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Author Topic: New bank C3 disassembly, and related docs  (Read 7303 times)

Madsiur

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Re: New bank C3 disassembly, and related docs
« Reply #30 on: November 28, 2016, 09:16:34 PM »
Thanks for the conflict reports. I've added a note about the FF6LE fork in my local copy.

After looking it up, $1E20-$1E3F is the correct block used by the optional FF6LE CE feature. I just remember having it contiguous to the regular block ($1E40-$1E7F).

Edit: I also find patches synchronization important, for the SRAM and also ROM at least for all the bugfix patches. However being able to considering all patches when writing one whether it's a bugfix or improvement is a bit of a pipe dream in the current state of things.
« Last Edit: November 28, 2016, 09:38:54 PM by Madsiur »

assassin

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Re: New bank C3 disassembly, and related docs
« Reply #31 on: November 28, 2016, 09:20:52 PM »
13375K31C43R: see the Readme.

Novalia Spirit

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Re: New bank C3 disassembly, and related docs
« Reply #32 on: November 29, 2016, 08:24:25 AM »
Here's a copy before I provide more details about this:

Quote
The menu can be accessed from the event script, akin to the actor naming menu. This feature is unused, but does have the side effect of forcing the player to return to the main menu instead of the previous menu, as with a Rename Card.

Both naming menus, when accessed from the main menu, will completely reset everything, as if the main menu had been closed beforehand. Skipping this process would probably not be too difficult, but going back to the SwdTech menu would be a bit tricky, because you'd first have to initialize the Skills menu, before drawing and then switching to the SwdTech list, while making sure the cursor will go back to "SwdTech" once you're done. I've been contemplating the possibility of switching between SwdTechs via L and R, which are used to switch between character pages in the SFC version, but I'd probably need to create more space to implement this feature.

Madsiur: Thanks. Let me know if you remember the name of any patch that conflicts with this, barring global hacks.
« Last Edit: December 09, 2016, 12:24:04 AM by Novalia Spirit »

Madsiur

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Re: New bank C3 disassembly, and related docs
« Reply #33 on: November 29, 2016, 08:54:46 AM »
Let me know if you remember the name of any patch that conflicts with this, barring global hacks.

The one that comes to my mind is the improvement/tweak Guest Adder patch by Hatzen08: http://www.romhacking.net/hacks/1009/

It use at least $1CF8-$1D07 but you'd be sure by looking at the disassembly in the readme file included in the archive.

Novalia Spirit

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Re: New bank C3 disassembly, and related docs
« Reply #34 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.

Madsiur

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Re: New bank C3 disassembly, and related docs
« Reply #35 on: December 09, 2016, 01:28:32 AM »
Very nice work once again. Color choices are always a plus!

Speaking of Allo Ver, by the way, I'd be curious to know how many people actually noticed the joke in its name. :)

The only pun I saw in his name is since he cast death multiple times we can say he is all over the party...

assassin

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Re: New bank C3 disassembly, and related docs
« Reply #36 on: December 09, 2016, 02:01:29 AM »
Peter Olafson goes a different direction with the monster's name in his Infotainment World guide...

displaying Pugs there is pretty easy; just put any value other than 255 in the menu slot, iirc.  sadly, that won't work in my Alphabetical Rage patch, where the slot content actually matters.  (the patches conflict anyway; it's just something i recall from development.)  EDIT: hmm, maybe i could work around that, but it's probably not worth the effort or expansion of C3/5418 i'd need.
« Last Edit: December 09, 2016, 02:30:58 AM by assassin »

Novalia Spirit

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Re: New bank C3 disassembly, and related docs
« Reply #37 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.

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(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.

13375K31C43R

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Re: New bank C3 disassembly, and related docs
« Reply #38 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.
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magitek

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Re: New bank C3 disassembly, and related docs
« Reply #39 on: December 10, 2016, 07:40:34 AM »
Nice patch! Quality of life stuff is always good.

It's "all over" for the party once you encounter the Allo Ver, because of its instant death attacks, I always thought.

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
« Last Edit: December 10, 2016, 07:52:18 AM by magitek »
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13375K31C43R

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Re: New bank C3 disassembly, and related docs
« Reply #40 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.
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Novalia Spirit

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Re: New bank C3 disassembly, and related docs
« Reply #41 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.
« Last Edit: December 11, 2016, 02:09:56 PM by Novalia Spirit »

Madsiur

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Re: New bank C3 disassembly, and related docs
« Reply #42 on: December 10, 2016, 11:39:52 PM »
I'd rather go with the more intuitive approach of building the descriptions on the fly by reading monster data.

I like the idea. The description could state the special attack, elemental properties and status immunities / status of the raged monster, though there would likely not be enough room to list everything in some cases.

As an example: "50% chances of attacking with Wind Slash. Immunities: Poison, Clear. Weakness: Ice."

I might actually try to make such a patch!

Novalia Spirit

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Re: New bank C3 disassembly, and related docs
« Reply #43 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.
« Last Edit: December 11, 2016, 02:58:16 PM by Novalia Spirit »

magitek

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Re: New bank C3 disassembly, and related docs
« Reply #44 on: December 12, 2016, 09:28:34 AM »
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.

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.
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