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1
Game Modification Station / Sprite Priority Bug?
« on: January 15, 2017, 07:17:06 PM »
Anyone know why or just plain notice how snes9x, as well as bsnes (accurate emulators, the issue is not present with zsnes), have issues with monster graphics on enemy formations that have 4 monsters in them when spells or w/e are used? How they flicker and chunks of the monster sprite vanish and the hand cursor too, for the entirety of the battle... For instance this wolf missing the top of it's sprite: http://imgur.com/a/cezDr

And here, the bottom right mammoth, just a tiny bit off him.: http://imgur.com/a/HBUCr

From what I've noticed it seems to happen with 4 or more enemies on the screen when certain animations take place. Once there becomes 3 it no longer happens. But then again, I notice it does it on my giant final boss replacing god kefka, and that's just 1 sprite... so I'm not too sure about what the issue stems from, vram maybe? I see it happen with 2 large sprites like behemoths when they cast Meteo, and Atma as well, so yeah.

Also puts a big invisible line through the hand cursor, after it does it. or before even when I tested on higan:
http://imgur.com/a/ke6rq

The invisible mould is clipping into the sprite it seems: http://imgur.com/a/bcjL4
making it so the moulds do not intersect does indeed fix it from happening, but this is not a feasible fix since some of the formations look bad moving the monster too far up or down. And like I say it happens on large sprites not in a formation of 4, so I dunno.

To see this in action, use Heal in that mammoth battle and the top of the mammoth flickers, and the hand cursor has an invisible line going through it for the rest of the fight. I've had someone confirm it happens on a flash cart so it seems to be a real issue on hardware, though I don't recall seeing this happen as a kid playing the hell out of the game...

If this is indeed an issue with the actual game, is this something that can be fixed I wonder?

2
Game Modification Station / Not Scary Enough...NEXT! patch
« on: October 19, 2015, 02:45:37 PM »
I have a question/concern about Imzogelmo's Not Scary Enough patch. I was able to get it working with my hack by relocating various parts of it, and I thought I was good to go, but I noticed that there's a bug with the patch where you cannot select or use items 1-4 in battle, from the item menu, and you cannot exit the item menu either, until you scroll past or select an item after the 4th. I thought this had to be something I did when relocating the patch, but testing it out on a clean ROM it is doing the same thing... I noticed you guys have it fixed up in PB, so I'm wondering what the fix entails and if anybody involved could please help me get it working right.

Thanks

3
Game Modification Station / Player 1 and 2 sfx difference in battle
« on: October 15, 2015, 04:43:51 PM »
I noticed there's a slightly different tone that the game makes when skipping to another character in battle for a player 2 controlled character, that chime sound it makes when the arrow goes over the characters head, it's a slightly different sfx or possibly just slowed down for when it does it on a player 2 controlled character. I was thinking about maybe swapping the player 1 with the player 2 just for the hell of it, but I'm having trouble locating where and how this happens even after trying to debug this. Can anyone help me track this down?

4
Game Modification Station / Fancy Walking patch issue
« on: September 14, 2015, 06:50:40 PM »
There seems to be a weird bug with Fancy Walking that can occur if you talk to an NPC that has an event loop that occurs on stairs, for instance the kid who slides down the banister in Tzen (which may be the only case of this bug happening in the original) where it makes the screen scroll and scroll after talking with the NPC.

Here's someone's video of the bug in action:
https://www.youtube.com/watch?v=4BaY8C_4TJM

Thought I'd bring this to the author's attention in hopes of an update.

5
Game Modification Station / Thrown Weapon Animations Question
« on: August 12, 2015, 01:23:55 AM »
Hello, I'm wondering if anyone might know where the code for the thrown weapon-type animations is located, and how it works - is it done something like the spear incremental damage range perhaps? I've replaced/changed around quite a bunch of different types in my item list and some of them now won't throw at all (just does the normal attack animation), while others remain the vanilla weapon type that was there. So it's safe to say it is not coded to match the icon character, like assassin did for the spears with his Jump Megafix patch. I'd assume there is some sort of ranges that dictate this, but as of yet am unable to locate them off hand. I figured it'd be worth it to try and address this issue a bit before just un-checking the 'can be thrown' flag for these now out of place item-types lol.

6
Game Modification Station / Jump Megafix Question
« on: July 10, 2015, 02:47:11 PM »
This question is for Assassin, but if anyone else happens to know; I'm trying to change the value of the range of spears since I added a couple more so that they are included to have the double damage with Jump, but I noticed the part of the code that handles that from C2/1512 - C2/151E gets altered drastically with Jump Megafix. Looking at the disassembly file that comes with, I'm not seeing where or how this is done now. So that's my question, where or how do I go about changing the spear range value with this patch applied, and/or does it even work like that anymore. Thanks.

