øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=225e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4a4c.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4a4c.html.zx@–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>ЯOKtext/htmlISO-8859-1gzip8:ÖЯÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:17 GMT0ó°° ®0®P®€§²ð®@–h^˜Я Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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226
Game Modification Station / Re: C. V. Bug-Fix Comp and C. V. Script Fix
« on: February 08, 2017, 08:17:07 AM »
I've already posted the fix in this thread. If you really want me to make a fix patch for it, I can do that.

227
Game Modification Station / Re: C. V. Bug-Fix Comp and C. V. Script Fix
« on: February 08, 2017, 02:13:32 AM »
You're not re-adding Stuck in a Pose, even after my glorious fix?

228
Game Modification Station / Re: New patch: Blitz Screen tweak
« on: February 07, 2017, 03:12:30 PM »
There. Now it's fixed!

229
Game Modification Station / Re: New patch: Blitz Screen tweak
« on: February 07, 2017, 02:36:36 AM »
OK, it's fixed now!

230
Game Modification Station / Re: New patch: Naming Blitz tweak
« on: February 06, 2017, 10:57:32 PM »
Darn... I understand why it's doing this, it only gets messed up when you scroll down an odd number of rows.

231
Game Modification Station / Re: New patch: Item/Magic Counter fix
« on: February 06, 2017, 08:26:51 PM »
:bump: New version to maintain compatibility with "Dead Hare".

232
Game Modification Station / Re: New patch: Off Death Row Bug fix
« on: February 06, 2017, 07:48:14 PM »
:bump: New version no longer uses free space.

233
Game Modification Station / Re: New patch: Dead Hare Glitch fix
« on: February 06, 2017, 07:45:14 PM »
:bump: Here's a non-free-space-using version.

234
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: February 06, 2017, 11:47:19 AM »
I can confirm that the problem is in Novalia Spirit's code. It's at the banned Rage table check; the check gets skipped entirely if the enemy number is 0 (Guard) because 0 is meant to be used as a fallback for anyone who wants to unban any Rages. The problem is that the palette check, i.e. the code that checks whether the enemy has even been encountered, also gets skipped.

235
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: February 06, 2017, 10:12:14 AM »
2) the Readme says why it's accessible:
Quote
The file with
"anyone" in its name differs, in that it will instead allow any character to
access the Rage list in the main menu, which is handy for keeping track of the
enemies that have been met, especially when reaching a point of no return.

OK, I didn't see that part. My apologies. :sad:

1) you haven't specified whether you're using the "main 1" or "main 2" version of the patch, nor whether you're using any subfolder patch.

I actually have been doing some shapeshifting, it's "main 2" combined with your Alphabetical Rage patch and the compatibility code you just released. I did decide to leave out the "anyone" part of the patch, and I've added the four "banned" Rages to the Rage list. What happens when the "anyone" patch is applied, right at the beginning of the game, you can access the Rage menu and the word "Guard" is displayed, it's not a learned Rage nor an encountered enemy, so it should be blanked out; instead, it's drawn in a weird grey palette which is not used for any other enemy name, but it does revert to the faded violet after your first Guard fight.

236
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: February 05, 2017, 10:59:56 PM »
Couple issues with the Rage Checklist patch:
- The Guard Rage shows up some different colour than the usual white.
- The Rage menu is now accessible in every character's Skills menu, which is a bug.

:edit:
The Guard Rage issue, specifically, is that it's drawn in palette #$3C in Main 2 if it hasn't been encountered, but that wouldn't be an issue if the Rage menu wasn't accessible for every character.

:edit:
OK, according to the ASM, apparently the Rage menu thing is intentional to at least some degree, but I sure don't know why. And at least it was easy to remove.

237
Game Modification Station / Re: New patch: Naming Blitz tweak
« on: February 04, 2017, 10:59:03 PM »
It did occur to me that the title might confuse people into thinking this is similar to Novalia Spirit's SwdTech renaming patch, but I just couldn't think of a better title.

Although maybe "Blitz Formation" would be better for its reference to the fact that I'm changing the layout of the menu. Also, Super Bowl reference FTW!

238
Game Modification Station / Re: New patch: Naming Blitz tweak
« on: February 04, 2017, 05:00:11 PM »
Only after it's learned. Same as the input codes.

239
Game Modification Station / Re: C. V. Bug-Fix Comp and C. V. Script Fix
« on: February 04, 2017, 03:21:29 PM »
I found the problem. Here's the subroutine added by Stuck in a Pose:

Code: [Select]
PHA  ; preserve A
LDA $087F,Y  ; direction we're facing
CMP #$01  ; right?
BNE check_left  ; branch if not
LDA #$47
BRA sprite_offset

check_left:
CMP #$03  ; left?
BNE check_forward  ; branch if not
LDA #$07
BRA sprite_offset

check_forward:
CMP #$00  ; forward?
BNE backward_sprite  ; branch if not
LDA #$04
BRA sprite_offset

backward_sprite:
LDA #$01

sprite_offset:
STA $0877,Y  ; save neutral standing sprite
PLA  ; restore A
LDY $0803  ; LDY replaced by subroutine call
RTS

This subroutine is supposed to keep the player sprite in a standing pose when the player has control, but it requires a certain value in Y, which might have changed by now. The way I found to fix this was to simply move the LDY $0803 from the end of the subroutine to the beginning.

240
Game Modification Station / Re: New patch: Naming Blitz tweak
« on: February 04, 2017, 01:24:12 PM »
You're right, I did. It's fixed now.

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