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assassin

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Re: New bank C3 disassembly, and related docs
« Reply #15 on: October 21, 2016, 05:04:32 PM »
reequip: nice.  what an ass pain that was.  strangely, i've seen very few posts complaining about it over the years, and might not have made any myself.  it's like we all suffered in silence with that nonsense.

my two full playthroughs of this game weren't very strategic, so i probably settled for Optimum a lot, meaning other players were likely bothered by it moreso.

Novalia Spirit

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Re: New bank C3 disassembly, and related docs
« Reply #16 on: October 21, 2016, 05:17:57 PM »
13375K31C43R: They refer to the small side windows in battle, which can only be accessed via L and R when "Cmd.Set" is set to "Short." Yep, that's a bit obscure, but that's what the SFC version uses. Users can always just change those terms to "PgUp" and "PgDn" if they want, provided they shorten "Cancel" to compensate for the change in length.

assassin: Haha, I think the last part of your first paragraph summarizes the situation perfectly. The original draft for my post had something along the lines of "the most annoying, frustrating, and poorly designed concept in the game," but I ultimately changed that to something more sober. :P

That feature is most annoying when attempting a challenge such as a low-level game, where regularly changing equipment is a necessity, and evasion-boosting equipment is generally preferable.
« Last Edit: October 21, 2016, 09:35:41 PM by Novalia Spirit »

magitek

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Re: New bank C3 disassembly, and related docs
« Reply #17 on: October 21, 2016, 05:51:53 PM »
Oh god yes, that reequip patch scratches an itch I never knew I had. It's like finally tossing a pair of shoes that are just slightly too small.

Novalia: I haven't really been looking closely at it since I got stuck. I had a look through your docs and thought of a possible solution, but I haven't implemented it yet.

What I'm trying to do is to separately set the Y position of the character portrait for the Status and Skills screens. This is to accommodate a menu overhaul that changes the position of the portrait in the Status screen.

My initial thinking was that I would have to duplicate the small routine that sets the Y-position of the portrait, and call that routine instead from the "sustain the Skills menu" routine. Turns out that there's a short chain of three or four subroutines that finally calls the one that sets the Y-pos, so I'm a little bit stumped on how to proceed, without duplicating that entire chain. Is there some byte in memory somewhere that indicates which submenu screen is currently active, that I could insert a check for and conditionally set the Y-position?
Don't feed the trolls. Use proper grammar, spelling, and punctuation. Eat your vegetables.

Imzogelmo

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Re: New bank C3 disassembly, and related docs
« Reply #18 on: October 21, 2016, 08:22:38 PM »
Regarding the tweaking of button mappings, there are a few issues folks should be aware of (and Leno may need to come in here to help me if I forgot some):

  • Blitz inputs map to the buttons, not the mapped functions of buttons. I can't remember if the final "A" press is included in that or not, but if it's not, then mapping the A button to one of the buttons used in a Blitz could short-circuit things and lead to permanent failure.
  • Airship controls do not respect the button remapping. This includes the handy fine-control movement when holding Y, and the fast-turns with L/R.


EDIT: It was "Desnojelmo", but you get a lot of credit for being quite close.  :happy:
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.

Novalia Spirit

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Re: New bank C3 disassembly, and related docs
« Reply #19 on: October 21, 2016, 09:41:03 PM »
Damn... at least now I can stop trying to recall what the exact word was. :P

As a general rule, any functionality that reads the shared controller bits will ignore the custom button mappings. Other cases include the chocobo controls, and trying to flee with the shoulder buttons.

Quote
that reequip patch scratches an itch I never knew I had. It's like finally tossing a pair of shoes that are just slightly too small.

Fabulous. If I ever need a testimonial, I'm stealing your comment. :-)

Regarding your query, variable $26 holds the current menu mode; see C301DB for a detailed list. But you could simply overwrite the Y position right after returning from the portrait subroutine. For example, after the "JSR C35D05" at C31C46 and the "JSR C361A2" at C35D83, you could insert "LDA #$nn, STA $7E344A,X" (no need to store a 16-bit value like the vanilla game does, it's pointless).

Edit: You may also use variable $25 instead of $26. It holds the current submenu (Item, Equip, etc.). Remember that you may need to extend the hiding spot for Gogo's portrait if you change the portrait's position.
« Last Edit: November 04, 2016, 12:04:51 PM by Novalia Spirit »

Novalia Spirit

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Re: New bank C3 disassembly, and related docs
« Reply #20 on: November 04, 2016, 12:19:28 PM »

This is my attempt at restoring the relic indicators in the Equip menu, which were removed in favor of longer item names. A port for the SFC version is also available, by the way, primarily to accommodate translation projects. For those wondering, the katana icon was used as a base for the crossed swords, and the gauntlet is from FF4 and FF5. You can click the image to resize.

For comparison, here's the original layout in the SFC version:

Relic                  Text                Position
===========================
Genji Glove       Dual Wield       Highest
Gauntlet           Two-Hand        Lowest
Merit Award      Heavy Gear      Lowest

The text positions are predefined. "Heavy Gear" and "Two-Hand" share the same coordinates, with the latter taking precedence. My patch uses relative positions, allowing all three icons to coexist. They are laid from the bottom to the top in the SNES versions, and from the left to the right in the SFC version.

On an unrelated note, it turns out the Reequip feature in the GBA versions works exactly the same way as what my patch does, so a port is unnecessary.

Madsiur

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Re: New bank C3 disassembly, and related docs
« Reply #21 on: November 04, 2016, 01:56:18 PM »
This is my attempt at restoring the relic indicators in the Equip menu, which were removed in favor of longer item names.

