Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=116e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc2af.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=116e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc2af.html.zxjh^00WOKtext/htmlISO-8859-1gzip8:Wed, 11 Mar 2020 06:50:43 GMT0 0Pjh^# Show Posts - Novalia Spirit

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Novalia Spirit

Pages: 1 2 3 »
1
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 16, 2016, 08:50:52 PM »
Quote
Regarding a Rage Description patch: By all means, if you want to make such a patch, go for it.

Thanks, I'll start working on a patch once I'm fully done with C3, which should not take too long.

Quote
Now that I think about it, hand-tweaking some of the descriptions was an issue too. If I recall correctly, it will line-break automatically, but the calculation of how wide the constituent words are is not accurate, so with some descriptions it would spill over (particularly if a lot of the letters are wide). I could be mistaken about the cause, as that was not something I set out to fix, when manual breaking of lines sufficed for my purposes. If you're planning to do it automatically, then the other hack-only bug would probably need to be fixed too.

Unfortunately, unlike field dialogue, descriptions in the main menu don't really benefit from an automatic text-wrapping feature. The string will just spill into the next line, usually splitting a character in the process, and causing text-merging issues if an actual line break follows. Right now, I'm leaning toward listing each attack on a separate line, as in Pandora's Box, so this shouldn't be a problem. But I'll probably have to limit the text width anyway to account for the title window, which covers a significant portion of the second line.

Quote
About the Equip menu relic indicators patch...is it possible that you could add those to the Relic menu as well, and also add some indication of when those effects are being removed? For example, an effect that isn't there to begin with doesn't have its icon shown, but if it's being added then the icon appears in yellow. If the effect was there to start, then it appears in turquoise (as usual), but then if it gets removed, the icon appears in red. Is that doable? Or perhaps overkill?

It's definitely doable, but as you suggested, I think it would be a bit superfluous, as I'd expect the player to remember what changes he made a few seconds ago, and the only thing this would achieve would be to provide an indication that the Reequip feature will kick in.

Note that I've finally attached the updated SwdTech menu patch to my previous post. No version change, just a different release date.

2
Game Modification Station / Re: True Knight clipping
« on: December 15, 2016, 05:50:47 PM »
If you want a very non-subtle version of this bug (from what I recall, anyway), try it while the party is piloting a magitek armor. :P

3
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 15, 2016, 05:48:28 PM »
I'm using a very old IPS creation utility. Modern patch makers optimize the code in such a way that if you modify two bytes, skip the next three, and then modify the next four, instead of specifying two start addresses for storing the data, they'll just write 9 consecutive bytes. This is fine in most cases, but this can lead to false alarms with patch conflicts, especially when editing jump tables. Obviously this can lead to some problems if you apply the patch over previously modified data (usually an older version of the patch), so expect an updated patch within a few hours.

4
Game Modification Station / Re: New patch: Anonymous Attack Bug fix
« on: December 13, 2016, 04:14:36 PM »
Hm, looks like Clear status won't trigger the bug, but evasion does, and only with the fix applied. However, I've managed to replicate this both with and without the patch applied by getting the attack blocked by Golem, so it's possible the bug is present in the vanilla game, but that the requirements are just not met without the patch.

5
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 13, 2016, 04:10:39 PM »
Yep, I had the following explanation ready to be posted but wanted to include the updated patch with it:

Quote
Okay, I've figured out the problem. In case anyone's interested:

My patch overwrites a call in the save function that moves event timer data to the SRAM block. The call now leads to a new function that transfers not only the timer data, but the SwdTech names as well. At some point during the optimization process, I came up with the idea of using the MVN opcode to merge this function with the one that copies the names the other way for the Load menu, but carelessly forgot to preserve the timer-related call.

It's a good thing Geiger's debugger initializes all of RAM to 55h, otherwise this bug would likely have gone unnoticed for quite a long time.

Edit: Attached the updated patch. It fixes the aforementioned bug and introduces an optional sound-related patch.

6
Game Modification Station / Re: New patch: Anonymous Attack Bug fix
« on: December 13, 2016, 02:43:35 AM »
I noticed a problem with your previous version that may or may not still be present in the current version: whenever Kefka's special attack missed, he would keep his arms raised and wouldn't go back to his initial position.

7
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 13, 2016, 02:22:14 AM »
Thanks, it does seem like my patch is the culprit. Curiously, my restored disassembly doesn't seem to have this problem. I'll investigate later.

8
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 12, 2016, 06:50:26 PM »
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.

9
Game Modification Station / Re: New patch: Anonymous Attack Bug fix
« on: December 12, 2016, 06:06:27 PM »
Quote from: 13375K31C43R
Keep in mind that the RAM addresses $322E,Y and $3C82,Y, where Y is the index of the party member receiving data, are overwritten by this patch, even though in the base game they don't ever seem to be used.

