øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=262;area=showposts;start=30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexfbb3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=262e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexfbb3.html.zxˆh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰ0SɹOKtext/htmlISO-8859-1gzip@øÕɹÿÿÿÿÿÿÿÿTue, 10 Mar 2020 22:44:47 GMT0ó°° ®0®P®€§²ð®‡h^ÿÿÿÿÿÿÿÿx'ɹ Show Posts - Madsiur

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Messages - Madsiur

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31
Game Modification Station / Re: Opened eyes Terra Fix
« on: December 18, 2016, 09:49:30 AM »
that was my view, yes.  she is slightly responsive to start, after all.  perhaps add a check of Variable $1E8A, bit 3.  but as 13375K31C43R suggested, you might also need to check for later developments in the game.

I agree with Leet's position for later developments, which I did not had in mind last night. I'll go back and check what is her state in vanilla game. Even if she has her eyes opened before talking to Ramuh, I suspect her "crisis" drained her of her energy, putting her in a more "resting state" a bit in a way like people having epilepsy are totally drained and need to rest after a crisis. Going out the door and coming back shouldn't give her the time of being in a more responsive state.


i wonder how many starting poses they could have given her in the NPC data.  "Graph. index" (whatever that is) only seems to be 0 to 3 (really, 0 or 3) in the table, so that must not give much control..  i dunno whether it's pose-related, anyway.

Yes, they are poses but the more generic "face-up", "face down", "face left" and "face right". There was probably not enough cases of static special pose to add more to the NPC data. Rachel sprite is one that comes to mind, it is probably set in the entrance event too.

32
Game Modification Station / Opened eyes Terra Fix
« on: December 17, 2016, 10:42:02 PM »
I've came up with an event fix for the "bug" mentioned here.

Quote:
When you first reach Terra in Zozo, she's laying in bed with her eyes open. Then during the conversation with Ramuh, she thrashes around, and the party helps her back into bed to recuperate, with her eyes now closed. However, should you leave the room and re-enter, even before getting the Magicite or talking to your comrades, her eyes will be open again. This despite her being equally unresponsive when talked to and the party's dialogue not changing. While I can't rule out it being intentional, it's probably just a side effect of the NPC's startup pose having open eyes.

This patch fix the "bug" by adding an action to NPC $10 (Terra) giving her the closed eyes pose between the time you talk to Ramuh and the time you come back to Zozo after the Magitek Factory. This change is logical with the following argument; Enough time has passed in order for Terra to potentially "recover" and this time is more significant than stepping outside a door and coming back.

The ALT patch is an alternate patch that will make Terra open her eyes when Locke present her Maduin magicite, right after he exclaim himself "Magicite!". This version of the patch is logical with the theory that Maduin Magicite has enough power to wake Terra up because of the bond she shares with him.

Since the original entrance event is only 4 bytes, the following entrance event (map $E8 at CA/F008) was moved and started a few bytes forward in order to make possible a subroutine call for the entrance event we wanted to originally modify. New and extra code is moved to free space D1/F9D0 and cover $19 bytes. The ALT patch take $25 bytes of free space.

One could argue whether this is or not a bug or if the opened eyes were intended. However, the patch falls into the category of things "that make more sense" or at least as a logical tweak. I don't think there is any other way of doing this modification.

:edit: (1): Maybe the opened eyes were intended before she crashes all over the room but not really after she goes back in bed?

:edit: (2): Added new patch version and description.

:edit: (3): Removed event bit check from original patch and included alternate patch.

:edit: (4): Uploaded v1.3

Code: [Select]
Code Changes
------------
; map $E2 entrance event
CA/F004: B2 D9 F9 07        ; Call subroutine $D1F9D9
CA/F008: 60 0E 08           ; Change background layer $0E to palette $08
CA/F00B: FE                 ; Return

; map $E8 entrance event   
CA/F00C: B2 D0 F9 07        ; Call subroutine $D1F9D0
CA/F010: FE                 ; Return

; Free space code
D1/F9D0: F6 81 10 FF                ; Change volume of currently playing song to $FF, transition time 16
D1/F9D4: B2 E1 C8 00                ; Call subroutine $CAC8E1
D1/F9D8: FE                         ; Return

D1/F9D9: C1 53 00 14 03 E5 F9 07    ; If we have not spoke to Ramuhnad or Terra NPC is hidden, return (D1/F9E5), else continue
D1/F9E1: 10 82 13 FF                ; Set NPC $10 pose to eyes closed
D1/F9E5: FE                         ; Return

ALT Patch extra code
--------------------
; Zozo event (after two cranes)
CA/C4C0: B2 EF F9 07        ; Call subroutine $D1F9EF

CA/C512: B2 E6 F9 07        ; Call subroutine $D1F9E6

; Free space code
D1/F9E6: 10 82 01 FF        ; Set NPC $10 pose to eyes opened
D1/F9EA: 01 82 23 FF        ; Character $01 turn left
D1/F9EE: FE                 ; Return

D1/F9EF: 10 02 13 FF        ; Set NPC $10 pose to eyes closed
D1/F9F3: DD 1A              ; Clear event bit $61A
D1/F9F5: DD 19              ; Clear event bit $619
D1/F9F7: FE                 ; Return

33
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: December 16, 2016, 01:54:46 AM »
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.

