øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2221.30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1865-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1865-2.html.zx®$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/áOKtext/htmlISO-8859-1gzip0|ÖáÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:53:43 GMT0ó°° ®0®P®€§²ð®®$h^ÿÿÿÿÿÿÿÿ.'á Leet Sketcher's Anniversary Pack

Author Topic: Leet Sketcher's Anniversary Pack  (Read 6285 times)

13375K31C43R

  • Ultros
  • *
  • Posts: 675
  • Gender: Male
    • View Profile
    • Leet Sketcher's Final Fantasy III Patches
Re: Leet Sketcher's Anniversary Pack
« Reply #30 on: May 13, 2016, 12:41:05 AM »
I'd like to see an editor that lets you modify animation scripts. I've used Everything's amazing document for my patches that modify those scripts, but it'd be really nice to have an editor similar to the one for monster attack scripts.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Imzogelmo

  • Ogopogo Aficianado
  • *
  • Posts: 241
  • Gender: Male
  • Ask me about my other job.
    • View Profile
    • NEPROMR
Re: Leet Sketcher's Anniversary Pack
« Reply #31 on: May 13, 2016, 12:57:56 AM »
That's been on my wish list for a long time, and with Everything's dump of those scripts, it shows that he at least has a program that can parse them. It's really just one more step to have them be able to insert/delete and shift, so if he could modify his program and release it to the public, that would be great... and that's even without needing to decode those last few commands. As long as their length is known, it should pose no real problem.

Speaking of the animation scripts, did you get my PM (on FF6hacking I believe) about Imp Skimp? It was really more a question than anything. I looked at your code notes and was really impressed by how you did it, but I had a few questions as well.



EDIT: You know, we could just use xkas and a lot of db commands to handle the whole animation script area. It wouldn't be a true editor, but it's a step above straight hex.
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

13375K31C43R

  • Ultros
  • *
  • Posts: 675
  • Gender: Male
    • View Profile
    • Leet Sketcher's Final Fantasy III Patches
Re: Leet Sketcher's Anniversary Pack
« Reply #32 on: May 13, 2016, 01:04:14 AM »
I don't go on FF6hacking.com nearly as often, possibly because I'm not set up to receive PM notifications in my e-mail. I have now replied to your PM.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Imzogelmo

  • Ogopogo Aficianado
  • *
  • Posts: 241
  • Gender: Male
  • Ask me about my other job.
    • View Profile
    • NEPROMR
Re: Leet Sketcher's Anniversary Pack
« Reply #33 on: May 13, 2016, 01:26:15 AM »
And I replied to your reply.

I'm really blown away by all these bug fixes... so many fixes and so many fixers, it's getting hard to stay on top of it all.
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: Leet Sketcher's Anniversary Pack
« Reply #34 on: May 13, 2016, 04:05:07 AM »
re general editors: Nightmare is definitely quite user-configurable (people create modules for all sorts of games), but i dunno how sophisticated of data types it allows.
« Last Edit: May 13, 2016, 04:21:29 AM by assassin »

C. V. Reynolds

  • Tunnel Armor
  • *
  • Posts: 153
  • RATED TEM OUTTA TEM.
    • View Profile
    • cvreynolds.net
Re: Leet Sketcher's Anniversary Pack
« Reply #35 on: May 13, 2016, 10:16:59 AM »
A new editor to replace FF3usME could also be useful for another good reason: FF3usME is buggy and we have no sign that Lord J is going to fix it. It also has a habit of moving bytes around if you just click save before changing anything, which some (like me) might dislike.

Not to say I haven't found a way around the bugs, though. I've long felt it a great program... minus the bugs which I always assumed would be fixed.
I'm the former Hollywood Narrator from GameFAQs.

I'm a published novelist. My novels "Universe Eleven Series - Blue Ruin" Part 1, Part 2, and Part 3 are for sale on Amazon (check my website) in print and ebook formats.

Madsiur

  • Tunnel Armor
  • *
  • Posts: 149
  • Gender: Male
  • FF6AE coder
    • View Profile
    • Madsiur's Lair
Re: Leet Sketcher's Anniversary Pack
« Reply #36 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...)

