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Messages - xJCSx

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1
Game Modification Station / Re: Characters acting weird after event
« on: March 19, 2011, 08:12:27 AM »
Ha awesome! Glad it's resolved  :happy: You can use the C7 command alot when it comes to dancing and flying.

2
Game Modification Station / Re: Sprites getting cut-off...
« on: January 21, 2011, 05:26:18 PM »
Wow... :omg: this RSS feed was NOT working ha I'm going manual from here on.
But I guess I gotcha man, but don't forget the principle behind actions. While Odbarc was a little off, he wanted to help and that's all that matters  :wink:

3
Game Modification Station / Re: Sprites getting cut-off...
« on: January 12, 2011, 03:00:23 PM »
Sorry for the late send, but concerning your post Leno, what's the issue?
Thanks  :happy:

Oh and I suppose I must notify you all but I've actually had to take a leave from all FF6 Hacking-Related sites and making a ROM hack. Here's a thread on a separate site explaining the situation.

http://www.ff6hacking.com/forums/showthread.php?tid=850&pid=6982#pid6982

But your info will still be used in the future Leno.
And it's always good for someone else reading the forum.



Concerning Aerdan:

Man look I suppose changing the map's loading sequence made the object layering priority unnecessary or something. But you don't have to act like a jerk. I mean it's every thread you post on it seems like you have a bad attitude about everything. I mean just loosen up, not everyone is perfect. I'm only 14 and am trying to attempt these things.
What were you doing when you were 14?
NO I don't wanna know. But the point is, try having a better attitude towards people, and I think you'll see a difference in a lot of things.
Sheesh

4
Game Modification Station / Sprites getting cut-off...
« on: January 03, 2011, 09:05:05 PM »
The idea for this sequence in my game is to replace the scene at Figaro where the old woman triggers a flashback and it shows Edgar and Sabin in the Library.
I hate to reveal this scene as it was going to be a highlight for my game but might as well.
What I'm going for is a scene with Edgar and Relm (not really going to be Relm's sprite though) at the top of the tower of Figaro. The map is $043. It's Figaro Castle Nighttime.
So far everything was going rather smooth - I changed the map loading sequence, there was already a clear-upper-bits-command in place so I just wrote this:
6A, 43, 24, 1C, 07, 40, F1, 8B...etc
It goes on, fades in Coin Song and the such. Now here's where I was in a fog.
I noticed an action queue for Character 31 coming up. It made it's object layering priority to 1. Fairly familiar with this concept, it means to allow the character to walk through certain layers on the map, correct?
But I don't know who or what character 31 is. I looked more ahead and there was actaully a graphical action for it!
Now I was really lost, so I just FD'ed the first action queue concerning object layering due to my issue that I'm fixing to explain.
Basically I inserted an NPC (Edgar) and Relm's NPC. Once the map loads though, I made her hidden, so she would walk on the stairwell sprite.
Anyways, this is what I noticed whenever I ran the game. The sprite for Edgar was cut-off halfway.
Here's a pic:



As you can see, Edgar is just randomly cut off - same goes for any sprite I try to place, beit by creating their base object and using a D5 command to place them, the results the same...
If anyone knows the issue, it'd be greatly appreciated.
And another thing - is it wiser to create an object for a quick cutscene or just make an NPC using the Level Editor? In theory, if I were to make a short cutscene and 'create' a character that I didn't want to appear after the scene was over, would I need to use the $3E byte to delete him/her at the end?
I've never been able to try it, but just wondering.   

