øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=262;area=showposts;start=60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index01ec-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=262e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index01ec-3.html.zx‰h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰ0S„²OKtext/htmlISO-8859-1gzip0|Ö„²ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 22:44:48 GMT0ó°° ®0®P®€§²ð®ˆh^ÿÿÿÿÿÿÿÿ¡(„² Show Posts - Madsiur

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Messages - Madsiur

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61
Game Modification Station / Re: New patch: Backstabu Glitch fix
« on: September 17, 2016, 07:05:39 AM »
This one was actually much simpler than that. I guessed correctly that the spell animation script code was (basically) identical between the SNES and GBA versions.

Yes, most of the bugs that concern data (events and such), scripts or graphics can be tackled more easily. I'm really hoping someday of a partial combat system disassembly ($C2 equivalent) to be able to fix more bugs. Novalia Spirit ported a lot of his patches to the GBA version(s), I wonder if he has identified some ARM routines...

62
Game Modification Station / Re: New patch: Backstabu Glitch fix
« on: September 17, 2016, 03:20:03 AM »
:bump: GBA patches.

 :omg: How do you Trace the code? NOT "how to trace/debug GBA code" but how do you proceed considering the lack of disassemblies (e.g. for breakpoints and such...)?

63
Game Modification Station / FF6LE Rogue CE / Zone Doctor CE
« on: September 16, 2016, 10:15:16 PM »
Download:
https://github.com/madsiur/FF6LE-CE/releases
:edit: https://github.com/madsiur/Zone-Doctor-CE/releases


This version of Zone Doctor and FF6LE Rogue allow many expansion: Tilemaps, Tilemaps max space, max Locations (maps), NPC max space, Exits max space, Event Triggers max space, Chests max space, Chests SRAM bits and Message Names. These editors does not add any of the mentioned data (except blank tilemaps and location data to have working new maps), it only allow to have more of the said data in your project.

The default L1 tilemap ID ($15F) on maps $19F to $1FE is shadow's dream (256x256 black map with layer 1 only). Tilemaps $15F to $1FE are all the same, they take $1A bytes of space each.  To make the map bigger, you select your new tilemaps ID(s) (L1, L2 and L3 if neccesary). Then you resize the layers (from 256x256 to 1024x1024 as an example) and set the other map properties. Then you can either import tilemaps (which should cover the correct layers sizes) or hand draw.


SETTING WINDOW

In the setting window you can select a setting file path. When you click "Expand Maps", the setting file is created. Map expansion give access to Chests expansion. Both expansion have an ASM validation that will prompt a warning message if a ASM change does not have the expected value at its offset. If you were using Zone Doctor+ or FF6LE+ before, you must check the checkbox before expansion. This will ensure all your data will be carried on from your project.

If you want to use a "vanilla" ROM with this editor, blank out the setting file path and click "Apply". If you want to allow expansion on a new ROM, change the filepath name or choose another directory for your XML file and click "Apply".

Once your ROM is expanded, you can increase the number of banks for tilemap space if at some point you are at the limit of the size originally input.


SETTING FILE

The settings are stored in a XML file. This file is read at editor loading to see if the project has expansions done. It is therefore important to have a valid setting file path in the setting window. I would suggest to not change settings in this files other than location names. Doing otherwise if you are not sure of what each setting does could limit or crash the editor depending on the ROM loaded.


LOCATIONS NAMES

You can change the names of the maps in the editor. This is mainly to name new maps. This feature doesn't change anything in the ROM, it was made to make map edit easier and to know which map is what. Location names are saved in the setting file. This feature is disabled if your ROM doesn't have the map expansion done. The [$XXX] string starting the name is trimmed in setting file and in the editor textbox. It is applied automatically.


MESSAGE NAMES

In-Game map names can also be edited. Expansion allow 255 entries and max space is also expanded. Max length for a name is 37 characters.

Allowed characters are A-Z a-z 0-9 ! ? : \ ' - . , ; # + ( ) % ~


EVENT OFFSET

Maximum Event offsets for Event Triggers and Entrance Events are now $35FFFE ($FFFFFE) instead of $2FFFF ($CCFFFF). This allow to put directly events outside the $CA0000-$CCFFFF range. This feature was not possible for NPC event offsets since the NPC data only allow 18 bits for the event (and not 3 full bytes).

