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Messages - Lenophis

Slick News / Megaman 5
« on: May 31, 2008, 01:38:12 AM »

I have a feeling I goofed, badly. It was recently brought to my attention that the Megaman 5 NSFE was missing a ton of tracks. I then proceeded to check the one I have, and it has 76 tracks, with the sound effects removed from the playlist. However, SonicAndTails insisted that the one the site has is missing a ton of tracks, so I proceeded to download it. I played it, and he was right. It was missing a ton of tracks.

I searched through my email, and found no trace of this submission. To whoever sent it in, I offer my deepest and sincerest apologies for this royal flub.

To that end, the Megaman 5 NSFE has been updated.

Gaming Discussion / Re: Definition of irony (also FFIV trailer)
« on: May 31, 2008, 12:31:19 AM »
Cecil sounds like Crispin Freeman. I knew it.
Quote from: #rpgone in IRC
[22:41:20] <PhantasiaKnights> What the hell?  Was that Yuri Lowenthall as Cecil?
[22:42:41] <Lenophis> =p
[22:42:46] <Lenophis> role doesn't fit him
[22:43:36] <PhantasiaKnights> It's just a guess.
[23:19:17] <Lenophis> haw @ warning
[23:19:50] <Lenophis> it probably won't last long at that rate
[23:32:04] <Lenophis> oh yeah, that's definitely him
[23:33:31] <Lenophis> sounds like Liam (not sure on last name, played Lezard in VP2) as Kain
It really does sound like Yuri.

I wasn't able to pinpoint Rosa, KluYa, or the twins though...

Gaming Discussion / Definition of irony (also FFIV trailer)
« on: May 30, 2008, 11:26:16 PM »
Ok, look at the image (the warning, specifically), then look to see where the image came from and try not to laugh too hard.

Also, for those interested, the link to the trailer.

I don't get it.   :sleep:
Bloody is a troll of trolls, and he's one that says that if you fight any amount of battles other than the absolute minimum, you are grinding and wasting your time.

IIRC, it's either the act of learning spells or stat boosting with espers.
I think it's the stats, but it could be both. He's too confusing to figure out.

Gaming Discussion / The man who invented espertime is at it again
« on: May 26, 2008, 04:37:41 PM »
Bwar, and hilarity ensues.

Slick News / Re: Some news?!
« on: May 25, 2008, 04:29:32 PM »
For those that grabbed the Werewolf NSFE, grab it again. One of the songs wasn't labeled, cause I wasn't sure where it was. Got it now though. :happy:

Slick News / Some news?!
« on: May 25, 2008, 03:23:56 PM »
There haven't been that many updates, and the news is overall kind of slow. But when there are enough updates, then there's news. *goes in circles*

Sliver-X updated Dragoon X Omega II, "hopefully for the last time." There are many bugs fixed with this version, so it'd be best to get the update.

I also made another FF6 patch, "Can't Win for Losing." It addresses item wagering in Dragon's Neck Colliseum.

Gil_Galad also fixed the rip to Werewolf - The Last Warrior, to which I promptly made an NSFE out of.

Jorgur also updated FF5+, so that's worth checking out.

well, snes9xpp SE didn't work. time to re-patch my rom. i also switch ips patchers from snestool to lunarips.  i've read that lunarips is a better utility. comments?
Snestool doesn't utilize RLE compression in patches like most patchers do. Don't use Snestool for patching. LunarIPS will be good til the end of time, or IPS's death, whichever comes first.

also, is bsnes up on zophar?
No. ZD hasn't updated in 3 years, and it's turned itself into a  museum.

DKK beat me to the punch. :tongue:

:happy: I'll have to make sure I have enough when it's out.

General Discussion / Re: The official "Happy Birthday" thread!
« on: May 19, 2008, 01:26:40 AM »
And now it's LeviathanMist's turn! Happy birthday! 21st means get drunk and other nonsense stereotype-things!

General Discussion / Re: The official "Happy Birthday" thread!
« on: May 17, 2008, 01:50:50 AM »
Happy birthday vivify93! :happy:

Gaming Discussion / Re: Movies of playthrus
« on: May 16, 2008, 12:30:30 PM »
Arctic Base, Picked Dry, Ancient China, Frozen Banquet, Frozen Defender, Coldeye Breach, Fractured Coast, Kaer Taul, and Rolling Plains.

King Lettuce made most of them, Frozen Banquet is mine. Lettuce even made a variation of Banquet (Defender), to try and even out the starts a bit. Rolling Plains is probably my favorite of that bunch.

Ok, both replays seem to be desync'ing. Did you use v1.15.2 to make these (it appears you did, but I want to make sure)?

White is stubborn - You sent up 1 marine and 2 SCV's to attack white, and white countered with 13 zealots, to which your base quickly crumbled.

Out of resources - This one didn't seem like it desync'ed, but it did, because teal wound up taking the two expansion spots, and you did seem to keep up with them taking potshots at you. At first, the fastest speed I played it at is fastest x2, but then I tried fastest and even then that didn't work. *is confused*

Based on how the physical damage formula is, it wouldn't make much of a difference if strength could reach 512, since it's mostly based on level. The stat getting that high would be for show in either case. Ideally, you'd want to re-work the physical damage portion, but that's a bit of a headache (just ask Kejardon).

