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Messages - angelo26

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1
Game Modification Station / Re: FF6 Improvement Project
« on: June 09, 2012, 01:25:58 PM »
Hey Darkmage, do you have a skype account? I'd like to talk to you a little bit about making the names patch compatible with your project.

2
Oops, clicked on "modify" instead of "reply." :isuck:

Anyway, we didn't touch Summon for Pandora's Box. I made a stand-alone patch for it, which is here.

Quote
if not @ least point me in the right direction so I can ASM hack it myself
Code: [Select]
(Change character commands when wearing MagiTek armor or visiting Fanatics' Tower.
 Change commands based on relics, such as Fight becoming Jump, or Steal becoming Capture.
 Blank or retain certain commands, depending on whether they should be available -- e.g.
   no known dances means no Dance command.)
 Zero character MP if they have no Lore command, no Magic/X-Magic with at least one spell
   learned, and no Magic/X-Magic with an Esper equipped.)

C2/532C: DA           PHX
C2/532D: 08           PHP
C2/532E: C2 30        REP #$30       (Set 16-bit A, X, and Y)
C2/5330: BC 10 30     LDY $3010,X    (get offset to character info block)
C2/5333: BF 4A 54 C2  LDA $C2544A,X  (get address of character's menu)
C2/5337: 8F 81 21 00  STA $002181    (this means that future writes to $00218n in this function
                                      will modify that character's menu?)
C2/533B: B9 16 16     LDA $1616,Y   (1st and 2nd menu slots)
C2/533E: 85 FC        STA $FC
C2/5340: B9 18 16     LDA $1618,Y   (3rd and 4th menu slots)
C2/5343: 85 FE        STA $FE
C2/5345: B9 14 16     LDA $1614,Y   (out of battle Status Bytes 1 and 2; correspond
                                     to in-battle Status Bytes 1 and 4)
C2/5348: E2 30        SEP #$30      (Set 8-bit A, X, and Y)
C2/534A: 89 08        BIT #$08      (does character have MagiTek?)
C2/534C: D0 06        BNE $5354     (branch if so)
C2/534E: AD BB 3E     LDA $3EBB     (Fanatics' Tower?  must verify this.)
C2/5351: 4A           LSR
C2/5352: 90 49        BCC $539D     (branch if neither MagiTek nor Fanatics' Tower)
C2/5354: BD D8 3E     LDA $3ED8,X   (get character index)
C2/5357: EB           XBA
C2/5358: A2 03        LDX #$03      (point to 4th menu slot)
C2/535A: B5 FC        LDA $FC,X     (get command in menu slot)
C2/535C: C9 01        CMP #$01
C2/535E: F0 3A        BEQ $539A     (if Item, skip to next slot)
C2/5360: C9 12        CMP #$12
C2/5362: F0 36        BEQ $539A     (if Mimic, skip to next slot)
C2/5364: EB           XBA           (retrieve character index)
C2/5365: C9 0B        CMP #$0B
C2/5367: D0 08        BNE $5371     (branch if not Gau)
C2/5369: EB           XBA           (get command again)
C2/536A: C9 10        CMP #$10
C2/536C: D0 02        BNE $5370     (branch if not Rage)
C2/536E: A9 00        LDA #$00      (load Fight command into A so that Gau's Rage will get replaced
                                     by MagiTek too.  why not just replace "BNE $5370 / LDA #$00"
                                     with "BEQ formerly_$5376" ??  you got me..)
C2/5370: EB           XBA
C2/5371: EB           XBA           (once more, command is in bottom of A, character index in top)
C2/5372: C9 00        CMP #$00      (Fight?)
C2/5374: D0 04        BNE $537A     (branch if not.  if it is Fight, we'll replace it with MagiTek)
C2/5376: A9 1D        LDA #$1D       
C2/5378: 80 06        BRA $5380     (go store MagiTek command in menu slot)
C2/537A: C9 02        CMP #$02
C2/537C: F0 02        BEQ $5380     (if Magic, branch..  which just keeps Magic as command?
                                     rewriting it seems inefficient, unless i'm missing
                                     something.)
             