Suggestion and bug report are welcome!


ff6hacking.com thread: http://www.ff6hacking.com/forums/showthread.php?tid=3327

64
The overall goal is actually to have the original and bugfiix versions to coexist in one ROM, and to that end, I have a map of how I want to progress. Unfortunately, testing such a thing is very tedious and my time is not what it used to be.

I also like the idea of being able to generate a custom ROM with different expansions from ASM files and data / graphic binary files. My share for this would be to rewrite part of ZoneDoctor/FF6LE, finish my monster expansion editor and add to it part of a rewritten FF3usME that cover various data expansion. Right now the expansions support I was imagining can all be done but some are highly tedious to manage and do edits after because of the lack of proper tools.

Starting from an optimized and bugfree FF3us would be a huge plus.

65
I actually never expected to see such a detailed disassembly for any FF3us bank. This is really great work!  :whoa:

66
I'm working on a GBA editor and plan to include support for the (J) version (the one used in the PC version). You'll be able to edit some data, more and more as the editor progress. However, even the data from the ROM is not used at 100%, meaning there are some bytes of certain data formats that are simply not used and the feature is governed by tables in the .exe. So what is 100% editable on the GBA might not be the case with the ROM included with the game files. In fact, you could already edit compatible data with FF3usME and copy the hex block to the JAP ROM. A lot of formats are identical on the SNES and GBA version. I'll include as attachment the ROM map I was working on for the (J) version.

As for events, some particular event bytes (identified by their offset) have "hooks" triggered from the .exe to adapt the event to the PC version. I'm uncertain how many there is but Nyxo found a few dozens and by cross-referencing the event dump. It ranges from simple party member / NPC positioning to "cutscenes" triggering (such as the rise of floating continent). It's basically a mess of the basic event layer with a C++ "patching layer" on top.

I also had a look at the .exe, but my understanding of x86 assembly is far from great so there's not much I can do. You can scope out for now a dialogue editor since strings are hardcoded in the .exe. You can also forget for now code changes as nobody except Nyxo really got into understanding the disassembled C++ code. All the combat logic is there so there can't be a bugfix edition until people dive in the code.

I still have hopes for the PC version but realized the Steam community had very few modders and most of its 1500 members were just waiting for patches to come out and weren't even motivated to provide save files to the modders to help testing stuff, which is IMO the basic of the basic. 


67
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 14, 2016, 12:48:21 AM »
But on the topic of editor flexibility, it would be awesome if someone could code an editor that handled moving data better. I know that's easier said than done, but if there was an ultimate hacker's edition of FF6, we'd probably just make a single table of tables (in some free space block somewhere), and the editor could go there to know where all the data blocks begin.

xx xx xx yy zz ; data starts at xxxxxx, each record is yy bytes, and there are zz records

It's not hard to code. A FF3usME equivalent could read where the ROM data is (from code and given relevant code has not moved), expand and move any data you want. Since all formats are known, it's easy to code a FF3usME equivalent that support various expansion. Anyway, the purpose of moving data is usually to expand it, otherwise it often serves little purpose. It's just the limited free time that stops me from doing such a thing. I have an editor in progress that will support monster expansion from A to Z (data & graphics). You can have an "add" button for adding an entry. Your idea of a table of table is nice though I'd favor direct change to original code (once again given it has not been moved) because it often limit the ASM changes to a few LDA per data (except things like items which are all over the place...)

68
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 07, 2016, 11:54:16 AM »
I feel like Lord J should update FF3usME to allow for manual changes like these at some point. Either that, or I'll write my own editing program at some point. I know FF3usME hasn't been updated in over four years, so maybe Lord J's retired by now.

I don't understand how altering the AI script bank or editing dialogue / changing pointers manually can affect the editor data loading... As long as AI scripts stay in the bank defined by the editor (and same for dialogues offset(s)) it should work if the editor is coded properly. Maybe that in the case of AI scripts, reading two FF in a row result in some sort of null entry...

There are also ways to make all this more dynamic by getting the data offsets from the code directly. This ensure your editor will work with data moving, as long as the given code doesn't move.