Nice patch! Have you made a test with white/grey icons to see how it looks instead of turquoise? I have the impression turquoise text fits well in the SFC version but turquoise icons seems to fit less well. Maybe it's just me being picky also...

As for the character name on the bottom right of the portrait, it looks good and not out of place. Good job!

Novalia Spirit

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Re: New bank C3 disassembly, and related docs
« Reply #22 on: November 05, 2016, 06:10:14 PM »
Yep, but using that color would eliminate the contrast between the text and the icons, which is a change I don't particularly like. Here's a comparison of the different options:


Keep in mind the one in the upper-right corner uses the player's color, which varies depending on the settings. That said, I'll update the archive later with alternative patches to cover the different options.

Oh, and by the way, my patch doesn't touch the character name in any way. ;)

13375K31C43R

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Re: New bank C3 disassembly, and related docs
« Reply #23 on: November 06, 2016, 12:31:38 PM »
Loving the patches throughout this thread. :happy:

Why are there three icons if you can't equip three Relics? Is the icon turquoise if the Relic is not equipped and white if it is?
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Novalia Spirit

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Re: New bank C3 disassembly, and related docs
« Reply #24 on: November 07, 2016, 10:23:34 AM »
I was wondering if anyone would point this out. :P

It's mostly just a convenience thing--I wanted to showcase all three icons in a single screenshot. But it's also handy for letting the user know whether and how the system accounts for hacked games. For what it's worth, keep in mind it's possible to equip a relic as a weapon, shield, etc. via the sketch bug. You know, the kind of stuff you'd expect from a leet sketcher. ;)

Icons are only displayed if the corresponding relic is equipped on the character. If Locke is only wearing a Genji Glove, for example, all you'll see is a blue crossed-swords icon right above his name, without any gap. I suspect some players would find it too distracting if the three icons were displayed at all times.

Novalia Spirit

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Re: New bank C3 disassembly, and related docs
« Reply #25 on: November 28, 2016, 10:20:34 AM »
After a lot of tweaking and unexpected issues, I'm finally done with the SwdTech renaming menu:


Only the bottom two layouts are offered as a patch, but if there's any interest, I'll see what I can do to create enough space for the upper-right configuration. I consider this an alpha release for now, until I can determine whether a patch conflict arises from the free variables I've claimed, and whether this can be avoided. Refer to the end of the post for a byte list.

Be aware that the patch hijacks the actor naming menu code, which shares a number of similarities. By merging elements common to both menus, and thanks to various optimizations, I've managed to squeeze approximately 625 bytes into a mere 973-byte block.

Refer to the documentation for a list of bug fixes and other changes made.

Variables claimed: $1440-$147F (sound block), $14C0-$14DF (sound block), $1CF8-$1D27 (SRAM block, holds SwdTech names in SFC version), $1E1D-$1E3F (SRAM block), $1E70-$1E7C (SRAM block).

Edit: Get the updated patch here.
« Last Edit: December 09, 2016, 01:03:37 AM by Novalia Spirit »

assassin

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Re: New bank C3 disassembly, and related docs
« Reply #26 on: November 28, 2016, 11:55:41 AM »
impressive.. i was wondering whether you might attempt this, after the last restoration.  now people can finally rename Swdtech 8 to "Never Seen", "HorizonChase", or "ErrCntSupvsr". ;P

Quote
I consider this an alpha release for now, until I can determine whether a patch conflict arises from the free variables I've claimed, and whether this can be avoided.

hardly anything to worry about at this stage, but my "Randomosity monster encounter fix" does use $1442.  and i learned of that $1440+ range from Lenophis, so he and other PB people likely use it in some of their patches.

Madsiur

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Re: New bank C3 disassembly, and related docs
« Reply #27 on: November 28, 2016, 01:09:59 PM »
This is a neat patch. I use $1440 myself in a improvement customization patch but I'll change this to a scratchpad RAM value.

As for SRAM, I think potential conflicts are unavoidable. My FF6LE CE version use $1E1D-$1E3D for treasure bits expansion (optional) and I think there are other improvement patches that use some significant SRAM portion you mentioned, not to mention a lot of hacks reorganize SRAM to their needs. At this point you can't really consider all those when using SRAM, this is why I say conflicts are unavoidable. It's more on the patch/editor user end to decide what he wants to include in his hack.
« Last Edit: November 28, 2016, 03:13:39 PM by Madsiur »

Novalia Spirit

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Re: New bank C3 disassembly, and related docs
« Reply #28 on: November 28, 2016, 07:37:15 PM »
Thanks for the conflict reports. I've added a note about the FF6LE fork in my local copy. I find it important to document all such cases so the user won't be left with a broken game, as ironic as that sounds. For the record, I originally had the SwdTech names stored right after the three save files in static RAM, but eventually changed my mind because this made everything much more complicated.

Regarding the encounter-type randomization fix, the fact it uses $1442 rather than $1440 probably says something about there being other conflict cases, so assuming none of the variables in the $14E0-$14FF range have been claimed, I'll just move my RAM block from $1440-$14DF to $1460-$14FF.

Quote
now people can finally rename Swdtech 8 to "Never Seen", "HorizonChase", or "ErrCntSupvsr". ;P

Haha, or perhaps just blank the name to pretend the skill doesn't exist, or enter a self-taunting line such as "Dumbass!" or "Ha! Ha! Ha!" to make every in-battle occurrence even more revolting. :P

13375K31C43R

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Re: New bank C3 disassembly, and related docs
« Reply #29 on: November 28, 2016, 08:43:16 PM »
Looking good again! One little nit-picky thing, though: I've tested it, and I notice that pressing START to exit the menu takes you back to the Main Menu instead of the SwdTech menu. Any particular reason for that?
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings