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Messages - 13375K31C43R

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271
Game Modification Station / Re: New patch: Anonymous Attack Bug fix
« on: December 13, 2016, 12:58:32 AM »
I despise your first two alternatives, but as for the third... I love it! :childish:

272
Game Modification Station / New patch: Anonymous Attack Bug fix
« on: December 12, 2016, 02:51:39 PM »
Hey! You know that part of the game where the party fights Kefka to buy time for Terra to unleash the beast(s) open the Sealed Gate? Well, Kefka can sometimes do a Special attack against you that is messed up. Not only does it always miss, not only does it not even show any kind of animation, but it also displays a blank window at the top instead of its name. This new patch turns the ship right.

:edit: December 12, 2016
Previous version was buggy because of a neglected pointer that needed updating. This has now been fixed.

:edit: December 13, 2016
Previous version overwrite RAM addresses $322E,Y and $3C82,Y, where Y is the index of the party member receiving data. Doesn't break anything, but still preferable that those two are not overwritten because neither one is necessary. This version now does it right.

:edit: December 15, 2016
Fixed a secondary issue that causes Kefka not to step back if Hit misses.

273
Game Modification Station / Re: Kefka does "a deed without a name"
« on: December 12, 2016, 01:27:03 PM »
OK, I have a patch in the works, but first I need to know if $3C82,Y and $322E,Y mean anything. I know $322D,Y is the Special attack ID and $3C81,Y is the graphics, but I have to store 16-bit values in those two RAM addresses to save space.

274
Game Modification Station / Re: Kefka does "a deed without a name"
« on: December 12, 2016, 12:33:37 PM »
seems like the solution would be to supplement the C2/2D71 call (at C2/303E) with a duplication of C2/0616-061C and C2/2DC2-2DC8.  a full-on C2/0610 or $2DC1 call would probably be too much.

Shadow at Colosseum doesn't have a script, iirc, so would be fully unaffected by the Special change.  and returning Gau should be meaninglessly affected, as he doesn't attack.

I agree with all of this. As far as displaying the attack name goes, what's important is setting $33A8,Y to equal the monster ID because otherwise it's stuck at #$FFFF and that's why an empty string is displayed.

the trickier question is whether to load Regular weapon graphic too.

I don't think this part is necessary because Kefka already has a Flail.

Quote
special attack name aside, does that screw animation, properties and effect as well?

Yes it does, because all Kefka does is walk forward briefly and miss someone. In theory, implementing the above solution should fix all of this.

Are there any patches that use the function at C2/F7A1? Because the game doesn't seem to call it anywhere and I don't want a conflict. I can do some space optimization there to avoid using free space.

275
Game Modification Station / Kefka does "a deed without a name"
« on: December 11, 2016, 03:50:45 PM »
As this wiki article article explains, when you face Kefka at the Sealed Gate, he can do a special attack called Hit, but its name will not be displayed at the top; instead you see a blank window. I've done some debugging, and my take on it is that when that battle is loaded, the script for monster 174h (Kefka) is loaded, but it's run by a party member who is acting as an enemy because that's how Kefka's map sprite gets used in place of the enemy. Therefore, Kefka the party member uses his Special, which doesn't exist, instead of Kefka the monster.

The article also mentions other scenarios where characters are treated as enemies and can potentially use Special attacks, but not unless those attacks are hacked into the scripts. Even though I don't tend to worry about scenarios only accessible by hacking, the fact that the Special attack is loaded in the wrong way seems to be the issue. Or, alternatively, the fact that Kefka the party member doesn't have a monster ID seems to be why the Special attack is loaded in the wrong way.

276
Game Modification Station / Re: New patch: Upside Down Glitch fix
« on: December 11, 2016, 01:33:40 AM »
:bump: GBA port.

277
Game Modification Station / New patch: Loud Music Bug fix
« on: December 10, 2016, 03:34:23 PM »
Here's a patch I've been sleeping on for a while now, because this thread seemed to indicate that there was perhaps a better fix for this bug, but I disagree. This is the bug that causes the song Spinach Rag to play too loudly in the Opera House lobby when you enter from the outside. I fixed this by simply adding an event trigger to the entrance tile of the lobby that ensures the music is played softly. I think this is an easier fix than Lenophis's suggestion in the thread because it doesn't use any free space. What makes this solution even more elegant is the reason why it uses no free space: in addition to adding an event trigger, it removes one from the entrance to Kefka's Tower that just straight-up shouldn't be there, which can be found about halfway down the opening corridor along Party 3's route, and allows them to grab a hook that is about half a mile away from them.