69
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 06, 2016, 01:45:53 PM »
Congratulation on your one year anniversary!  :happy:

I'm always amazed how people still find bugs in this game and fix them. You have been productive. If I had the motivation, I'd probably study the buglist on mnrogar forum and try to fix a few myself. It's a good way to get familiar with the code and get used to optimize what we write as code, given the little free space in banks $C1 and $C2. However, it's not really my cup of tea and some people like you and assassin are still actively being better at the task than me.

Good job!

70
Game Modification Station / Re: New patch: Multiple Events fix
« on: May 01, 2016, 01:52:50 PM »
http://assassin17.brinkster.net/novalia-FD-inform.txt

I always thought command FD just advance the event queue of 1 byte. I wasn't aware it could potentially have an adverse effect. I don't know how you can come up with a NOP equivalent then. Best practice anyway is to condense (pack) your code when you want to erase undesired event commands. However this can have the effect of shuffling a lot of code of 1 byte for a single fix. Unused commands (FD and those who branch directly to a RTS) can always be use in hacks for custom purposes.

Edit: Btw command $45 does something. It's not because an event command has no visual effect or removing it does no visual change or weird behavior that it does nothing. It alters $0798 and there are other instance of command $45 coded directly in bank $C0. Unless you have tried to make 32 NPC appear on the map at the same time without it or remove all the bank $C0 instances, stating it does nothing relies on general observation of general cases, not cases at the limit of what the game can allow. Using it as a filler would have the desired effect though.

71
Game Modification Station / Re: New patch: Double Block Bug fix
« on: April 25, 2016, 01:19:42 PM »
I've done it! I've now fixed all of the bugs on my to-do list! I've still got a patch or two I want to release, but right now I am content with the ROM I have. I will continue to write new patches for anyone who requests them (as long as they actually make a difference in non-hacked ROMs), but for now I think I'll give myself a well-earned break.

Good job on fixing all those bugs. Since I'm bad at identifying bugs and have relatively basic debugging abilities (due to my disassemblies knowledge that is ok but not great), I prefer releasing various Improvement / Tweaks and code editors. However the quest for a bug-free FF3us version is closer to completion due to people like you. I'll stay alert for May 6th! :happy:

72
Game Modification Station / Re: New patch: Chance Offering Bug fix
« on: April 24, 2016, 10:47:56 AM »
Somewhat unreleated but related to offering at the same time. I made a tweak that increment randomly $3A70 when offering equipped and noticed a weird bug when testing (it happened twice on about 30 Fight command selections). Terra (party leader with offering) would take the attack stance after selecting the Fight command but she would lose a turn, meaning she would not attack and keep the attack stance pose until I select the Fight command again and then she would attack normally.

You can see my code in this post. Not sure if you can help, but in any way I wanted to mention this in case I opened the door to a new bug or if it was a known issue.

Edit: I found the bug I think. There was a chance that $3A70 remains 00 when offering equipped, thus preventing from striking if equipped with "wrong" hand. I think that was the case though I'm not 100% sure. I did changed my code I did some more testing and the bug did not reoccurred.

73
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 10, 2016, 05:52:04 PM »
I think it's a nice project. If I'd tackle something like this, Just an idea but I'd probably make aside of a patch an xkas compatible asm file in case someone wants to move / tweak (or remove?) any of the fix. An updated patch allocation document would also be greatly appreciated for future patch writers, bugfix or not. I've been avoiding since a while banks $C0 to $C3 when writing code I'll release because it is know that with all bugfixes applied a lot of the empty space in those banks is taken.

74
Game Modification Station / Re: Final Fantasy 6 on Steam
« on: March 22, 2016, 07:02:14 PM »
The limit of the rom is still there, remember that it uses a gba rom... 

It is far less limited than a GBA game. It use the ROM partially for data, and data can be expanded if changes are made to the .exe.

75
I noticed the user statistic page text is messed up in some places. Not a top priority, maybe it has to do with my theme too. It's like that on my laptop and desktop PC.

I myself have a lot of these small UI tweaks to do on ff6hacking.com. There is so much one person with a job and personal projects can do though...




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