øAslickproductions.org/forum/index.php?PHPSESSID=funf7coqeu7a14n8l159mq51j3&action=profile;area=showposts;sa=topics;u=71e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc9c2.htmlslickproductions.org/forum/index.php?action=profile;u=71e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc9c2.html.zxN¯h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@&BdOKtext/htmlISO-8859-1gzip8:ÖdÿÿÿÿÿÿÿÿWed, 11 Mar 2020 09:45:11 GMT0ó°° ®0®P®€§²ð®N¯h^Æd Show Posts - DarknessSavior

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Topics - DarknessSavior

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1
Recently tried to mess with it for the hell of it, and it crashes immediately upon loading anything.

~DS

2
I posted this on RHDN, but I know a few of you don't lurk around there, and this is pretty relevant to the board (hell, I almost forgot this board existed! Sorry guys! T_T)

From a friend asking about it, and seeing the FFIV pictures yesterday, I felt inspired to do work on FFIV yesterday. Six hours later, I've got all three pointer tables for the script recoded for my purposes, and I've inserted (and translated, since I apparently lost the translated script I had) the intro for FFIV up to when you arrive at Baron. Here's some screenshots:













Obviously, the script isn't final, as I'm nowhere near the quality translator that this game requires. However, it does show that I can hack the script in, and that there's really no limit to the amount of text I can throw in.

I'll likely make a video for YouTube when I get a better translated script. And with that said, anyone interested in translating for me? =D

~DS

3
Final Fantasy IV Research & Development / Cursed Ring - Anyone Use It?
« on: September 19, 2008, 09:33:07 AM »
I finally broke down and went on GameFAQs to find out what this does. Any elemental resistance you have from other equipment turn into 100% absorbs. Great, but in order to make this worthwhile you'd have to have some really great equipment (Adamant Armors, for example, something I've NEVER been able to get. I stocked up on alerts in FFIV PSX, and went to the right spot, fighting the correct monster, and never got a damned pink tail!) to take advantage of it.

In FFIV DS, I already have one, and I just got Edge on my team (I dun remember where I got it, I think I got it around Mt. Ordeals?). Would any of you be so kind as to recommend some usage for this?

~DS

4
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

5
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

6
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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