Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=262;area=showposts;start=15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index127d.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=262e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index127d.html.zxh^Ћ|OKtext/htmlISO-8859-1gzip0||Tue, 10 Mar 2020 22:44:47 GMT0 0Ph^"| Show Posts - Madsiur

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Madsiur

Pages: « 1 2 3 4 5 6 7 8 9 10 »
16
Game Modification Station / Re: Remaining bugs in FF3us
« on: March 18, 2017, 11:42:37 AM »
I'm not sure if someone else did, but this is my attempt to fix bug #5. It basically check if the party saw shadow (vanilla condition) or if vargas has been beat. If any of the two, NPC $15 creation is not happening. I had to do a little bit of event gymnastic to fit everything without using one or multiple FD(s), using 7 bytes of free space at $D1F9F8 and shifting shadow's queue of 2 bytes. I'd like to know if someone has a better fix or proposal before I test and make a patch.

Code: [Select]
CA/EBA1: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EBA7: C1    If ($1E80($00A) [$1E81, bit 2] is set or $1E80($010) [$1E82, bit 0] is set), branch to $CAEBC1
CA/ECAF: B2    Call subroutine $D1F9F8
CA/EBB3: 45    Refresh objects
CA/EBB4: 15    Begin action queue for character $15 (NPC $15), 11 bytes long
CA/EBB6: 8E        Move vehicle/entity down 4 tiles
CA/EBB7: 99        Move vehicle/entity right 7 tiles
CA/EBB8: A1        Move vehicle/entity right/down 1x1 tiles
CA/EBB9: A1        Move vehicle/entity right/down 1x1 tiles
CA/EBBA: 86        Move vehicle/entity down 2 tiles
CA/EBBB: 95        Move vehicle/entity right 6 tiles
CA/EBBC: 92        Move vehicle/entity down 5 tiles
CA/EBBD: 89        Move vehicle/entity right 3 tiles
CA/EBBE: 80        Move vehicle/entity up 1 tile
CA/EBBF: D1        Make vehicle/entity disappear
CA/EBC0: FF        End queue

D1/F9F8: D0     Set event bit $1E80($00A) [$1E81, bit 2]
D1/F9FA: 3D     Create object $15
D1/F9FC: 41     Show object $15
D1/F9FE: FE     Return

 :edit: Tested and done!

17
General Discussion / Re: RHDN Currently Down
« on: March 18, 2017, 10:54:02 AM »
I think we should chip in to offer Nightcrawler cable internet. Here the CRTC (Canadian FCC) stated and voted last month that high speed internet availability is a right, considered on the same level as an example as access to public services or electricity.

Edit: Re-reading, not sure if he means he has a DSL connection or upload with hoster is low speed...  :hmm:

18
Speaking of text: the most I'd probably do text-wise as an optional add-on if I were able to use the tools at the present moment (maybe one day in Wine I might, haven't tested yet) would be to change Ability/Magic/item/Esper/Enemy names to something like the GBA terms for familiarity's sake.  Plus maybe the lowercase patch, and maaaaaybe uncensoring the parts that stick out the most?

SlientEnigma made a cleaner version of the RestoreAbilityNames patch, originally by Angelo which basically made most of the changes Pandora's Box had concerning name lengths: http://www.ff6hacking.com/forums/showthread.php?tid=3141

Now I had a quick look and it clash with TWU music player, but there'S always a way to relocate stuff on the patch. Anyway such a patch is rarely fully compatible with a full hack and there are always names or parts of it we prefer in a different style but it can serve as a base for a custom implementation.

19
Game Modification Station / Re: Shaky Statues
« on: March 17, 2017, 03:31:15 PM »
I have a bad memory for exact game event but isn't the whole continent not really stable overall? This doesn't explicitly explain the start of the shaking but IMO put a doubt about the non legitimately of the precocity.

20
Game Modification Station / Re: Opened eyes Terra Fix
« on: March 10, 2017, 12:19:40 PM »
Well I just learned today map entrance event are called when you load a map via events (and not only when entering a map while playing). I corrected the game crashing bug. Version 1.3 in original post!

21
Game Modification Station / Re: New patch: Map Mishap Glitch fix
« on: February 27, 2017, 02:25:47 PM »
Good job on this one!

22
Game Modification Station / Re: C. V. Bug-Fix Comp and C. V. Script Fix
« on: February 21, 2017, 07:04:12 AM »
EDIT: I confirmed that BOTH Opened Eyes Terra patches will cause the freeze. :(

I obviously missed something and did not went through the whole flashback sequence when testing. I'll go do my homeworks again and come up with a stable patch. :/

23
Game Modification Station / Re: Possible FF6 event bug on game reloading
« on: February 21, 2017, 07:01:08 AM »
i won't say this is as important to list as code addresses or RAM variables, but it does fall under resource consumption, and concerns interoperability.