7
Game Modification Station / Any way to change the sword in Sword Tech?
« on: October 14, 2014, 09:10:29 PM »
Been struggling with this one for years off and on, resulting in throwing in the towel every time. But I realized it is kinda crucial in my hack to change, so, I'm reaching out for some help:
does anyone happen to know if there is a byte in some spell animation code that is telling which weapon graphic (the katana in this case) to use/show in the sword tech animations like dispatch etc.? I'd like to do just that, change the katana to another weapon graphic. I've noticed it is using the same katana as the weapon, so it would seem like it's coded to do that somewhere. Any help would be great!

8
Pandora's Box / PB Demo III findings
« on: July 01, 2014, 04:07:00 PM »
First of all, SPOILERS! For those who have yet to play.
.
.
.
.
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Okay, I just finally started playing and I wanted to report my findings thus far. I'm sure some if not most or all of these must have already been addressed by now, but that's a risk I'm willing to take!

- Bad tile on South Figaro house exterior.
http://www.mediafire.com/view/myfiles/#d9cdfc8dh5rx8xp

- Right after the switch event about the train being aware (very nice touch!), the two bottom characters (Cyan and Shadow) instead of merging back into the party, they just became hidden instantly instead.
http://www.mediafire.com/view/myfiles/#s6vijjj2a592q86
(sorry, couldn't get a pic of them vanishing.)

- Says Sir Gilgamesh dialog box twice, the 2nd time is right after he leaves. Not sure if this is intentional.
http://www.mediafire.com/view/myfiles/#8h7ojrhjmr7m7aj
http://www.mediafire.com/view/myfiles/#l555bo9c9u0pzzn

- Extra space after 'You'. (can't believe you guys made us have to double-back through basically the first half of the game thus far just to get some damn lube! lmao, how sadistic.) It's a cool quest/event idea though, just highly tedious.
http://www.mediafire.com/convkey/670b/u2a625x3mthp1rsfg.jpg

- Mana Anklet's description bleeds over.
http://www.mediafire.com/view/myfiles/#3bfol6zmh2kohw3

- There is a noticeable lag after using the Item Arrange feature. If you press arrange and then try to quickly go right or left it takes about half a second. I'd guess that you guys must of added some code that takes a bunch of extra cycles to cause this lag. Or maybe it's all the new icons?

---

My personal observations.

- IMO class names like 'King' and 'Child' are too basic and are not really Class Name's. I mean, they are I guess, but since it's blatantly obvious that King Edgar is a king, and Gau is a child, then what's the point of reiterating that via class name? Just my 2 cents.

- The new tent event/actions, while cute, do take longer obviously than the fast pace normal tent routine, and I found myself turbo-ing through that after the first few times. I miss the quick old tent in other words lol.

- Music player is awesome, I'd like to not hear the pad beep sound when scrolling through the selections though.

---

It's an incredible hack fellas, I'm having a lot of fun and re-living FF6 in a fresh and better way. Love a lot of what you've done, and I respect the amount of time and commitment that has gone into it. It shows! Keep up the great work. =)

9
I expanded my ROM to 6mb and am trying to get some song pointers, jump commands in events, LDA jumps, etc. to point to this new expanded data, and it is not working. I have data at 400000 and obviously I can't put G as a bank offset to jump to, so I point my pointer to 00 00 40 (400000), and this is not working. I can't seem to get anything to jump to this new data, but I've seen it done in other hacks that go to 400000 + past FF/FFFF.

Is there something else that I need to do in order to allow the game to recognize pointers & jumps to expanded data after 3FFFFF?

P.S. In case this helps or matters, I used HxD to expand my ROM, Lunar Expand gives me a "can't determine ROM memory map" error and won't do it. I hear that using HxD to expand the ROM works as good/the same as Lunar Expand.

10
Game Modification Station / Gau on the Veldt issue
« on: December 05, 2013, 03:59:12 AM »
Long story short, I have replaced Gau (char 0B) with a new character and am in the process of removing & changing everything "Gau". Anyways, I'm at the Veldt and I have already recruited this character in a prior event that is before the Veldt, so I now need it so he no longer shows up at all as a character acting as enemy on the Veldt.

I was able to get it so he no longer appears there after the monsters are dead by NOPing some Gau/Veldt-related code in C2, but the main problem I'm having here still is that even though Gau is indeed recruited and in the current party, he is not present in battle while on the Veldt here in Sabin's scenario. I'm pretty sure what it's doing is taking Gau while in battle and using/reserving him for the battle event that is to be played out afterwords... but I can't seem to erase this from happening, so that it acts like I have already done that battle event and all that.

I tried setting this battle event bit right after the waterfall right before stepping onto the Veldt:
1DD2:1 Gau was handed a Dried Meat = B8 49 (sets bit 1DD2:1) Which I thought would do it, but it's not.

I've also already taken out any special event flag for Gau's formation, so that's not it. =(

Any ideas?

