øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=169;area=showposts;start=15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index31f5-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=169e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index31f5-2.html.zxw™h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤žÀOKtext/htmlISO-8859-1gzip@øÕžÀÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:12:00 GMT0ó°° ®0®P®€§²ð®w™h^ÿÿÿÿÿÿÿÿ{#žÀ Show Posts - angelo26

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Messages - angelo26

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16
Hi everyone, I was wondering if a character can learn spells through events , kind of like cyan mastering all his Bushido techniques using the 8F command. I looked through the event dump, but didn't come up with anything.

My initial idea is that probably there's a command for this, which was not used in the game. But I'm not sure.
Any ideas are greatly appreciated :D

 

17
Game Modification Station / Re: Question about character names
« on: February 02, 2011, 01:35:06 AM »
OK, I was able to find most instances in the code that refers to the names, here's the one that allows you to increase letters in the "Please enter a name" screen:

Code: [Select]
Change character XX's name to YY
(gen. act. 7F)

C0/A03A: 20AD9D  JSR $9DAD
C0/A03D: A906    LDA #$06
C0/A03F: 8D0242  STA $4202
C0/A042: A5EC    LDA $EC
C0/A044: 8D0342  STA $4203
C0/A047: EA      NOP
C0/A048: EA      NOP
C0/A049: EA      NOP
C0/A04A: AE1642  LDX $4216
C0/A04D: BFC078C4 LDA $C478C0,X
C0/A051: 990216  STA $1602,Y
C0/A054: BFC178C4 LDA $C478C1,X
C0/A058: 990316  STA $1603,Y
C0/A05B: BFC278C4 LDA $C478C2,X
C0/A05F: 990416  STA $1604,Y
C0/A062: BFC378C4 LDA $C478C3,X
C0/A066: 990516  STA $1605,Y
C0/A069: BFC478C4 LDA $C478C4,X
C0/A06D: 990616  STA $1606,Y
C0/A070: BFC578C4 LDA $C478C5,X
C0/A074: 990716  STA $1607,Y
C0/A077: A903    LDA #$03
C0/A079: 4C5C9B  JMP $9B5C

Initially I want the character names to be 8 letters long, and I figured I need to add a couple of STA's followed by LDA's in the code up above.

But my problem is with the actual menu; when I change all the associated code, here's what happens: Naming screen is ok (cursor gets crazy), and when accessing the menu, the character's level becomes crazy, and one of the letters from the name seems to be erased.
Sounds like some variable is overflowing, but I'm not sure. Any ideas?


18
Game Modification Station / Re: Question about character names
« on: January 25, 2011, 02:48:02 PM »
Thank you sir, I didn't know there were routines concerning character names, spells and item names in the C0 bank :O TY TY

19
Game Modification Station / Question about character names
« on: January 23, 2011, 10:23:19 PM »
I was looking through the C1 and C3 banks to see where does the game loads character names from address 47AC0, but I couldn't find any!

My thought is that if I would like to increase character names like up to 8 letters, I would need to let the code know the new address with the expanded names, but I cannot find any code that points to 47AC0. Can somebody explain please?

20
Game Modification Station / Issue with Class and Esper Display
« on: January 13, 2011, 06:04:15 PM »
I discovered this issue when adding Character Classes and after increasing esper names: In the position that I've placed the class and the esper name so it doesn't cover a character's whole face, If you move from a character to an empty slot, The names and classes are still displayed. Sometimes I have trouble explaining, so here are some pics:



I think the issue for this is that there is some code to completely erase the character name and info (HP,MP,LV) when browsing the airship menu, and somehow the code doesn't cover that upper portion where I've decided to place the character class and esper name.

I'm pretty sure that if I place both on top of a character's portrait the issue will dissappear, but I would like to try first and see if this can be solved. But I'm clueless as where to start looking for the offending code. Any ideas?

21
I think I finally managed to do this, I'm so happy lol

What needed to be done is to increase only the accumulator capacity from 8 bits to 16 bits using the command C2 20, then include the code to multiply by 12 and after the multiplier is stored, the accumulator needs to be returned to a capacity of 8 bits using E2 20.

I'm testing to see if nothing's messed up, but everything seems fine so far...

22
Game Modification Station / Re: Increasing Esper Name length to 12 Letters
« on: December 30, 2010, 03:35:19 PM »
Ok then if ASL is 8-bit and I need to make it compatible with X and Y, right?