I understand your point and the reasoning behind it is valid. I'll add a column for this. Might as well add for for RAM too. If the patch use multiple RAM addresses in the way they were meant to be used, no need to mention it, but if it conjcern free RAM or free SRAM it could be a useful information. I'd exclude scratchpad RAM from this too.

24
Game Modification Station / Re: Possible FF6 event bug on game reloading
« on: February 18, 2017, 09:58:36 PM »
maybe also registers clobbered, i.e. ones that the vanilla version of a function doesn't alter.  if vanilla doesn't care about a register that a patch changes, e.g. it overwrites it shortly before or after calling the patched function without reading it, that might be good enough to get the patch made without using free space for push/pull.  however, a theoretical hacker that's treating the original function as more standalone might lean on its not clobbering certain things, not wanting to consume push/pull space themselves.

Do you mean identify the patches that are (or not) registers clobbered or do you talk about my patch in this thread? I think I understand what clobbering mean but I don't see at first glance the point of adding to the patch allocation page.

I understand that sometimes without studying the code or running it through a debugger, some hackers might do a push on the registers they will use and a pull at the end of the patch in order to be sure those registers are not altered, even if they get overwritten later on by a TAX, TAY, STX or STY, which render the previous pushes useless. I can say I've done this myself before, I should go back to those patches and make sure thing are tighter. I usually check thee code previous to the patch and after to get a rough idea of what is going on, if a push is necessary, but there are instance where I can lose track of registers.

25
Game Modification Station / Re: Possible FF6 event bug on game reloading
« on: January 29, 2017, 07:15:45 PM »
I like it. Is it just for free space or for every patch ever written? There should at least be some indication of what space is free space.

You're right. I added a column for free space. I'm not sure if it's ideal or if cross checking with a free space map would be better.

26
Game Modification Station / Re: Possible FF6 event bug on game reloading
« on: January 29, 2017, 09:44:04 AM »
Hoi. Back from vacation. :3

Madsiur: After using the repair patch for the Frozen Terra Fix as indicated, there remains a stray "60" byte at hex address 3FFBB. It isn't there if one patches using the fix patch. I don't know if it would cause any problems being there, but I changed it to "FF" on my end to be sure.

Yes, that is a miscalculation leaving the old RTS (0x60) after the new RTS, so removing it cause no problem.


For which patch use which space, maybe we could start something like this: http://slickproductions.org/slickwiki/index.php/Patches_Allocation

Each patch creator could fill this, this way we would have a decent patches map, at least for those created by people who contribute to the list...

27
Game Modification Station / Re: Possible FF6 event bug on game reloading
« on: January 23, 2017, 09:19:32 PM »
vivify93 reported a bug on RHDN. When entering loading confirmation screen, returning to save file menu and starting a new game, Object data would be done hence 3 blond Terra at startup. I fixed this by hooking the data reset loop after pressing A on loading confirmation screen. You can apply the "repair" patch if you already had applied v1.2. The "fix" patch is for a first patching.

28
Game Modification Station / Re: Sprite Priority Bug?
« on: January 21, 2017, 12:23:20 AM »
i used bsnes v0.073 (Qt GUI) this time, considerably newer than what i recommended before.  the lack of an official changelog makes it hard to pin down when this feature went away, or maybe it's still in the source code waiting to be activated.

I found this: http://ngemu.com/threads/bsnes-v0-073-is-released.140465/

Not that version 0.073 is also the one used by Revenant for bsnes+, there could be a reason for this instead of using a more recent version...

29
Game Modification Station / Re: Opened eyes Terra Fix
« on: December 21, 2016, 11:47:45 AM »
I added the new patch version in original post that keep Terra's eyes opened before you speak to Maduin and after you beat the two cranes. To give space to the less interpretation IMO, I basically went with the time argument meaning enough time has passed in order for Terra to potentially "recover" and this time is more significant than stepping outside a door and coming back.

:edit: I've re-updated the 1st post and patch since there was no use of checking the event bit of the two cranes since the event is directly from Vector and entrance event is not checked. I've also included an alternate patch, where Terra would open her eyes with Maduin Magicite power during the Zozo comeback event, right after Locke exclaim himself "Magicite!".

30
Sounds like you're planning a "markov" method similar to what I used for the world map generator, Madsiur.

Thanks for your input, abyss. This will be helpful. Will your world map generator be expanded to a regular map generator too accesible from the world map? That would give a fresh new experience, a bit like a quest minus the events, but you could still have event bits that act as simple quest markers without enabling too much complex stuff.

I also am planning on making a FF6 room random generator for my roguelikeifier, but I am having an issue of creating an algorithm that generates the actual walkable area for each room.

I guess the basic strategy is generating simple forms (square, rectagle) add a perimeter (non-walkable blank / black tiles) and add a wall of X tiles of height on the north border and finally putting an south and north door. Here is your basic room.

To be honest I'm only on the planning stage of this, I haven't yet coded anything and since I got a lot on my plate, It will take some time before I have anything playable. Your generator should be out before mine.  :bah:

Pages: « 1 2 3 4 5 6 7 8 9 10 »