øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=71;area=showposts;start=15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index89fd.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=71e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index89fd.html.zxP¯h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà“’OKtext/htmlISO-8859-1gzip@øÕ“’ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 09:45:13 GMT0ó°° ®0®P®€§²ð®P¯h^ÿÿÿÿÿÿÿÿê!“’ Show Posts - DarknessSavior

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Messages - DarknessSavior

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16
I actually started to figure out how to mess with the town/area titles in VRAM yesterday, and I went to go to the Cave of Mist in the beginning and test it out (I was heading to Kaipo, since it has one of the longest titles: "Oasis Village - Kaipo"), but then I got into a battle, and saw this (the screenshot is taken from a save I have right before Octomammoth, which is why Tellah is in the party):



 :wtf:

The battles still work, but the background for that area (the one that is just plain green, shows up as plains with a bit of sand in battle) is completely white. At first, I thought it was because of the messing in VRAM that I was doing, but I checked an older version of my hack to make sure, and it was the same. I also thought it may have been something to do with the fact that I keep using an old save state. So I started a new game, got to the beginning, got into a battle there, and the same thing happened.

Anyone know what the hell I did and how to change it back? I'm going to go over all of my latest ASM with a fine toothed comb this weekend (starting with a Japanese ROM, and adding one hack at a time, and testing it, to find out what code did it), but if someone else ran into a similar situation and can help, that'd be greatly appreciated.

 :edit:

I got bored yesterday while studying for my first Astronomy exam. So I put all of my ASM mods back into an earlier build of the game, one by one, to determine the cause. Nothing caused it. I put all of the mods (including the new ones for the map location text box) in, and it didn't happen. I must've modified something else by accident and didn't notice.

Doing this also made me realize I need to write down all of my ASM mods when I do them. Having to change loads and stores by figuring them out again by hand isn't fun. >.>

~DS

17
Doh. Sorry. >.<

Yeah, I'm gonna have fun with that one when I do it. Though, as of right now, the battle magic menu is still loading from the original list of spells, so it still works as it originally did, just with truncated names.

~DS

18
I've got a problem. I was able to figure out the routine for loading map locations ("Town of Baron", "Black  Magic Laboratory", and such), and rearrange it to my liking. However, the character limitation is caused by the size of the text box itself, so while I can fit things like "Baron Castle" and "Second Floor", I can't fit things like "Town of Baron", or "Underground Lake - North Entrance".  Anything bigger than the text box can handle gets stored somewhere else in RAM, and thus, shows up as an empty text box.

I started taking apart the routines piece by piece, from both the original, FF2us, and j2e's translation. The only two differences I could find changed where the text is loaded in the box, and how many blank spaces the routine stores in the box before it stores the actual letters. By changing my hack to match the other two, I was able to get some of the extra text to show up, but it didn't make the box any bigger, so the letters started loading on the middle row, and then the extra ones loaded on the top row!

This should be far simpler than it is turning out to be. Does anyone know the logistics of making the text boxes for that bigger?

 :edit:

I figured it out. It had to do with VRAM.





Still not 100%. There's some code that takes text from where the locations name is stored, and stores it on the second line as like...spillover. I was able to re-locate it to avoid this in most cases, but now it's causing spaces to be loaded on the top line instead of anything, if nothing was said in a text box before you go into the area. I should be able to fix it, though.

~DS

19
One thing that doesn't work out of the box: any of the spells after 48 (the monster spells) don't really work for normal spell usage because the name data gets out of sync. If somebody could adjust the spell names one way or the other (normal spells to 8 letters or monster spells to 6 letters) then it would be viable.

Going with six character names for the enemy skills would be the best option, there's simply no room in the battle magic menu to have longer names than that without completely rearranging the thing. If you start the six character names right where the normal magic leaves off they'll be loaded in the menu fine, then you just need to change the code that prints the spell name in the window during usage:

Code: [Select]
$02/CB69 4C 95 CB    JMP $CB95  [$7E:CB95]   A:0040 X:0004 Y:6400 P:envMxdiZC
$02/CB95 AD C8 34    LDA $34C8  [$7E:34C8]   A:0040 X:0004 Y:6400 P:envMxdiZC
$02/CB98 D0 01       BNE $01    [$CB9B]      A:0064 X:0004 Y:6400 P:envMxdizC
$02/CB9B C9 48       CMP #$48                A:0064 X:0004 Y:6400 P:envMxdizC
$02/CB9D 90 25       BCC $25    [$CBC4]      A:0064 X:0004 Y:6400 P:envMxdizC
$02/CB9F 38          SEC                     A:0064 X:0004 Y:6400 P:envMxdizC
$02/CBA0 E9 48       SBC #$48                A:0064 X:0004 Y:6400 P:envMxdizC
$02/CBA2 85 26       STA $26    [$00:0026]   A:001C X:0004 Y:6400 P:envMxdizC
$02/CBA4 A9 08       LDA #$08                A:001C X:0004 Y:6400 P:envMxdizC
$02/CBA6 85 28       STA $28    [$00:0028]   A:0008 X:0004 Y:6400 P:envMxdizC
$02/CBA8 20 60 85    JSR $8560  [$02:8560]   A:0008 X:0004 Y:6400 P:envMxdizC

$02/CBAB A6 2A       LDX $2A    [$00:002A]   A:001C X:0004 Y:6400 P:envMxdizc
$02/CBAD 7B          TDC                     A:001C X:00E0 Y:6400 P:envMxdizc
$02/CBAE A8          TAY                     A:0000 X:00E0 Y:6400 P:envMxdiZc
$02/CBAF BF B0 8A 0F LDA $0F8AB0,x[$0F:8B90] A:0000 X:00E0 Y:0000 P:envMxdiZc
$02/CBB3 99 FD 74    STA $74FD,y[$7E:74FD]   A:0051 X:00E0 Y:0000 P:envMxdizc
$02/CBB6 C8          INY                     A:0051 X:00E0 Y:0000 P:envMxdizc
$02/CBB7 E8          INX                     A:0051 X:00E0 Y:0001 P:envMxdizc
$02/CBB8 C0 08 00    CPY #$0008              A:0051 X:00E1 Y:0001 P:envMxdizc
$02/CBBB D0 F2       BNE $F2    [$CBAF]      A:0051 X:00E1 Y:0001 P:eNvMxdizc
$02/CBBD 7B          TDC                     A:00FF X:00E8 Y:0008 P:envMxdiZC
$02/CBBE 99 FD 74    STA $74FD,y[$7E:7505]   A:0000 X:00E8 Y:0008 P:envMxdiZC
$02/CBC1 4C A0 BC    JMP $BCA0  [$7E:BCA0]   A:0000 X:00E8 Y:0008 P:envMxdiZC
$02/BCA0 AD C0 6C    LDA $6CC0  [$7E:6CC0]   A:0000 X:00E8 Y:0008 P:envMxdiZC
$02/BCA3 F0 03       BEQ $03    [$BCA8]      A:0000 X:00E8 Y:0008 P:envMxdiZC
$02/BCA8 4C 60 93    JMP $9360  [$7E:9360]   A:0000 X:00E8 Y:0008 P:envMxdiZC
$02/9360 20 CA 92    JSR $92CA  [$02:92CA]   A:0000 X:00E8 Y:0008 P:envMxdiZC

I'd just find some empty space large enough to contain the eight character list and change the offset it's looking at, but you could easy load the six character names here too.

*buzzer*

I've got eight character spells (that includes the magic-type icon), and I didn't rearrange a thing:



All you have to do is change the fixed length load from $06 to $08, move the list to some empty space in the ROM, and change the assembly to reflect those changes.

~DS

20
I can give you the routine for moving level, if you want. It's pretty simple. I don't have it on me, but I've got it set aside at home.

~DS

21
More development, for those of you who don't visit RHDN:



Equipment menu is done. =D

And...



So is the Status menu. Complete with "level" being displayed next to character names, something j2e didn't do. =D

~DS

22
Yeah, I suppose that could be the case. I think they just have it set up so that if anything goes over the pre-set limit for the battle windows, it goes to the next line. I'll have to look into it more as time progresses.

~DS

23
Whoa, my thread was hijacked. >.>

I haven't looked into anything battle related yet. I want to get all of the main menu crap done, then I'll look into the other stuff AFTER I look into coding a VWF.

Because if I can get a VWF down, then everything battle related won't need to be fixed. I'll just have a 4 pixel-wide font and be done with it. That'll also solve character limitations for the item menu and magic menu.

I do need to figure out how to expand the battle command menu, though. That confuses the hell out of me. You can't even edit it in RAM and have it come out the way you want. Any characters after the 5 character limit get shoved the next line below. >.>

And that Glass Face picture is priceless.  :laugh:

~DS

24
This is all a guess, by my part. But I'd imagine an easy way to do this would be set a breakpoint for the battle commands in RAM (look for them with a table loaded in Geiger's hex editor, you'll find them.). Then, look for a command like this:

LDA #$05

This should then be proceeded by a routine to put the letters in the correct place in RAM. The key is to find a routine with that LDA, and also a DEC. The DEC will be in the same place the $05 is stored.

Hope that helps,

Edit: Actually, I looked into that. It's not designed that way, they use some other method of determining how long battle commands can be. When I figure out what it is, I'll post it here.

~DS

25
Well, over the weekend I bought Guitar Hero II and Too Human. So not much hacking happened.

But I pried myself away from them today, and started looking into j2e's routine. It's not horribly complex. They just made a separate routine for the main menu names and classes. I copied much of the routine (got up to having the whole name displayed before I decided to come to the library to do some things). There's a few confusing aspects, but I should be able to get something going soon.

 :edit:

I fixed this, amongst many other things. Check my website (http://dsrh.charsisforge.org/) to see pictures of the new hacks I've implemented.

This weekend, I'm going to try to finish up the equipment and status menus, and then I need to find a place for character names in the item menu. Once that's done, I need to re-do the Config menu, and Save messages. Then, the entirety of the menus will be complete. =D

~DS

26
I'm working on an FFIV: Easy Type translation. I've been doing so for a while.

I decided to take an idea from j2e's FFIV translation, and redo the main menu so I could fit long class names in there. And it worked, quite nicely, in fact:



However, this caused three separate bugs, because the routine I edited to get the main menu this way is linked to the Equip, Item, and Status menus.

In Equip, it takes the character name down one line, but only loads one letter. I checked into the routine to see why, and part of it fills that particular space in with $FF (spaces).

In Item, when you go to use an item on any character the whole text box is out of whack. I'll make a screenshot and show you guys on Monday.

In Status, the name displays properly (though, down a line from where it should be. I can deal with that, but I'd much rather it be up where it belongs). The class name displays very far off to the right, and is covered up by another window for the most part. It also goes down to the next line, screwing up the menu itself a tiny bit.

I'm no ASM guru. I've only been ASM hacking for maybe 9 months, tops. My original thought was "Well, I guess I could try to intercept the main menu routine before it goes into the same routine those other three screens use, and write a separate routine for just that." I tried it out, and failed miserably. I probably didn't start the routine at the right place. I intend on looking into this a bit more over the weekend, but I'd really appreciate some sort of help.

Oh, and:  :offtopic:, but I love the smileys here. >.>

Any help or advice is greatly appreciated,

~DS

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