øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.75e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexec96-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexec96-2.html.zxµ$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/RDOKtext/htmlISO-8859-1gzip0|ÖRDÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:53:50 GMT0ó°° ®0®P®€§²ð®µ$h^ÿÿÿÿÿÿÿÿ"+RD FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

vivify93

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Re: FF6 Improvement Project
« Reply #75 on: September 29, 2009, 05:05:33 AM »
Could you capitalize the "p" in "GP" if you haven't already?

 :edit:
In the menu, I mean.
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darkmage

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Re: FF6 Improvement Project
« Reply #76 on: September 29, 2009, 06:11:36 AM »
Already done. I hated that, too.

Dragonsbrethren

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Re: FF6 Improvement Project
« Reply #77 on: September 29, 2009, 06:19:56 AM »
I actually kind of liked it. If we were still using the term GP in Pandora's Box, I would've suggested switching every instance to that style.

darkmage

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Re: FF6 Improvement Project
« Reply #78 on: September 29, 2009, 06:22:01 AM »
...And two more patches are discovered that I had not known about, both from mblock129. These patches were not on his old site, but are on the new one. Go figure.

 I'm updating the list in the OP, and I'll have to start my playthrough over (again...) in order to make sure there are no discrepencies.

At this point, I'm going to suspend starting that over until I've had the chance to update the dialogue that needs to be changed. Once that's done, barring any unexpected bugfixes, the playthrough will be all that's left.

 :edit:
Bugfixes=changes
« Last Edit: September 29, 2009, 08:50:36 AM by darkmage »

darkmage

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Re: FF6 Improvement Project
« Reply #79 on: September 29, 2009, 06:25:05 AM »
I actually kind of liked it. If we were still using the term GP in Pandora's Box, I would've suggested switching every instance to that style.

I can see why you might, and it actually looks cool with the original font -- but it doesn't fit with the other abbreviations: HP, MP, Gp?

Poco Loco

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Re: FF6 Improvement Project
« Reply #80 on: September 29, 2009, 01:14:16 PM »
nice man glad 2 know that

I'll put them in for my version ;)

the reason is I am also gonna do an over-all hack in my game with a new story & everything ;)
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

darkmage

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Re: FF6 Improvement Project
« Reply #81 on: September 30, 2009, 07:03:55 PM »
OK, I have to admit I'm a little daunted by the way Atlas works.

DB, your script extractor worked great, and I think I can see where it left everything set up to re-insert. The question I have is, for my script file - the extractor pulled out a commands file with this type of thing in it:
Code: [Select]
#BLOCK NAME: Map Event dialogue (bank $CD)
#TYPE: NORMAL
#METHOD: POINTER_RELATIVE
#POINTER ENDIAN: LITTLE
#POINTER TABLE START: $CE800
#POINTER TABLE STOP: $CF44E
#POINTER SIZE: $02
#POINTER SPACE: $00
#ATLAS PTRS: Yes
#BASE POINTER: $D0200
#TABLE: ff6_snes_map.tbl
#COMMENTS: No
#END BLOCK

I tried to pass that with Autowrite, but it failed on bad syntax. I'm trying to see how I would set the script up for Atlas, and this is what I have so far:
Code: [Select]
#VAR(Table, TABLE)
#ADDTBL("ff6_snes_map.tbl", Table)
#ACTIVETBL(Table)
#HDR($200)
#SMA("LOROM")
#VAR(MyPtr, CUSTOMPOINTER)
#VAR(PtrTable, POINTERTABLE)
#CREATEPTR(MyPtr, "LOROM", 16)
#PTRTBL(PtrTable, $CE800, 2, MyPtr)
#AUTOWRITE(MyPtr, "<End>")

Is there anything I need to add to that, or anything I should change?

 :edit:
OK, Atlas didn't like the #CREATEPTR and the #AUTOWRITE lines. I changed #CREATEPTR like so:
Code: [Select]
#CREATEPTR(MyPtr, "LOROM", $00, 16)
That seemed to work, but I'm not sure if I'm passing Autowrite correctly. I'm going to try something, and if it works I'll post here.

 :edit: 2

Well, THAT failed spectacularly...
« Last Edit: September 30, 2009, 07:18:41 PM by darkmage »

Dragonsbrethren

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Re: FF6 Improvement Project
« Reply #82 on: October 01, 2009, 05:21:04 AM »
SMA should be HIROM for FF6. You should be able to use the standard 16-bit pointer for this game, instead of creating a custom one (the pointer writes are already in the script, so there's no need to automate that). Everything else looks fine, you didn't show your #JMP instruction but I'm guessing you're jumping to the right place, since you had some success in changing it.

darkmage

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Re: FF6 Improvement Project
« Reply #83 on: October 01, 2009, 10:58:56 AM »
SMA should be HIROM for FF6. You should be able to use the standard 16-bit pointer for this game, instead of creating a custom one (the pointer writes are already in the script, so there's no need to automate that). Everything else looks fine, you didn't show your #JMP instruction but I'm guessing you're jumping to the right place, since you had some success in changing it.