In other news, my website is getting a massive overhaul because I'm adding a more professional look-and-feel. This includes adding a WHOLE bunch more pages, which is taking a long time, and is still in progress. You can still visit my website if you want, just keep in mind that it's still under construction.

278
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 10, 2016, 03:18:58 PM »
Yeah, it's either "all over" because of not just the Death attacks but also because of the fact that he uses Atomic Ray on you ten times after a certain period of time has passed, or it's a pun on "aloe vera" which he's way too late to need.

279
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 09, 2016, 09:06:02 PM »
This would go great with Imzogelmo's Rage descriptions, if indeed he does decide to make it a standalone patch.

280
Game Modification Station / Re: New patch: Overhead Bug fix
« on: December 08, 2016, 07:08:48 PM »
This document has a lot of useful information about drawing stuff on the screen. Check out especially what register $2105 means.

I did a little more experimenting with the starting priority of the Magicite, and priority 0 or 3 will cause the top part of the Magicite to be cut off and replaced with a hole through the salesman's chest. :eek: Priority 1 or 2 will make it display correctly and it originally had priority 2, so...maybe I could have left that part alone. Oh well, I don't think it really matters.

Register $2105 is given a value of 9 in bank C0 and that doesn't change, so in that document you'll want to look at the "p = 1" column.

281
Game Modification Station / Re: New patch: Overhead Bug fix
« on: December 08, 2016, 06:32:41 PM »
The "walk under" and "walk over" bits are not bits 8.3 and 8.4. IIRC, they're bits 7.4 and 7.5. So obviously the function is different. I'm not willing to spend weeks dissecting and debugging the code to confirm this, but my take is that "walk over" objects are always drawn underneath "walk under" objects, and "normal" objects are drawn between them, and the layering priority is merely a tiebreaker (to some extent). One thing I tried was clearing the Magicite's "walk under" bit and setting the man's "walk over" bit, but that caused a couple of other problems. One, I couldn't even talk to the guy, which obviously had something to do with the "walk over" bit being set, and two, if I stood north of him, my legs would be drawn over his head.

That's as much as I can discern because I don't know where the function is that uses all of that in one place to determine what sprites are drawn and in what order.

282
Game Modification Station / Re: New patch: Overhead Bug fix
« on: December 08, 2016, 12:50:59 PM »
I'm not sure why I had to swap them. The thing is, if their priorities are the same, the Magicite won't appear regardless of the order unless the "walk under" bit is set, which causes the bug. My guess is, because the Magicite is added to the map via the "create object" event command, it's not able to be shown in that spot because there's already a sprite in that location with that priority, but if I change the Magicite's priority then it can be shown. But for some reason, it only works if I swap its place with the salesman.

I'll give bsnes a look-see, but why v0.015? The latest version I can find is 0.91, so who's going to use a version as outdated as 0.015?

:edit:
Actually, are you saying you were going to suggest that bsnes 0.015 might have helped me find a fix? Or if I diagnose now, what are you expecting?

283
Game Modification Station / New patch: Overhead Bug fix
« on: December 08, 2016, 12:58:36 AM »
Hey, hey! Guess which genius figured out how to fix that weird glitch that makes the Ragnarok Magicite appear over the party's head in Narshe's Weapon shop! Not only that, I figured out the meanings of two bits that are labeled as "unknown" in FF6LE and Zone Doctor (at least in the version I use). Movement event script command C8 sets the current entity's "layering priority" to a certain value; in each NPC's 9-byte data starting at C4/1D52, bits 8.3 and 8.4 indicate the starting value of the layering priority. I figured out that by changing that value for the Magicite NPC, swapping its place with the guy who holds it, and clearing its "walk under" bit, I could make it always show up over the man but under your character's head. Huzzah! :childish: :whoa: :omghax:

:edit: July 13, 2017
Ported to PlayStation.

284
Final Fantasy V Research & Development / Re: Two Galufs
« on: December 06, 2016, 01:39:46 PM »
Here's something that's not mentioned in LightPhoenix's docs:

Code: [Select]
F0 x1 y1 CD x2 y2 FF CD x3 y3 FF

The F0 event script displays message y1x1 as well as a Yes/No choice window. If "Yes" is selected, the first CD is called (CD x2 y2 calls the event subroutine at index y2x2); if "No" is selected, it branches four bytes to the second CD, and in either case that's the end of the event script because of the FF immediately after the subroutine.

285
Final Fantasy V Research & Development / Re: Two Galufs
« on: December 02, 2016, 01:24:15 PM »
I've identified a few more event scripts, including the opening cinematic. I want to put LightPhoenix's list of event scripts on Google Drive to be publicly accessible and modifiable, but not without his permission. Then I can share what I've uncovered.

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