5
Game Modification Station / Re: Broke my ROM
« on: January 03, 2011, 08:51:52 PM »
Hmm..man I sure wish I knew the exact cause because I've been here with broken ROMs..terrible feeling.
But here some theories to try out I suppose..
Try filling the section that it invokes battle and determines the enemy set and background with just FD and see if the game still crashes. If it does, then this isn't the area you need to look at. If it doesn't crash, the game should continue on how it would as if you had defeated Kefka.
That's good in a sense. Atleast that's the spot.
Here's another idea - try disabling the mosaic screen effect. Right after the third byte that goes after the enemy set, place an FF there. Not sure if this would alter anything but there were some screen commands going on.
Is there anything in the beginning of the boss's AI Script in FF3usME that could be messed up? I know you said the battle never started but the CPU is VERY fast, it can compute about 30 bytes in 3 seconds, give or a take a second. So it could have already jumped to the boss's beginning sequence, encountered an unhandled exception and crashed.. That's really only if there's any incorrect VAR Bits or the such.
I know Leno will more than likely have better theories but just wanting to give this a shot. I'm pretty good at getting my ROM to crash so getting it out of it isn't new to me.
Just never seen something like this   :shadow:

6
Game Modification Station / Re: To all users of my Summon This! patch
« on: December 22, 2010, 05:20:34 PM »
So is the patch supposed to fix the game's summon command to where it doesn't fail every once in awhile?
And I may not be the smartest person in the world but..wouldn't a cold day in hell be better than the usually hot day? Which would be a favor sort of?
Maybe I'm just not thinking it through lolz  :blits:

7
Glad you're back Nattak!
But I'm having the same issue, as well. I made a chest in the moogle battle room ($33), and made the treasure chest sprite for it and the such, but after playing around a few times, the chest just appears open as if it had already been opened! Weird stuff, but I think it involves the memory bits. Not sure :/

8
Perfect!
It worked like a charm ha. This is what I did to get Edgar in the party perfectly:

40,04,04,88,04,08,40,8B,04,7F,3D,04,3F,04,01

Kinda weird that you do all the assigning and status ailment removal stuff BEFORE you create his object and assign him to the party. But hey whatever it takes ha.
But man maybe I'm seeing things wrong, but I'm fairly sure that certain ID's for characters change on different maps. Take for instance this place in the game concerning Kefka:
CC/A43A: 6B    Load map $00FA (Imperial Castle, most rooms (including Terra's flashback)) instantly, (upper bits $2000), place party at (112, 49), facing down
CC/A440: 42    Hide object $31
CC/A442: 45    Refresh objects
CC/A443: 38    Hold screen
CC/A444: F1    Fade in song 27 (The Empire Gestahl) (high bit clear) with transition time 64
CC/A447: 61    Colorize color range [$04, $77] to color $03
CC/A44B: 61    Colorize color range [$80, $FF] to color $03
CC/A44F: 3D    Create object $1D
CC/A451: 3D    Create object $1A

Kefka's ID on this map is $1A.

But take for instance, this map: (It's the map at Figaro where Edgar jumps on a chocobo whenever Kefka talks to him)
CA/608F: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CA/6091: E0        Pause for 4 * 8 (32) frames
CA/6093: CE        Turn vehicle/entity down
CA/6094: FF        End queue

Kefka's ID is 14..
Maybe I'm getting the wrong idea or something lol but idk kind of confused...
But the assigning-characters-to-party-problem is solved!  :happy:


9
Ah! I see, thanks Lenophis. But now I'm having a little bit of a problem.
I'm thinking it's not possible to add an NPC to the party. In this sequence at Figaro, Edgar's NPC byte is 10.
Well I guess to place him in the party, I need to create him? I'm not going off my old theorY; NPC's can't be in parties. Atleast it doesn't work whenever I try it.
So if I need to create him, I don't know his ID for that map. I tried 04 which is generally the most used one for Edgar but that didn't work, even after following a 3D 04.
So how do you determine a character's ID for a given map?
Thanks man.