C2/537E: A9 FF        LDA #$FF      (empty command)
C2/5380: 95 FC        STA $FC,X     (update this menu slot)
C2/5382: AD BB 3E     LDA $3EBB     (Fanatics' Tower?  must verify this.)
C2/5385: 4A           LSR
C2/5386: 90 12        BCC $539A     (branch if not in the tower)
C2/5388: B5 FC        LDA $FC,X     (get menu slot again)
C2/538A: C9 02        CMP #$02
C2/538C: F0 08        BEQ $5396     (branch if Magic command, emptying slot.)
C2/538E: C9 1D        CMP #$1D      (MagiTek?  actually, this is former Fight or Gau+Rage.)
C2/5390: D0 06        BNE $5398     (branch if not)
C2/5392: A9 02        LDA #$02     
C2/5394: 80 02        BRA $5398     (save Magic as command)
C2/5396: A9 FF        LDA #$FF      (empty command)
C2/5398: 95 FC        STA $FC,X     (update menu slot)
C2/539A: CA           DEX
C2/539B: 10 BD        BPL $535A     (loop for all 4 slots)

C2/539D: 7B           TDC           (clear 16-bit A)
C2/539E: 85 F8        STA $F8
C2/53A0: 8F 83 21 00  STA $002183
C2/53A4: A8           TAY           (Y = 0)

C2/53A5: B9 FC 00     LDA $00FC,Y   (get command from menu slot)
C2/53A8: A2 04        LDX #$04
C2/53AA: 48           PHA
C2/53AB: A9 04        LDA #$04
C2/53AD: 85 EE        STA $EE        (start checking Bit 2 of variable $11D6)
C2/53AF: BF 52 54 C2  LDA $C25452,X  (commands that can be changed FROM)
C2/53B3: C3 01        CMP $01,S      (is current command one of those commands?)
C2/53B5: D0 0D        BNE $53C4      (branch if not)
C2/53B7: AD D6 11     LDA $11D6     (check Battle Effects 1 byte.
                                     Bit 2 = Fight -> Jump, Bit 3 = Magic -> X-Magic,
                                     Bit 4 = Sketch -> Control, Bit 5 = Slot -> GP Rain,
                                     Bit 6 = Steal -> Capture)
                 
C2/53BA: 24 EE        BIT $EE
C2/53BC: F0 06        BEQ $53C4
C2/53BE: BF 57 54 C2  LDA $C25457,X   (commands to change TO)
C2/53C2: 83 01        STA $01,S       (replace command on stack)
C2/53C4: 06 EE        ASL $EE         (will check the next highest bit of $11D6
                                       in our next iteration)
C2/53C6: CA           DEX
C2/53C7: 10 E6        BPL $53AF       (loop for all 5 possible commands that can be
                                       converted)

I think that's the right code... :sleep:

I have an idea on how to work this out, which brings me to a question with the BEQ.

If, at address C2/5388, I use a BEQ, it means that the branch will look for the address specified only in the 53 range? It will not look for code close to C2/5488 or C2/5A88, right?

If that is right, then the whole code for the commands of magitek and the tower of fanatics needs to be moved to a block of free space to be able to do this correctly?

3
Game Modification Station / Offsets for battle events
« on: March 27, 2011, 07:10:28 PM »
Hi everyone,

      Anyone knows the addresses / offsets of the following three events? :

1. Kefka's first battle with the party at the Imperial Camp (the one where you battle him with sabin and shadow, and he has all his animations)
2. Kefka's second battle with the party at the Imperial Camp
3. Kefka's battle with the party at the sealed gate

Also, in which bank are the battle events coded in the game? (like the battle event with terra, locke, edgar, sabin and vargas)?

Thanks!

4
Game Modification Station / Re: Characters acting weird after event
« on: March 18, 2011, 12:54:40 PM »
Found the mistake!!

When using character actions, the command C7 allows the character to stand still (and I was using this for the three characters terra, locke and strago). The solution is to use the command C6 during the next character action, which sets the character to "walk while moving" animation, hence removing the "stiffness" of their actions  :laugh:

Major thanks to JCS for the idea :laugh:

5
Game Modification Station / Re: Characters acting weird after event
« on: March 08, 2011, 09:42:49 PM »
I found this command "call to subroutine"

CB/FF1E: B2    Call subroutine $CB2E2B

Any ideas what the $CB2E2B does? Thanks!

6
Game Modification Station / Characters acting weird after event
« on: March 05, 2011, 08:21:05 PM »
I've been having a problem for some time now with an event, that after I mess around with it, some characters start moving around really funny...probably someone can help here. 