While looking through some code I saw that the code to do the ASL for two bytes is

06F0   ASL $F0

But I'm unsure if it works the same way as the one bit ASL? Also, what is the function of F0 in that piece of code?


23
Game Modification Station / Re: Increasing Esper Name length to 12 Letters
« on: December 27, 2010, 02:15:21 PM »
Glad to see my patch is already in use, flawed though it may be.  :happy:
Thanks for your efforts on the patch, darkmage.

There's code in C1, and I think that's all of it.

 :hmm: I was wondering if the esper names have some kind of space limitation in the rom?  The reason for me concluding that there's a limit is because, while messing around to see if esper names could be increased to 16 letters long each, I can only get 16 of the 27 names to display correctly on the menu. 16 espers times 16 letters gives 256 total characters.

If the names are 12 letters long, then only 22 of the 27 esper names are properly displayed (because the 256 limit is exceeded). And since the game originally uses 8 letters per esper, there's a total of 217 letters., which gives no problem at the time of displaying the names.

Thanks for the help and Happy Holidays

24
Game Modification Station / Re: To all users of my Summon This! patch
« on: December 22, 2010, 06:49:56 AM »
3: angelo, the next time you tweak one of my patches again without coming to me first will be a cold day in hell for you.

Sorry if there's any misunderstanding, I don't want to cause any troubles, Lenophis.

I did release a version of your patch and you were given proper credit at the ff6hacking website. The "summon this!" patch does not work with the FF6 improvement patch and I wanted to see if I could fix it by myself. The problem with the improvement patch is that code gets shifted around.

If you want, I can take it down and send you the patch. After all, I wouldn't have been able to fix it without all the help you've been giving me in this forum.I apologize once again for any misunderstanding.

25
Game Modification Station / Re: Increasing Esper Name length to 12 Letters
« on: December 14, 2010, 12:21:46 PM »
Yes sir, I believe you're referring to these instances in the code:
Code: [Select]
C3/34F0: 0A      ASL A                                                CHANGED
C3/34F1: 0A      ASL A                                                CHANGED
C3/34F2: 0A      ASL A                                                CHANGED
C3/34F3: AA      TAX
C3/34F4: A00800  LDY #$0008     (esper name length)    CHANGED TO A00C00
C3/34F7: BFE1F6E6 LDA $E6F6E1,X  (Load Esper name)     CHANGED

C3/3508: A00800  LDY #$0008                                         CHANGED TO A00C00
C3/350B: A9FF    LDA #$FF
C3/350D: 8D8021  STA $2180      (blank esper name)
C3/3510: 88      DEY            (have we done 8 letters yet?)
C3/3511: D0FA    BNE $350D      (branch if not)
C3/3513: 9C8021  STZ $2180      (end this string)
C3/3516: 4CD97F  JMP $7FD9

Code: [Select]
C3/54FA: A00800  LDY #$0008      (esper name length)            CHANGED TO A00C00
C3/54FD: 84EB    STY $EB
C3/54FF: A0E1F6  LDY #$F6E1      (esper name address)          CHANGED
C3/5502: 84EF    STY $EF
C3/5504: A9E6    LDA #$E6        (esper name bank)                CHANGED
C3/5506: 85F1    STA $F1
C3/5508: 60      RTS

C3/555D: A00C00  LDY #$000C     (esper name is 8 letters, 1 for space, 3 more for MP cost) CHANGED TO A01000

Code: [Select]
C3/59BD: 0A      ASL A          CHANGED
C3/59BE: 0A      ASL A          CHANGED
C3/59BF: 0A      ASL A          CHANGED
C3/59C0: AA      TAX           
C3/59C1: A00800  LDY #$0008 (Indirectly says below is 8 chars long)   CHANGED TO A00C00
C3/59C4: BFE1F6E6 LDA $E6F6E1,X (Load Esper X's name)                                   CHANGED

Are there any other instances in the code that handles esper names? I've looked and I can't seem to find anything else...