10
Hey guys,
Well what I'm trying to do is alter the sequence at Figaro where you meet Edgar and they talk and then Locke walks away and leaves the party.
I was gonna change that and make Locke stay in the party, and then also assign Edgar to the party.
It sounded so easy. Until I found the command to assign a character to the party.
It's $3F. But here's the weird thing. In all instances of the event script, it's random. 3F either means to assign a character to the party or REMOVE them from the party. That couldn't be any more weird! I understand Square not having a million commands, but this one's confusing.
So for my sequence, I filled the bytes that removed Locke from the party with FD. That way Locke still stays. I still have a good bit of room to add a few more bytes. That's where I wish to assign Edgar to the party.
Then I did some more digging, and maybe this is correct:
To assign a character to a party, they must have already been created. So in that blank spot I put 3D 10 (that was Edgar's NPC byte) and then followed with 3F 10.
But he wasn't assigned  :sad:
But then I thought about it - what if I wished to remove a character from the party? That means my theory must be wrong, less the game wouldn't know to either assign or remove.
So maybe I did something wrong? Probably the wrong byte for Edgar, but something I've noticed is that certain characters have different ID's for various maps..Like I've seen Kefka's ID change from 04 to 1A on different maps. If so, how do you know a character's ID for a different map?
And maybe I just need to use a $3C command to set up the party? I'll need to find some more room, however.
Sorry for all the questions..it's all just a little confusing.

11
Pandora's Box / Re: Make an FC command!
« on: December 07, 2010, 11:57:38 AM »
Cool stuff, can't believe I never have seen this command  :eek:
I'm gonna look into all this one day..

12
Ah I see, that's bit 0 and you were talking about bit 3! Ugh I wish I could grasp this stuff it's not hard in the slightest..I forget to look at the bits and not the event. But was I right about my game theory?

EDIT:
Ok I'm fresh outta ideas...I went to the event dump and looked for the sequence when that bit was cleared in the game.
I found it:
CA/ACAA: 86    Give esper $47 (Kirin   ) to party
CA/ACAC: B8    Set bit $1DC9($43) [$1DD1, bit 3]
CA/ACAE: FE    Return

In the hex editor (at this spot above near the B8 command) it read as this:
$B8,43

So back in that sequence of the game, I did this:
86,36,B8,43
And I did give my monsters magic points. But it's still not working.....agh I'm not sure at all this time what I'm doing wrong.
If this is the only event bit required to earn AP, then this should be working.
I remember what you said about the DC and D1 command. Those didn't work, which I knew they weren't meant to - thanks for clearing it up though, I've been looking at the event address all this time and not the bit... :isuck:
I really do hate for u to just give me an answer but I'm also tired of making a fool of myself.
Ha idk if you've ever just met someone that no matter what you do, you appear a 'certain way' to them when you really aren't that "certain" way. That's kinda how I appear to you, I'm really not all that bad with these things, believe it or not.
OK I'm done yapping..


13
Pandora's Box / Re: Make an FC command!
« on: December 06, 2010, 04:28:34 PM »
About 70 percent sure this isn't in the game but if so..call me names XD
But how about this:
If the spell (?) has been cast in the battle, do whatever.
It doesn't matter to who or what or how, just if it's been cast.
Idk but it'd be kinda cool and sounds easy to make. Would this be done via ASM?

14
Ok I was wrong, not every battle but a good bit.
Here's the code. But there's a lot of bits to do with this Event so idk..
CA/C368: 4D    Invoke battle, enemy set $19, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/C36B: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CAC375
CA/C370: B2    Call subroutine $CABA0B
CA/C374: FE    Return

There's more sprinkled here and there. But back to my game..if I'm gonna set/clear a bit that's within 1DD1, would I use $B8 and then follow with $03?
So if that's correct, would this read as:
86,36,B8,03
Give esper Ramuh to party and set event bit 3 for 1DD1?
I would test it out, but I'm at an airport:/
But thanks nevertheless..

15
  :omg:  :isuck:  Thanks Leno  :finger:

Now I've never actually set an event bit without looking for it in the hex editor on a separate window, so tell me if this is correct:
86,36,DC,1D,D1
I'm no exactly sure:/
And I did some more digging in the event script and apparently at the start of every battle in the game, it checks to see if this event bit has been set and if it has, it jumps to a subroutine which I'm guessing loads up the same battle but with AP points.
So if that's true, do I have to manually find every "Invoke Battle" sequence and add that subroutine?
If so, then I'm probably gonna have to do some thinking outside of the box due to ROM space lolz but thanks man and sorry I'm so slow at this   :sad:

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