Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=262;area=showposts;start=105e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index55ce.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=262e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index55ce.html.zxh^ЋǟOKtext/htmlISO-8859-1gzip@ǟTue, 10 Mar 2020 22:44:49 GMT0 0Ph^ ǟ Show Posts - Madsiur

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Messages - Madsiur

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106
So, we're back! And I may have broken everything in the process! I'm working on it! :p

I'm glad slick forum is back up again! I have notice the home button link to the forum index page and the index button to slick home page... Shouldn't it be the the way around? :hmm:

Also, it's pretty cool to see a wiki link. Do you guys plan to cover FF4 to FF6 in the wiki and how will/would it differ from datacrystal?

107
General Discussion / Re: Emergency
« on: September 25, 2014, 01:11:00 PM »
Earlier this evening, it was brought to my attention that this site, along with most sites around the internet have been exposed to a new BASH exploit.

Do you have a relevant link with more info?

I'll check if the MyBB engine has a patch for that exploit.

108
Game Modification Station / Re: Various expansion questions.
« on: September 14, 2014, 07:30:52 AM »
I'm trying to identify all the code in the vanilla ROM that needs to be changed in banks C1 and C3 concerning items. While C3 is well documented, I'm hitting a wall in bank C1. I can't find a single instance $1869, $1969, 7EAA8D, 7EAB8D, AA8D or AB8D. I'm trying to find the routine concerning item swapping, item added to inventory, item double clicked (decreasing) as well as item list population.

Thanks to the comments in the disassembly, I think I have found 2 of those four routines. How does items and quantities are read from RAM (or SRAM) in bank C1? Any help would be appreciated. Thanks.

109
Game Modification Station / Re: Various expansion questions.
« on: September 07, 2014, 11:02:37 AM »
I started looking at this yesterday and figured as much as you did so far. I looked at the item decreasing routine (bank C3) of the hack and my main question was how doing a STA EDD0,X was translating into writing in expanded SRAM.... I think I need to read more about how the SNES works  :blush:

110
Pandora's Box / Re: Nice work!
« on: April 27, 2014, 12:44:20 PM »
A few of the things that surprised me so far I should mention are:

1) The menu disabling during the moogle fight. Great idea, and it's not really a problem since you can gather a lot of potions (around 20) up to that part of the game and use them during the fights.

2) The fact that Edgar comes with no tool. I couldn't predict this but at least I had bought the BioBlaster, but anyway you can buy the tools after in South Figaro.

3) The kid (or whoever it is) that block the secret passage in South Figaro before Locke scenario. Nice work around. 

4) My instant death in Narshe's beginner school during Terra scenario.  :hmm:

5) The Gilgamesh event in the phantom train. I like the sprite and the event overall.

111
Pandora's Box / Nice work!
« on: April 26, 2014, 04:11:02 PM »
I'm currently playing the demo for the first time and I really enjoy it.   :childish:

I can see that you guys have put a lot of effort in it. I really like the dialogues changes, some bringing a new humorist touch...

Also, the game seems pretty well balanced and I like the new difficulty. It's not too hard but you gotta be careful on almost every fight.


I'm recording my playthrough, for those interested (link), but I don't record comments since my accent and voice are awful...  :blush:

112
Game Modification Station / Re: FF6 Improvement Project
« on: April 15, 2014, 12:09:11 PM »
I do not check to see if it works after each thing I do.

You should at least check if the change you intend to make works properly and if nothings else that could be affected is not affected.

113
Game Modification Station / Re: Code improvement
« on: March 29, 2014, 08:44:07 PM »
I thought I'd post my question here since it is related to coding. I have a routine in bank C0 that would be ideally accessed from other bank and from the C0 bank as well...

Is there a way to detect if I'm coming from another bank thus I could do either a RTL otherwise branch and do a RTS?


If, not I suppose I should best put my routine in a bank that it will never be used in and always finish by a RTL, since it will always be accessed from another bank?

114
Game Modification Station / Re: Code improvement
« on: March 18, 2014, 09:09:11 PM »
are you sure it's not the probable false debugger alarm i mentioned in that thread? are you checking with Geiger, or something else?

After reading for the second time your initial post, yes it's the probable false debugger alarm. I understand you can never be 100% sure that a RAM address is never read or write unless you do extensive testing and research. At least I know now I can use the mentioned byte with a certain degree of confidence.

I haven't checked with Geiger, but did you mean by that to make a RAM dump before and after the C0/56B1 routine and compare both dumps?

115
Game Modification Station / Re: Code improvement
« on: March 17, 2014, 04:30:56 PM »
Thank for the infos, it's been months since I had not really touched ASM. Assasin's opcodes document is also very handy.