You made the mistake of looking at the next byte instead of looking at the previous one. $322C,Y holds the attack delay, whereas $3C80,Y contains special properties like Scan immunity.

10
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 11, 2016, 02:15:57 PM »
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.

11
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 10, 2016, 09:23:56 PM »
This would go great with Imzogelmo's Rage descriptions, if indeed he does decide to make it a standalone patch.

You have no idea how many times similar thoughts crossed my mind while working on this. I've been contemplating making the patch myself for a long time, but I'm not sure if Imzogelmo would be okay with this. It's been over a decade since he's posted that teaser on his site, and none of the bribes, boxes of chocolate, death threats, and petitions asking him to release that darn patch were successful.

Quote
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

Nice to know, but unless I didn't pay enough attention, it seems like you'd have to store a description for every single Rage, and rewrite them as you assign different Rage abilities to the various monsters. I'd rather go with the more intuitive approach of building the descriptions on the fly by reading monster data.

Quote
or it's a pun on "aloe vera" which he's way too late to need.

Haha, hadn't considered this one. Who knows, maybe he's a mutant plant, or rather, an undead mutant plant. (Tip: It's probably too short and basic, but if you ever run out of ideas for a D&D character class, just add "evil" in front for the alignment, and you're all set.) Or maybe it's actually read A Lover. Whose lover, though? I should probably stop here before someone decides to spread new rumors about Daryl.

12
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 09, 2016, 02:41:19 AM »
I have no idea what he says in his guide, but I've always liked to think he was named this way because of how easy the battle is. You can win the battle instantly simply by using a Fenix Down, X-Zone, Muddle, the Ragnarok esper, the Sketch command, and so on. You can even control the guy and then just bombard him with magic attacks.

Quote
displaying Pugs there is pretty easy; just put any value other than 255 in the menu slot, iirc.

Yeah, it's pretty much that, though it did require some tweaks to get it working under the revamped system. Getting this to work in battle would probably not be too difficult either. I'm guessing I could just assign Guard's value (#$00) to an unlocked Pugs Rage, and then add a check to see if the Rage is in the very first Rage slot. This would cause a problem with the variable holding the current Rage ($33A8,X), but this could probably be circumvented by setting an unused flag and adding the necessary checks.

Quote
(the patches conflict anyway; it's just something i recall from development.)

Indeed, but if your patch is applied first and mine last, the player will still get the benefits of a sorted list in battle (where it matters the most), which is a pretty decent compromise.

13
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 09, 2016, 12:59:50 AM »
Here's a patch that should make the Rage menu a tad more useful than just being a non-condensed version of its in-battle counterpart:


There are two versions and thus two screenshots. In addition to displaying the usual information, the menu will now go through the Veldt formations you've unlocked, and then list, in a blue color, the Rages you're missing but that could currently be obtained by returning to the Veldt with Gau. The patch depicted on the left will also display, in gray, the enemies you have yet to encounter. I've included a number of optional patches for changing the colors, to please Madsiur account for varying user preferences. ;)

I'm leaving the slots for inaccessible Rages (Chupon, Siegfried, Allo Ver, and Pugs) blank regardless of circumstances, but I've included optional patches for unlocking each one of them individually. And yes, that does imply I've found a way to display Pugs. Speaking of Allo Ver, by the way, I'd be curious to know how many people actually noticed the joke in its name. :)

I've also attached the updated SwdTech menu patch to this post to address the compatibility issues mentioned in the previous posts.

14
My approach has an issue I completely overlooked until now. The font graphics are stored as 2bpp, which is all BG3 can handle. But they're manually converted to 4bpp for BG1, so you couldn't just upload them using the method I've mentioned, without first storing the converted graphics in a buffer. But if not for that, it would eliminate the blanking issue, as it's pretty much the same approach the game uses for uploading skin graphics after switching to a different wallpaper in the settings.

15
Game Modification Station / Re: New patch: Overhead Bug fix
« on: December 08, 2016, 11:23:16 PM »
Quote from: assassin
why did you need to swap their places?  is sprite index some tiebreaker when priorities match?
Quote from: assassin
does "walk under" influence both passability *and* display priority?  if so, to what extent can it modify the latter beyond "the starting value of the layering priority"?

The game reserves the initial portion of OAM for entities with the "walk under" property, and does the opposite for those with the "walk over" attribute. The sprite order in OAM is the deciding factor when two sprites share the same layering priority.

Regarding the NPC editor in FF6LE, from what I recall noticing way back when it was released, the author just used Imzogelmo's NPC Data List, combined with a list of findings I sent him during my early work on bank C0. I don't think any research was actually made prior to the editor's release.

Pages: 1 2 3 »