactly that
[10:12] * Cadet19 is now known as Kokojo
[10:12] <Souylsin> simple, right?
[10:12] <Lasting_Dawn> Ah, alright. but there must be quite a few minutae that use that for many, many things?
[10:12] <Souylsin> yeah
[10:12] <Lasting_Dawn> I'll keep that in mind, it is pretty simple.
[10:12] <Kokojo> hey souylsin, sorry if thats totally random, but is it some sort of choice ? (yes, i din't follow, but i want to know something about choices in FFT)
[10:12] <Souylsin> wut
[10:12] <Souylsin> ok
[10:12] <Souylsin> Generally all branches are just IF statements/commands
[10:12] <Souylsin> in asm form
[10:12] <Souylsin> :D
[10:12] <Souylsin> ZODIAC HOW ARE THOSE HARD TO TEACH
[10:12] <Lasting_Dawn> Alright I think I have those.
[10:12] * Souylsin facepalmfacepalmfacepalmfacepalm
[10:12] <Zodiac> not my fault if the others understands everything but branches and it's the exact opposite with LD
[10:12] <Souylsin> ku bad teacherz
[10:12] <Souylsin> btw i recommend n64 opcode listz
[10:12] <Souylsin> fo u zodiac
[10:12] <Zodiac> Souylsin NOT cool NOR awesome
[10:12] <Lasting_Dawn> Heh... I did a bit of experiementing with them (unknowingly...) in my Zelda hacking days, so I know a slight bit about them, therefore it came easy.
[10:12] <Cheetah> are you saving all this stuff too LD?
[10:12] <Lasting_Dawn> On here...? I probably should.
[10:12] <Zodiac> ya do it
[10:12] <Souylsin> Zodiac: gogogo http://www.zophar.net/fileuploads/2/106 ... 4ops03.txt
[10:12] <Souylsin> syscall gogogo
[10:12] <Souylsin> what im interested in is how it allocates space for stuff
[10:12] <Lasting_Dawn> Oh it is right here, very nice.
[10:12] <Cheetah> yeah, plus those two links, and then upload it all in a new ASM thread
[10:12] <Lasting_Dawn> Alright, I'll do that then.
[10:12] <Souylsin> CACHE    op,offset(base)  CACHE <--- looks cool
[10:12] <Lasting_Dawn> CACHE? I don't recall that...
[10:12] <Lasting_Dawn> Not in the PSX version.
[10:12] <Souylsin> probably isnt in it
[10:12] <Lasting_Dawn> of... wait... I thought N64 and PSX had the same ASM?
[10:12] <Souylsin> probably n64 specific
[10:12] <Zodiac> cuz PSX is OUTDATED
[10:12] <Souylsin> OH ZODIAC
[10:12] <Souylsin> Have you taught floating point instructions
[10:12] <Souylsin> yety
[10:12] <Souylsin> yet&
[10:12] <Zodiac> no
[10:12] <Zodiac> never used them
[10:12] <Souylsin> LOL GOOD LUCK
59
The Lounge / To all Zelda 64 lovers here...
December 10, 2008, 08:18:35 am
A friend of mine from another hacking community recently completed his wonderful story, gameplay, dungeon, map, hack called "Zelda's Birthday". Words cannot describe the game. It's fun, intuitive, and the dungeon's feel completely new! It is truly a work of art, that this fellow has worked on for years now. The hack takes about seven to eight hours to complete. But each minute is exhilirating! From new side quests, to two Completely new dungeons, and Four Endings, Zelda's Birthday does Not disappoint! To find more







And those pictures can hardly do justice to the game! For more information about how you can get this hack, please go here...

http://www.zophar.net/forums/showthread.php?t=9949

Which is the main project thread.
60
Monks,  Master's of internal energy.

August 22nd, 2010

The Monk's in Mercenaries are... quite varied depending on certain people's thoughts. They have lost Martial Arts (probably only being to be given to a few bosses) but have gained Two Swords innate and the ability to equip Claws (Hello Yang!) this will make their class new and fresh, at least that's the plan, here's the nearly finalized Skillset.

Thanks goes to Philsov and Mav (and many others whose names I can't recall for the original skill ideas)for these wonderful skills!


QuoteMonk - Master of Internal Energy, also the starting point for all physical-ish jobs.  If you wanna know the basics, you start with yourself.  

Iconic skills:
Searing Salvation - clears the soul of impurities with holy fire.  Deals 15% HP damage, able to target self and allies.  (Self-only cleanse is worthless for most of the big ones, we need function here)
Chakra - melee-range, PA-based spirit exhertion damage!
(Secret Skill) - I don't think Demi Fist is fitting for the class, but we'll go back to these later.

Ramza:
Golden Hand - 5 range linear, instant, no MP - cancels Charging and Performing
Ogre Run - 2 range linear, instant, no MP - Earth ele damage + haste cancel proc.
Wave Fist - 2 range, single target.  Like the old one, only shorter range.
Pressure Point - PA*X (or MA*X?) damage with a 25% chance to Don't Act target.  1 range, 1-3CTR.
Meditate - Self-only regen, 100%.
Grid - Self only defend + protect

Rad:
Mage Bane Fist - melee range, small charge time, no MP - 25% MP damage
Turning Gust - self-AoE, instant, no MP.  - no ele damage + Float/Regen/Faith cancel proc.
Consuming Fist - PA-based damage with recoil.  2 range, 1 AoE.
Radiant Claw - 4 range, single target, CT, MP - artillery shot
Tranquility - Enemy-only.  Dispells all status effects on the user.  PA+X% success rate.
Brace - Self only defend + shell

~

QuoteMonk's Unique Weaponry, Claws[/size]

CLAWS:              [(PA / 2) * PA ]  
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   NO Two Hands
------------------------------------------------------------------------------
## NAME               WP  Ev  COST   E.LV  EFFECTS
-- --------------     --  --  -----  ----  --------------------------------------
30 Fire Claw          0   00  1500   10   PA + 1, Half: Fire, Fire Elemental

31 Bone Claw          0   20  4000   16   Always: Undead, Add: Undead, Strengthen: Dark, Dark Elemental

32 Climbing Claw      0   25  6500   22   MA + 1, Jump + 3 Add: Slow, Ice Elemental

73 *6 Survivor        0   00  10000  32   Immune: Crystal, Treasure

74 *6 White Fang      0   00  60000  44   100% Cancel: All Status Ailments

5D *8 Fabul's Finest  0   10  10    (50)  Sp + 1, Initial: Haste, Strengthen Lightning, Lightning Elemental, Add: Confusion
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