Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=83e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb677.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=83e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb677.html.zx0h^00W OKtext/htmlISO-8859-1gzip8: Wed, 11 Mar 2020 06:28:24 GMT0 0P/h^  Show Posts - magitek

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Messages - magitek

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1
That's a good point. Since Lord J has taken up development on usME again, that might actually get implemented at some point if suggested.

2
If I may propose an alternative solution to the Banon chocobo glitch to keep things compatible with other sprite edits, how about adding an alternative patch that simply loads Terra's sprite? It's how the GBA development team handled it. I like the Banon riding sprite and one can just apply it after making changes with FF3usME, but options for compatibility is good.

3
Game Modification Station / Re: Remaining bugs in FF3us
« on: February 12, 2017, 04:11:32 AM »
Here's one that's more of an event oversight.
If Terra is dead before entering the Returner hideout and meeting Banon for the first time, she stays dead even after resting before she's supposed to go around and talk to everyone. Before you tell Banon you want to be the Last hope for the Returners, you can venture back out to the field with only Terra and she still has zero HP, so if you enter battle it is game over.


And another bug with non-standard battle endings:
If Terra is Morphed when Gau returns from battle, her sprite will change back to normal (without ending Morph). In this case, the supply will not be updated, unless her Morph timer runs out before Gau starts talking; she will then perform Revert and the Morph supply will be updated correctly.

Non-standard battle endings are their own can of worms because they seem to skip over several routines which are supposed to run when a battle ends. With Banon dying, it's not much of an issue since it triggers a game over anyway, but Gau Leaping or returning can cause item loss. When an item is selected for use, it is removed from inventory immediately. If that turn is canceled because the battle ends, the item is supposed to be returned to inventory. In the case of Leaping/returning Gau, that doesn't happen. I assume it's the same if Banon dies, and possibly with other battles ending via event, such as Kefka in the imperial camp or on the bridge, or sketching Ultros 3.

4
Hey folks, I'm trying to write a patch for Imzogelmo's color coded MP digits, to temporarily set the Reflect palette back to it's normal green-yellow for the duration the Reflect barrier is shown. I'm calling a routine that's basically a copy of Lenophis' Bad Decoration function to reset the palette at $7FF8-$7FFF, except I've inserted reflect's original four-color palette into free space and it's loading that instead.

It works, and much like Crusader, it overwrites previously-Reflect's-now-actually-MP-numerals palette for the rest of the battle. So naturally, I figured I'd combine this with Bad Decoration. However, from what I can tell, the Bad Decoration code is called multiple times every frame (during animations) and undoes any changes to Reflect's palette. I'm at a loss as to where to call my code from so that the palette changes last throughout Reflect's animation. I don't know exactly how Crusader does it.

I'm currently hooking C1/C9A5, as that is called by Reflect to play the "ping" sound. It's reached via C1/C884 (X = 8B) much in the same way Crusader is (X = 67).

Another approach may be to modify Bad Decoration so that it only calls the code to restore the palette once Crusader/Reflect has finished their animations, but I don't know where to hook Leno's code either.



Here's my code. Also, please find attached the code for Bad Decoration and Color-coded MP Digits (which I've taken the liberty to disassemble and comment for my own understanding).

Code: [Select]
hirom
;header
!freespacelong = $C0D613 ;new code and palette data (relocatable)

;Called by Reflect
org $C1C9A5
;INC $6281      ;from C1/C884, X = 8B (play "ping" sound?)
JSR c1changepalette     


org $C1FFE5
c1changepalette:
JSL changepalette
INC $6281      ;from C1/C884, X = 8B (play ching sound?)
RTS


macro changepalette()
      changepalette:
      PHA : PHX : PHY : PHP
      SEP #$20
      TDC
      TAX
      .loop
      LDA newpalette,X  ;load the palette
      STA $7FF8,X       ;store the palette
      INX
      CPX #$0008
      BNE .loop
      PLP : PLY : PLX : PLA
      RTL
      endmacro


;New code (relocatable anywhere)
org !freespacelong
%changepalette()
newpalette:
dw $43FD          ;B16:G31:R29 (Pastel Yellow)
dw $3FF1          ;B15:G31:R17 (Pastel Green)
dw $03E0          ;B00:G31:R00 (Light Green)
dw $02E0          ;B00:G23:R00 (Dark Green)

5
Game Modification Station / Re: New patch: Bland Entrance Bug fix
« on: January 03, 2017, 05:59:47 PM »
I think that's really the only way to gain 0 EXP in the intro because at least three of those battles aren't skippable anyway.

Not quite; while the battles aren't skippable, you can run from the Guards if you kill off the Lobos and Vomammoths first! :happy:

6
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: January 02, 2017, 05:25:16 AM »
Your new site looks quite nice, Leet Sketcher! I do miss the overview page though, the one with all the patches listed including brief descriptions. Makes it easier to Ctrl-F for something.

I do however have something more pressing to report regarding your site, and it is that at least one link is broken. I forget which one; I think it was a zip file. Sorry for the vagueness, it was some few weeks ago I noticed it.

Edit: I just remembered, it's the 7z/rar/zip links on this page: http://l33t5k37ch3r.altervista.org/y-equip-relics.html

7
Game Modification Station / Re: New patch: Bland Entrance Bug fix
« on: January 01, 2017, 03:42:28 PM »
Nice work and happy new year to you too, Leet Sketcher!

I always sidestep that forced battle too, it's the only way of gaining 0 Exp. in the intro sequence short of killing Terra and letting the goons absorb the Exp. It probably makes sense that it shouldn't be skippable, though.


8
Game Modification Station / Re: New patch: False Knight Bug fix
« on: December 28, 2016, 09:15:42 PM »
Cool. Coolcoolcool. One step closer to perfection...

With this patch I feel comfortable letting Magitek armored characters use True Knight again. It looks silly, but at least it won't look glitchy anymore. :)

9
Game Modification Station / Re: C. V. Bug-Fix Comp and C. V. Script Fix
« on: December 25, 2016, 04:19:51 PM »
I like it too, and my vote goes towards the "eyes closed until she meets Maduin" version.

10
Game Modification Station / Re: True Knight clipping
« on: December 17, 2016, 06:55:31 AM »
Well, True Knight and Love Token is handled in C2/123B, but I'm not sure that's the proper time to update sprite priority. It surely get called once when executing the True Knight animation, to ensure that the bodyguard is on top of the target, and I suppose it needs to be called after executing the animation, too. I'm not exactly sure where all that animation stuff is handled, however.

If there are any other instances of this bug, I think it would be prudent to make a more general fix, if possible. I can't remember if any other vanilla animations cause sprites to jump around Y-wise (except Quadra Slam and maybe the mirror image from Rippler?)

11
Game Modification Station / Re: True Knight clipping
« on: December 15, 2016, 11:24:15 PM »
I only noticed this bug when testing my Smart Cover patch (with Terra & co. riding Magitek armors in Narshe), and it's one of the reasons I disabled the True Knight effect for characters with the Magitek status in that patch. If I understand Novalia correctly, a quick and dirty fix for this would involve calling the sprite priority updating function periodically? Would calling it every frame cause slowdowns and be unnecessary overkill? What about calling it similarly to the way command availability is updated (i.e. from C2/083F)?

12
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 13, 2016, 04:59:57 AM »
Quote from: magitek
Funny, I had the same idea only a day or two ago. I kind of dismissed it as I wouldn't know where to even start, but it is a good idea nonetheless. I was thinking it could be modeled after the Item menu and the info window that comes up when you double click equipment, with an attack list and status info in the lower half.

That's pretty much what I had in mind. I'd probably display a table including all of the possible status effects, using a different color for each entry based on monster data, making it easier to find what you're looking for. This is nothing I wouldn't be able to do, but I tend to be very reluctant to claim free space, so I'll have to give it some thought.

I've been scratching my head for a while, trying to figure out a way to display the attack info in battle instead. One idea I had would be to implement a system where pressing Y would replace the Rage list with an attack list, but that wouldn't be of much help with special attacks. Another possibility would be to display a small window above the menu, or perhaps just shorten the on-screen Rage list and use the created space to display the attack info.

If you think it's feasible, a general purpose select-toggleable info window a la chrono trigger or ffvii in battle would be very useful not only for rages. It could display all sorts of context based info.

I wouldn't worry much about claiming fre space. If you provide code it's easy enough for hackers to manage their own free space usage. Besides, you've freed up quite a bit. :)

13
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 12, 2016, 09:28:34 AM »
Not a bad idea, but I think you'd run out of space for the text more often than not. Might as well add a bestiary of some sort by making the enemy names clickable and displaying the enemy data in a submenu, ideally with the option to switch between enemies with L and R for convenience.

Funny, I had the same idea only a day or two ago. I kind of dismissed it as I wouldn't know where to even start, but it is a good idea nonetheless. I was thinking it could be modeled after the Item menu and the info window that comes up when you double click equipment, with an attack list and status info in the lower half.

14
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 10, 2016, 07:40:34 AM »
Nice patch! Quality of life stuff is always good.

It's "all over" for the party once you encounter the Allo Ver, because of its instant death attacks, I always thought.

By the way, dn released some code for Rage (and Dance) descriptions a while back, for those interested.
http://www.ff6hacking.com/forums/showthread.php?tid=3150

15
Game Modification Station / Re: Item ignores Clear?
« on: November 24, 2016, 05:18:37 AM »
You are mistaken. ;) It makes spellcasting items _respect_ Clear, ie. remove it (all Items ignore Clear in vanilla).

Anyway, glad you worked it out.

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