Imzogelmo

  • Ogopogo Aficianado
  • *
  • Posts: 241
  • Gender: Male
  • Ask me about my other job.
    • View Profile
    • NEPROMR
Re: Leet Sketcher's Anniversary Pack
« Reply #37 on: May 15, 2016, 12:59:18 AM »
My reason for suggesting a table of tables was merely to have a hard-coded place to look, in case code changes did occur, which so often does happen. Sort of like how the SNES cart info is always in the same place. By making a 'magic number' for this table of tables, you can just stipulate that LDA's check there for their absolute addresses, and similarly editors could utilize it.

As I've said before, a little overhead could make maintenance so much easier. There's really no shortage of ROM space-- RAM, yes, but not ROM. If someone could figure out a way to address more RAM, then the possibilities open up immensely.
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: Leet Sketcher's Anniversary Pack
« Reply #38 on: May 29, 2016, 03:50:40 PM »
magitek discovered a bug with BabaBreath/Sneeze/etc. in your Morph Mayhem patch.  read the seven May 13th posts starting here:

http://slickproductions.org/forum/index.php?topic=2219.msg25369#msg25369

it took us a little to figure out why leaving $3EE2 uncleared caused such a problem, but we seem to have gotten it.

to remedy things, you'll probably want to call C2/0AE7 like you do elsewhere.  you can do it by having "BCC update_and_remove" in C2/1211 branch to some area with the call (space constraints in that function could prove annoying), or edit the end of C2/3966.  so an ugly +9 bytes or a straightforward +6.  but to know which is better for actually solving things, it'd help to understand why you had the "BCC update_and_remove" instead of a simple "BCC exit" -- i.e. what sort of cases were you hoping to catch?

13375K31C43R

  • Ultros
  • *
  • Posts: 675
  • Gender: Male
    • View Profile
    • Leet Sketcher's Final Fantasy III Patches
Re: Leet Sketcher's Anniversary Pack
« Reply #39 on: May 29, 2016, 10:55:31 PM »
I knew my Morph fix patch wasn't perfect, and I kept hanging around that thread for ideas, but after a while I just stopped paying attention and got lost. I will fix this at some point, and there's also a problem with Dead in the Air that I need to fix, but I'm overwhelmed right now.

:edit:
As I recall, the idea with "BCC update_and_remove" was that if Terra is removed from battle, e.g. w/Sneeze, then the Morph gauge should no longer be visible.
« Last Edit: May 30, 2016, 10:08:18 AM by 13375K31C43R »
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

TheNattak

  • Garula
  • *
  • Posts: 203
  • Gender: Male
  • Mike
    • View Profile
    • Return of the Dark Sorcerer
Re: Leet Sketcher's Anniversary Pack
« Reply #40 on: June 08, 2016, 03:27:18 AM »
I noticed a massive slowdown for the remedy item animation with Imp Skimp applied. Was the no header 1.0 version.

13375K31C43R

  • Ultros
  • *
  • Posts: 675
  • Gender: Male
    • View Profile
    • Leet Sketcher's Final Fantasy III Patches
Re: Leet Sketcher's Anniversary Pack
« Reply #41 on: June 08, 2016, 10:59:09 AM »
Weird...what I'm noticing is, for some reason, it's showing the animation several times at once in a few different places. It's supposed to show the animation coming from the ground around the target, but it's also shown coming from a few places lower down on the screen.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

13375K31C43R

  • Ultros
  • *
  • Posts: 675
  • Gender: Male
    • View Profile
    • Leet Sketcher's Final Fantasy III Patches
Re: Leet Sketcher's Anniversary Pack
« Reply #42 on: June 08, 2016, 07:26:48 PM »
OK, I've managed to fix the "several places lower down" part in my ROM, and I'll update the patch soon, but more importantly, I've found the reason for the lag in the animation. Unfortunately, it's the "update imp graphics" command, which is, of course, part of the fix.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

TheNattak

  • Garula
  • *
  • Posts: 203
  • Gender: Male
  • Mike
    • View Profile
    • Return of the Dark Sorcerer
Re: Leet Sketcher's Anniversary Pack
« Reply #43 on: June 10, 2016, 01:56:14 PM »
I'm a bit confused, so you've fixed up Imp Skimp or not yet exactly?

13375K31C43R

  • Ultros
  • *
  • Posts: 675
  • Gender: Male
    • View Profile
    • Leet Sketcher's Final Fantasy III Patches
Re: Leet Sketcher's Anniversary Pack
« Reply #44 on: June 10, 2016, 01:58:05 PM »
At this point, I've managed to fix both issues. I still need to release an update for the patch.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings