øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=341e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9e59.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=341e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9e59.html.zxí‚h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ`¦DHLOKtext/htmlISO-8859-1gzip8:ÖHLÿÿÿÿÿÿÿÿWed, 11 Mar 2020 06:35:50 GMT0ó°° ®0®P®€§²ð®í‚h^¾HL Show Posts - Mauron

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Messages - Mauron

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1
Game Modification Station / Re: New Tool: Visual SAK
« on: March 11, 2018, 02:32:43 PM »
Here's a document on Chrono Trigger's compression.

It seems like a good start. I would find it useful if I could load parts of a palette from different locations in a ROM, since Chrono Trigger handles weapon palettes that way, but I'm not sure how useful that would be overall.

2
Game Modification Station / Re: New Tool: Visual SAK
« on: March 10, 2018, 10:27:43 PM »
Screenshots of both messages

I purposely chose an invalid template for that data. It looks like it's not stopping after the first error message.

3
Game Modification Station / Re: New Tool: Visual SAK
« on: March 07, 2018, 05:32:44 PM »
Playing with the compression menu, when I changed to GBA 4BPP LZ10 on something not in that format, I got both a friendly "Not valid LZ10 stream", and a more technical "Access violation at address 0047F09E in module 'VisualSAK.exe'. Read of address 00000006."

4
I couldn't tell you about the DS version.

 :edit: Some of the SNES Mode7 sequences are.
Code: [Select]
3E1739 3E2C99 GFX Y "(005) Mode 7: Looks like it may be Jet Bike Race road graphics (8 bitplane, linear)" 2007.06.12
They are compressed.

5
Game Modification Station / Re: FF6 isn't the only poorly coded game...
« on: January 02, 2015, 10:08:51 PM »
I found this little snippet today.

Code: [Select]
$C1/17A1 AD E6 95 LDA $95E6  [$7E:95E6]
$C1/17A4 F0 0B BEQ $0B    [$17B1]
$C1/17A6 F0 0E BEQ $0E    [$17B6]

It looks like some of the code and data for the weapon switch function is gone... I'm tempted to try and restore it now.

I haven't done too much with the tech code, but I have done plenty with tech data - depending on what you're doing, I may be able to help.

6
Game Modification Station / Re: FF6 isn't the only poorly coded game...
« on: January 02, 2015, 02:37:07 AM »
I was looking at the second snippet, and it seems that it relates to loading item names for battle - disabling the BRA would include weapon names.

I haven't found where the first snippet is called from, but using my best guess to disassemble it, it looks like it was messing with the current PC's weapon and the inventory.

It seems you've found some of the removed switch weapon in battle function. I wonder if the rest of the code is lying around somewhere.

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