Man, I need to get better at reading memory addresses. That looked like LoROM to me...

From what I could tell in the Atlas how-to, JMP doesn't need to be set if it's reading from the activated table. But I'll try that just in case.

 :edit:
SUCCESS! Oh, the script-writing begins in earnest now...   :omghax:
« Last Edit: October 01, 2009, 11:58:29 AM by darkmage »

darkmage

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Re: FF6 Improvement Project
« Reply #84 on: October 02, 2009, 12:39:12 PM »
So! Now that the bulk script changing has been taken care of (though this is not in the scope of my baseline mod), I'm curious. This is what I have so far as far as changing the script from one pointer to the next:
Code: [Select]
//GAME NAME: Final Fantasy III (U)

#VAR(Table, TABLE)
#ADDTBL("ff6_snes_map.tbl", Table)
#ACTIVETBL(Table)
#HDR($200)
#SMA("HIROM")
#JMP($D0826)
#VAR(MyPtr, CUSTOMPOINTER)
#VAR(PtrTable, POINTERTABLE)
#CREATEPTR(MyPtr, "HIROM", $00, 16)
#PTRTBL(PtrTable, $CE800, 2, MyPtr)
#AUTOWRITE(PtrTable, "<End>")

//POINTER #0 @ $CE800 - STRING #0 @ $D0826

#W16($CE800)
A mysterious young woman, controlled by the Empire, and born with the gift of magic…<End>


//POINTER #1 @ $CE802 - STRING #1 @ $D0200

#W16($CE802)
 Biggs<Break>
There's the town…<Wait for key 360 frames><Wait 1 frame><Page>
 Wedge<Break>
Hard to believe they found an intact Esper there, 1000 years after the War of the Magi ended.<Wait for key 360 frames><Wait 1 frame><End>


//POINTER #2 @ $CE804 - STRING #2 @ $D0200

#W16($CE804)
 Biggs<Break>
There's the town…<Wait for key 360 frames><Wait 1 frame><Page>
 Wedge<Break>
Hard to believe they found an intact Esper there, 1000 years after the War of the Magi ended.<Wait for key 360 frames><Wait 1 frame><End>

etc.

Can this script be used to just paste the script strings I need changed instead of needing to go to subsequent strings, or do I need to write individual JMP and WRITE commands for each string I want changed...?

Dragonsbrethren

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Re: FF6 Improvement Project
« Reply #85 on: October 02, 2009, 12:57:07 PM »
No, you only need to JMP at the start of the script. Now, if you used one text file to insert other strings (say item descriptions), you would need another JMP before you started writing those (and change the active table to the one for menus).

darkmage

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Re: FF6 Improvement Project
« Reply #86 on: October 08, 2009, 07:39:01 PM »
OK, vetting the script took a little longer than expected, but the changes I wanted to make are in. Starting the playthrough over, and it may just be my imagination, but it seems there's a bit of delay in the battle script execution now. Not sure why that is...

vivify93

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Re: FF6 Improvement Project
« Reply #87 on: October 08, 2009, 07:53:00 PM »
Not to open a can of worms, but you might consider looking over Lina Darkstar's mini-translation of the game if you haven't already. She highlighted a bunch of nuances lost in Ted Woolsey's work in that playthrough.
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darkmage

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Re: FF6 Improvement Project
« Reply #88 on: October 09, 2009, 10:49:52 AM »
Those weren't the kinds of changes I was making for this mod. I was mainly cleaning up some of the more annoying mistakes and spelling errors, like changing Vicks back to Biggs to restore the Star Wars reference, changing Impresario to Conductor for the Phantom Train, and cleaning up that godawful Sig/Zig/Zieg/Siegfried mess.

But I was planning on making an over-patch with a script overhaul, so I'll take a look at Lina's work to see what I may need to add or what I changed that went off from the spirit of the original.

 :edit:
Now this is funny. Reading Lina's commentary, I'm amazed at how much of this I pulled from what I felt was wrong with the original English script without having read any of the other "official" translations or playing the RPGOne retrans beyond the prologue. There were a few things I didn't get, like how many exclamation points there really are or how often Edgar really is focused on "teh womenz", but that just makes it better.

:edit: 2
Wow...I really like the way the original meeting with Gau was worded. I'll have to see if I can fit all that in the hard-coded battle dialogue...

:edit: 3
Holy crap, it seems like all the battle dialogue sequences were slopped together! So far I'm seeing all sorts of vital details that were left out. I'll see what I can do to fix that.

:edit: 4
Dammit! Now I want to rename Cyan to "Kaien"!
« Last Edit: October 09, 2009, 09:52:01 PM by darkmage »

Tzepish

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Re: FF6 Improvement Project
« Reply #89 on: October 09, 2009, 03:05:20 PM »
BTW, in my old FF6Tweak, I changed all instances of GP to Gil...  and it was easy, because I simply created an "il" letter tile, so I didn't have to expand any instances of GP beyond two bytes.  My "il" tile looked exactly the same as the letters i and l in the variable-width font, but it looked smushed in the menu fonts, but still looked fine.