11
Another odd question here.

To make a long story short, I am trying to make a tile change on map 137 Tzen Inside Collapsing House
for a bottle and the little plate tile to appear on a table, in a custom event. These tiles are in layer 2...
For some reason, even when using command 74 (Replace current map's Layer 2), it is only swapping for layer 1 tiles. It won't let me swap for layer 2 tiles and I can't figure out why!

My exact command is 74 7C 2C 01 02 *XX YY 75
*tiles

Also, while trying to figure this out I noticed that in the event where the food is put on the table by the ghost waiters on the Phantom Train that is uses this:

CB/B071: 73    Replace current map's Layer 1 at (15, 69) with the following (2 x 3) chunk, refresh immediately
CB/B076:       $37, $BA
CB/B078:       $69, $8E
CB/B07A:       $0C, $8F

But the food tiles are actually in the layer 2 tileset...how is this possible?

Any ideas on how I can get the layer 2 tiles to get swapped in or why it won't let me?

12
Game Modification Station / Tweaking Character Palette #6?
« on: June 24, 2013, 10:32:43 PM »
First and foremost, I am aware that I asked a similar question a long time ago here, and that palette issues on the save screen are somewhat redundant, but alas I am still on an epic quest to get my character(s) that uses palette #6 to show up correctly in the save/load screen and shops, and not have to suffice with using another palette instead for that.

It is really the last horrible issue with my hack, is the thing. Last time I posted about this I thought the problem was that the game was not correctly reading palette #6 for my character in the OAM data, but I now realize that it is indeed reading & loading it fine and that the issue is instead with palette 6 itself...!

Fact: Any PC that uses palette #6, which is normally reserved for NPC objects that take on another palette via an entrance event, like the crane/hook object for instance, will have their palette act like it does in one of those said events, sort of... I've deduced that it will share, or take on rather the palette of another character that's in the active party or maybe just some random palette, and come out looking like a bag of semi-transparent Skittles:



Now, this is a real longshot, but my final question regarding this issue now is might there be a feasible way to edit palette #6 so that it acts like the other 'normal' PC palettes...but just on the save screens? Or is this too far out of a question and will just have to live with this as a consequence of using palette 6.

I can't seem to locate any documented info about the character palettes themselves, to learn how palette 6 is programmed to do what it does (take on another palette like a placeholder).

Thank you for your time, any help solving this issue will be forever appreciated.

13
Game Modification Station / New Skill Help
« on: May 27, 2013, 07:12:18 PM »
Sorry to blow up the board with yet another question, but I'm hoping somebody here who has more experience than I with assembly may be able to lend a helping hand.

OK, what I'm trying to do is have a skill that inflicts damage equal to the users current HP and also throw out a random status ailment out of the ones checked, like Mantra combined with Evil Toot. I am using the Shock Skill as a base for this, and using Mantra as the 'extra effect'.

Here is the edited Mantra code:
C2/4263: 9C 14 34 STZ $3414    (Set to not modify damage)
C2/4266: 20 CB 3B JSR $3BCB    (Sets a random status from attack data) [jump to Evil Toot]
C2/4269: B9 F4 3B LDA $3BF4,Y  (Load HP)
C2/426C: 8D B0 11 STA $11B0    (Set damage)
C2/426F: 60 RTS

The damage part works fine, the problem I'm having is that the 'extra effect' of the Evil Toot is attacking the caster/character instead of the monster... It seems to be jumping to the Evil Toot routine and executing it, but switching the target to the caster. There seems to be no targeting being set in either of the two skills, so jumping from one skill to another shouldn't make any difference so I'm confused as to why it's not working.

Any ideas?

14
Game Modification Station / Orchestra's a bit loud, yes?
« on: May 06, 2013, 10:41:11 PM »
I'm unable to fix this bug from Masterzed's Glitches & Bugs guide and have basically thrown in the towel.
Not surprisingly, I noticed you guys managed to fix it in the Pandora's Box demo. I've been trying to fix it with various entrance event related tactics with bits for the different songs that play and have come close I think but one of the songs usually resets itself upon exiting the sub-screen or moving between rooms, is my main problem. Can anybody please give me a hint or advice or even downright tell me what needs to be done to fix it so I can carry on with my life? Also, why it's happening in the first place, as it seems like it should always cut the volume down from just looking at the code how it is. I'd really appreciate it and credit the help.

Thanks.

15
Game Modification Station / Any way to have more than 120 total songs?
« on: April 12, 2013, 08:58:06 PM »
Hello hello! I'm wondering if there's a way to tell the game to have more than 120 total songs. I've already taken it past the original of 85 total songs, by changing this here:

Data: Number of songs
C5/3C5E:   55

But now I've seem to have reached another unseen limit of 120 songs. ($80)
I notice in the level editor there are the extra spots for songs after the original ones, but it also ends at 120, like they knew that that is as much as it goes. Why is it stopping here?

I can't seem to find anything else to change to allow it to go past $80 number of songs, to in theory have a total of 255 songs ($FF) or why it is restricting it at 80.

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