I might be able to pull this off, now that menu editing has been greatly made easier with your work. It worth a shot. I just need to think of the layout and if I'll use a form of array presentation with status icons...

34
Game Modification Station / Re: New bank C3 disassembly, and related docs
« 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!

35
Game Modification Station / Re: New patch: Loud Music Bug fix
« on: December 10, 2016, 11:07:44 PM »
In other news, my website is getting a massive overhaul because I'm adding a more professional look-and-feel.

I like the new look of your site. The comment widget could definitely use some CSS to integrate it more with the rest of the design and you probably already have plan for this...

Also, the link to ManuLowe page gives a 404 error and a robot.txt file disable its viewing on internet archive. Is this the page you intended to link? http://manuloewe.de/main/index.php?/pages/bugfix.html

36
Game Modification Station / Re: New patch: Overhead Bug fix
« on: December 09, 2016, 08:01:58 AM »
Regarding the NPC editor in FF6LE, from what I recall noticing way back when it was released, the author just used Imzogelmo's NPC Data List, combined with a list of findings I sent him during my early work on bank C0. I don't think any research was actually made prior to the editor's release.

I could be wrong but giangurgolo & Omega are more SMRPG experts I think. FF6LE was born from the same base as Lazy Shell feature-wise. FF6 was another RPG with good documentation they were able to build an editor for in a decent amount of time.

37
Game Modification Station / Re: New bank C3 disassembly, and related docs
« 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...

38
A simple workaround would be to trigger a fade-in whenever the font is changed, which is what Pandora's Box does.

Right now the forced V-Blank does a quick black flickering which is ok also but I'll try your DMA solution for the learning aspect and check what it looks like. I spent a few hours asking myself what was wrong with my VRAM writing until I found out of V-Blank and H-Blank incidence. I'll remember from now on!

39
Currently, I don't have a way of dealing with L1 and L2 tiles, ladders, and the like, and I don't have any ideas in that regard. How does yours handle those?

I have not coded this yet but I was thinking mapping into an array each room with L1 tiles ID. Another arrays would be the corresponding L2 tiles, this one would be generated from single L1 tile appearance or combination of L1 tiles appearance (like a ceiling corner facing down the map). This would require to map each tileset and identify a lot of combinations prior to the room generation. Same principle would go for tables with chairs, beds, etc. I think this method will be a lot of preparation work on each tileset but I don't really see another way of doing it.

40
Game Modification Station / VRAM updating (FF6 FWF font) **semi-solved**
« on: December 08, 2016, 03:23:47 AM »
I'm having a font selector in config menu like this. However it only update the menu partially:



basically I'm doing this when selecting the option:

Code: [Select]
STA !SRAM      ; Set option
JSR $6B13         ; BG3 font GFX
JSR $6B37 ; BG1 font GFX
JSR $389E      ; Draw menu, etc.
JMP DrawFontOpt ; Draw "Default", "GBA" when changing option

$6B13 and $6B37 have been modified to take in account an offset from a table to pull the right font. I check the VRAM with bsnes+ and BG1 and BG3 fonts are only partially updated if not at all in the case of one of the two. Going back to main menu does not change anything. However, entering main menu from a map does show the right font everywhere and VRAM is also correct in this regard. I don't understand because the code go through the same $6B13 and $6B37 functions. I tried numerous thing I won't enumerate but it seems something is done when entering main after loading GFX that I can't replicate here.

Any idea of solution? Thanks!

 :edit: I got a working solution by forcing a V-Blank but would there be a smoother way of doing it without seeing the screen flashing (refreshing)?

Code: [Select]
REDRAW:
LDA #$8F       
STA $2100           ; Force V-Blank
JSR $6B13           ; BG3 font GFX
JSR $6B37           ; BG1 font GFX
JMP DrawFontOpt     ; Draw "Default", "GBA" when changing option

41
And if you like the crazy antics of The Maniac, then you'll be pleased to know that a sequel is already in the works, based on another timeless Gamy Boy classic - The Legend of Zelda: Link's Awakening DX.

Do you know if there is a ROM map for this game, even a partial one? I haven't checked DataCrystal yet, but someone was mentioning this game lacked a randomizer so I was wondering if it was because this game is poorly documented of simply because of lack of interest...

42
Game Modification Station / Re: New bank C3 disassembly, and related docs
« 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.

43
As I said on RHDN I really like the idea of this project.

I'd like to attempt this for FF6. I have most of the technicalities covered except efficient random generation of non-square rooms (with correct L1 & L2 tiles). Do you have a set of predefined room patterns that you give optionally some variations to have many different ones or does your random rooms are 100% generated by algorithms?

I'm just trying to find the best way to do this and currently there is a bit of head scratching.

44
Game Modification Station / Re: New bank C3 disassembly, and related docs
« 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.

45
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: November 28, 2016, 01:09:59 PM »
This is a neat patch. I use $1440 myself in a improvement customization patch but I'll change this to a scratchpad RAM value.

As for SRAM, I think potential conflicts are unavoidable. My FF6LE CE version use $1E1D-$1E3D for treasure bits expansion (optional) and I think there are other improvement patches that use some significant SRAM portion you mentioned, not to mention a lot of hacks reorganize SRAM to their needs. At this point you can't really consider all those when using SRAM, this is why I say conflicts are unavoidable. It's more on the patch/editor user end to decide what he wants to include in his hack.

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