Here's what I want to do: Make leo playable through the whole thamasa scenario (from the moment the party disembarks from the empire boat all the way until kefka kills him). I've had no problems whatsoever, except now that I am inside the fire house, in the scene after the party beats the flame eater. After the flame eater fight, I wanted leo to engage in battle with the 5 flames that appear after the party is unconscious, by himself.

So I kicked terra, leo and strago from my party using the event coding:

Code: [Select]
3F 00 00 - Remove Terra
3F 01 00 - Remove Locke
45 - Refresh Objects
3F 07 00 - Remove Strago
45 - Refresh Objects
3C 0E FF FF FF - Character in party is only leo
45- Refresh

I didn't erase the objects for characters 00, 01 and 07 since I want them to appear there, at the floor while leo fights the flames. Everything goes smoothly; After the event is done and shadow rescues everyone from the flames, I use the following code to have them join the party again:

Code: [Select]
3F 00 01 - Add Terra
3F 01 01 - Add Locke
45 - Refresh Objects
3F 07 01 - Add Strago
45 - Refresh Objects
3C 0E 00 01 07 - Character in party is Leo, Terra, Locke and Strago
45- Refresh

At the next events, I noticed Locke, Terra and Strago not doing the supposed animations during events.

Pictures to show the awkwardness:


In the first two pictures, terra is supposed to be walking, but her walking animation is the "stand still" one. The problem goes away if I manually put terra on lead of the party in the menu and walk her around the village. The last two pics show locke having the same "stand still and not showing any other animation"issue after resting at the inn.

Any thoughts? Should I be calling a subroutine when the three characters come back to the party to return their "flexibility" during events??

7
I see, Thanks Lenophis  :laugh:

8
Hey guys,

      I'm looking for a document that details which enemy formations can be called using the 4D event command. I'm not sure if such a document exists...if it doesn't, can someone help me figure out how to call any monsters?

Example, the flame eater from strago's house is 4F, and the event command 4D 4F 3F calls it. but the pack number for it in usME is 335, which is 14F  so I'm a bit confused. You simply drop the first number (one in this case) and then use the remaining two bytes (4F) to call any monster formation?

Any help on this is greatly appreciated.

9
Slick News / Re: Pandora's Box sees the light of day once again
« on: February 26, 2011, 02:51:48 AM »
I just started playing it, its great so far. Beautiful job.

Just noticed something in the menu; the icons overlap the newly increased character names:



And in the menu, the status icon "erases" one of the character letters...


Is this intentional? just wondering...

10
Game Modification Station / Re: To all users of my Summon This! patch
« on: February 25, 2011, 06:03:44 PM »
I wanted to get permission from Imzogelmo to make the "Not Scary Enough...NEXT!" patch compatible with darkmage's FF6 improvement patch. If you apply the not scary patch to the ff6 improvement project, the game randomly freezes or resets at the end of battles. I wanted to give it a shot, if Imzogelmo hasn't considered fixing this himself.

Probably I'll release a patch if I'm successful, hence the need of permission.

11
Game Modification Station / Re: FF6 Improvement Project
« on: February 24, 2011, 12:02:15 AM »
I remember lenophis mentioning something about the Brushless Sketch fix conflicting with another patch, I don't remember which exact thread he said that...

12
Game Modification Station / Re: FF6 Improvement Project
« on: February 23, 2011, 09:09:53 AM »
no, this problem isn't present in the original game.

I applied the v0.92 of the improvement patch to a clean FF6 rom and that happened. Some bytes are shifted around the C1 bank from one of the patches included, so that's probably the problem here...

13
Game Modification Station / Re: FF6 Improvement Project
« on: February 21, 2011, 08:20:54 PM »
TheNattak and I were messing around with the improvement patch v0.92, and we found this bug in battle. In the options menu, if you change the style of the commands from window to short, and you access the "row" command in battle, this happens:



To us it seems like a problem in the code that erases the windows. The same problem happens with the "defense" command.

If someone knows how to fix it and/or reveal the address at where the code is not functioning will be greatly appreciated. The code to expand windows in battle may be close..so any help will be greatly appreciated.

14
Nevermind, I found out how to do it. Thanks for the hint, though  :laugh:

15
Is there any way I can assign an existing event command (example, 8F) to the code on the C0 bank, so that characters can learn spells? Or are they hard coded in some way?

Thanks  :laugh:

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