26
Game Modification Station / Re: Increasing Esper Name length to 12 Letters
« on: December 11, 2010, 10:24:26 AM »
Ok I see. Thanks Lenophis! I've been trying to modify the code and it works almost completely, except for a glitch. I made these changes to the code:

Code: [Select]
C3/34F0: 20 91 F0  JSR $F091
C3/34F3: AA TAX

C3/59BD: 20 91 F0  JSR $F091
C3/59C0: AA TAX

C3/F091: 48      PHA           
C3/F092: 0A      ASL A          (multiply by 2)
C3/F093: 0A      ASL A          (multiply by 4)
C3/F094: 0A      ASL A          (mulitply by 8)
C3/F095: 85E0    STA $E0        (store * 8 multiplier)
C3/F097: 68      PLA
C3/F098: 0A      ASL A          (multiply by 2)
C3/F099: 0A      ASL A          (multiply by 4)
C3/F09A: 18      CLC            (shifting should've taken care of carry)
C3/F09B: 65E0    ADC $E0        (add both and the multiplier is 12)
C3/F09D: 60      RTS 


I got most names to display correctly except for Golem, Unicorn, Fenrir, Starlet (Lakshmi) and Phoenix. It looks like as if after Seraphim, it starts looking at the start of the esper list again to display more names. (Pictures of the issue are below)



 The only thing I could think of is that somewhere in the code, the letters for esper names are still 8. I double checked the code and made sure all references in the code to esper names are updated from 08 to 0C no. And I also tried changing the code for the 12 letters but what I show is the one that gets me veery close to what I want. Anyone has any ideas?


Thanks a lot for the time and patience :sad:





27
Game Modification Station / Re: Increasing Esper Name length to 12 Letters
« on: December 09, 2010, 12:35:04 AM »
I see now, thanks Vehek! they use three ASL to multiply by 2 each time, which equals the 8 characters used for esper names.

I was looking for some information and I came up with an idea on how to do this, please correct me if I'm wrong.

If I want the name of espers to be 12 characters, I need to use ASL 4 times. The command TAX transfers whatever we have on A to X, and then after that command can I use four consecutive DEX's to finally have the 12 characters?

And I will need to use a JSR/RTS as well.

The code may look like this:
Code: [Select]
20 ?? ??     JSR
0A     ASL
0A     ASL
0A     ASL
0A     ASL
AA     TAX
CA     DEX
CA     DEX
CA     DEX
CA     DEX
60             RTS

Thanks for the help and the patience :laugh:

28
Game Modification Station / Re: Increasing Esper Name length to 12 Letters
« on: December 08, 2010, 09:25:59 PM »
Ok each time a bit is shifted to the left in that particular code, 0A=10 so the game is multiplying by three times 10...it's then 1000?

What about the AA (TAX) part?

29
Game Modification Station / Increasing Esper Name length to 12 Letters
« on: December 08, 2010, 06:29:16 PM »
Hey Guys,

I've been trying to increase the esper names up to 12 letters, but I've run into a certain problem that I'm unsure of how to explain. I'll show a couple of pictures:

Ramuh (Name is displayed properly)


Ifrit (Name is not displayed properly)


Shiva Esper (Names are not displayed properly)


I believe I've found the code that messes up the esper names (when more than 9 letters or so)

Code: [Select]
C3/34F0: 0A ASL A
C3/34F1: 0A ASL A
C3/34F2: 0A ASL A
C3/34F3: AA TAX

C3/59BD: 0A ASL A
C3/59BE: 0A ASL A
C3/59BF: 0A ASL A
C3/59C0: AA TAX


To me it seems as if the game is introducing 4 to 5 extra spaces to each esper name, which messes up all names after ramuh.
In the Pics, terra has the Terrato Esper Equipped But I am unsure of what this code does at all apart from shifting bits to the left...Can anyone explain how this works so I can hopefully change it to display the esper names correctly? Thanks

30
Game Modification Station / Re: Window editing
« on: November 18, 2010, 04:56:58 PM »
Ummmm I guess what you mean is "go experiment first and then come back here"? If not, I have no idea what u mean Lenophis  :isuck:

After looking for a while, I found how to increase the window size of the commands on the status window, the address is
Code: [Select]
C3/5F7D: EB 5A 09 06  Just change the "09" byte to make the window longer (by extending the right border).

I believe that to extended the name of the commands from 7 letters to 9 letters is around here:
Code: [Select]
C1/5F1C: A907    LDA #$07 (7 = battle command name length)
C1/5F2E: BFA0CED8 LDA $D8CEA0,X (Load battle command name X)
C1/69ED: A907    LDA #$07 (7 = battle command name length)
C1/69FE: BFA0CED8 LDA $D8CEA0,X  (Loads Battle command name X)

C3/5EF8: A00700  LDY #$0007     (Commands are 7 letters long)
C3/5EFB: BFA0CED8 LDA $D8CEA0,X  (Load Xth letter of Battle Cmd. name)

Is the data I'm looking for in the C2 bank?
Thanks lenophis!

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