Also, $150A? Are you tweaking SPC loads?

Well it seems I have read fast but I saw yesteday this thread mentionning possible free ram in $144n and from $1508 to $1513. But after looking again, it seems those bytes are read from on a DMA transfer...

What I'm trying to do is having multiple fonts (4) being changed by a dialogue choice. I thought you guys had a great idea doing it in PB  on a larger scale and in a better way (config menu). I wanted to find free RAM to store the low and middle byte of the offset to load the small and big font from instead of calculating it numerous times. But I guess if no sure free RAM is known I could use SRAM but I would see this as a waste.


116
Game Modification Station / Code improvement
« on: March 17, 2014, 01:14:22 AM »
I'm doing a new event command in FF3us and I had a question regarding my code. I was wondering if there was an ASM command to move the low byte of the A register into the high byte of the A register. Right now I'm doing a bunch of ASL but I'm sure there's a better way to code this... :isuck:

The first offset calculated is: $EB * #$0A00 + #$01C0
The second one is: $EB * #$1000

$EB will never have a value higher than #$03.

Any optimization guru could help me? Thanks

Edit: I just found that the XBA instruction does what I was searching for... Also the TDC instruction can replace the LDA #$0000. I feel kinda stupid posting this thread now...
Code: [Select]
LDA $EB
STA $4202
LDA #$0A
STA $4203
NOP
NOP
LDA $4216
REP #$20
ASL
ASL
ASL
ASL
ASL
ASL
ASL
ASL
ADC #$01C0
STA $1508
LDA #$0000
SEP #$20
LDA $EB
REP #$20
ASL
ASL
ASL
ASL
ASL
ASL
ASL
ASL
ASL
ASL
ASL
ASL
STA $150A
SEP #$20
LDA #$02
JMP $9B5C

117
General Discussion / Re: The youtube thread
« on: February 07, 2014, 03:53:54 PM »
A totally badass metal medley of FF4 songs:

I saw this medley on reddit two days ago. I really like the Zeromus song part, but as JCE3000GT stated, I would also have loved seeing "battle with four fiends" and "within the giant" in this medley.

On a somewhat related note, here's a FFVI drum tribute made by Steven Padin:http://www.youtube.com/watch?v=1pUzePvTuS8


Finally, a video of my FF3us hacking project up to Whelk: http://www.youtube.com/watch?v=VGD5CP5v5EQ

It's still very WIP and lots of things will change. I had abandoned the project but decided to pick it up again last month. The changes to the game I'm planning would be too long to enumerate here...

118
Game Modification Station / Re: Monster summon casting (FF3us)
« on: January 08, 2014, 01:29:19 PM »
All attack espers have a bit "abort on allies," which will cancel the summon if it's set. I have to imagine the game doesn't check to see who's allies they're targeting, so make sure they're unchecked. Note that I don't know if this will work or not, just something simple that may have been overlooked.

You're right. Unsetting that bit makes the monster summon the esper. Thanks a lot!

119
Game Modification Station / Monster summon casting (FF3us)
« on: January 07, 2014, 06:09:17 PM »
I'm trying to have a monster being able to summon an esper. I have a monster with a simple script (37 FF FF) but on his first turn, the command is set as counterattack (1F) instead of summon (19), thus behaving as if his script had an FC command in it. This happens in C2/031C (accessed from C2/2188 which is accessed from C2/00A3) at this exact place:

Code: [Select]
C2/0333: E0 08        CPX #$08      (X = 8)
C2/0335: 90 0D        BCC $0344    (branch if character)
C2/0337: BD CC 32     LDA $32CC,X
C2/033A: 10 1B        BPL $0357     
C2/033C: A9 1F        LDA #$1F
C2/033E: 8D 7A 3A     STA $3A7A

The BPL instruction will branch if the carry flag is clean if I understand right, so does the game set always a monster attack as command 1F or would I have a problem elsewhere?

Also, I have little knowledge of the Action queue so I don't know if it's normal that the game doesn't branch at C2/0098 to go past the JMP $2188 at C2/00A3.

Right now, the monster perform a summon, we see the name of the attack but nothing after... :hmm:

120
General Discussion / Re: I got my marks back
« on: December 20, 2013, 06:29:57 PM »
Well we have some hardworking people here!  :whoa:

I had 4 classes this semester and finished with these marks:

Web Development (ASP.NET): 87%   class average: 84%
Analysis (UML 2):                    80%   class average: 78%
Gym:                                       78%   class average: 72%
Databases (SQL, Linq):           Still waiting for the final mark but most likely between 65% and 75%.

Overall, an good semester except 1 class...                                 

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