To answer the question, I'm not sure what could be changed to do what you want, since this is a fairly solid section of code... :sad:

Yeah, the damage is based on damage. Good one... :sad:

Game Modification Station / Can't Lose for Winning
« on: May 13, 2008, 01:38:05 AM »
Yep, new patch (and already updated once since it's release). RHDN link, and Slick link. This patch fixes a bug with item wagering at the Dragon's Neck Colliseum.

Quote from: Glitches and Bugs guide
Colosseum steals an item from your 99 stack if you win the same item you bet -

As the title says, get 99 of an item that you get back upon winning the fight at the Colosseum, and proceed to bet it.  Win or lose, you'll have 98 when the fight ends (unless you get sneezed, run, etc.).  It only happens in that specific situation though.  The easiest items to test this with are Fire Knuckles, Tao Robes, and Trumps since you can buy those.

So yeah, fixored. There may be an update in the future though, depends on if Sneeze should really be a factor in you not losing or not. That's currently up for debate. In any event, enjoy. :happy:

Code: [Select]
C3/4F9E: 20B54F  JSR $4FB5
C3/4FA1: A20300  LDX #$0003    (X position of left half of spells)
C3/4FA4: 20C44F  JSR $4FC4     (draws the spell names)
C3/4FA7: E6E5    INC $E5
C3/4FA9: 20B54F  JSR $4FB5
C3/4FAC: A21000  LDX #$0010    (X position of right half of spells)
C3/4FAF: 20C44F  JSR $4FC4     (draws the spell names)
C3/4FB2: E6E5    INC $E5
C3/4FB4: 60      RTS
C3/4FB5: A00700  LDY #$0007    (spell letter length)
C3/4FB8: 84EB    STY $EB
C3/4FBA: A067F5  LDY #$F567    (spell name address)
C3/4FBD: 84EF    STY $EF
C3/4FBF: A9E6    LDA #$E6      (spell name bank)
C3/4FC1: 85F1    STA $F1
C3/4FC3: 60      RTS
Draw a column of spells
C3/4FC4: A5E6    LDA $E6
C3/4FC6: 1A      INC A
C3/4FC7: 209F80  JSR $809F
C3/4FCA: C220    REP #$20      (16 bit memory/accum.)
C3/4FCC: 8A      TXA
C3/4FCD: 8F899E7E STA $7E9E89
C3/4FD1: E220    SEP #$20      (8 bit memory/accum.)
C3/4FD3: A59E    LDA $9E
C3/4FD5: F067    BEQ $503E
C3/4FD7: 20EC50  JSR $50EC     (get the current spell to check)
C3/4FDA: 204D51  JSR $514D     (determine if spells are useable?)
C3/4FDD: 20EC50  JSR $50EC     (get the current spell to check)
C3/4FE0: C9FF    CMP #$FF
C3/4FE2: F036    BEQ $501A     (branch if no spell to draw)
C3/4FE4: 20A250  JSR $50A2     (get spells learned amount)
C3/4FE7: C9FF    CMP #$FF
C3/4FE9: D02F    BNE $501A     (branch if spell is already learned?)
C3/4FEB: 20EC50  JSR $50EC     (get the current spell to check)
C3/4FEE: 206784  JSR $8467     (draw the current spell name)
C3/4FF1: A2929E  LDX #$9E92    (position of MP cost)
C3/4FF4: 8E8121  STX $2181
C3/4FF7: A9FF    LDA #$FF
C3/4FF9: 8D8021  STA $2180     (insert a space)
C3/4FFC: 20EC50  JSR $50EC     (get the current spell to check)
C3/4FFF: 200D51  JSR $510D     (get spell's MP cost)
C3/5002: 20E004  JSR $04E0     (turn MP cost into digits)
C3/5005: A5F8    LDA $F8
C3/5007: 8D8021  STA $2180     (draw tens digit of MP cost)
C3/500A: A5F9    LDA $F9
C3/500C: 8D8021  STA $2180     (draw ones digit of MP cost)
C3/500F: A9FF    LDA #$FF
C3/5011: 8D8021  STA $2180     (insert a space)
C3/5014: 9C8021  STZ $2180
C3/5017: 4CD97F  JMP $7FD9     (draw MP cost)

Blank out the current spell (MP cost and spell learn rate too)
C3/501A: 7B      TDC
C3/501B: A5E5    LDA $E5
C3/501D: AA      TAX
C3/501E: A9FF    LDA #$FF
C3/5020: 9F899D7E STA $7E9D89,X
C3/5024: 20B951  JSR $51B9     (set's the text color to gray among other things)
C3/5027: A00B00  LDY #$000B
C3/502A: A28B9E  LDX #$9E8B    (position of where it is to be blanked)
C3/502D: 8E8121  STX $2181
C3/5030: A9FF    LDA #$FF
C3/5032: 8D8021  STA $2180     (insert a space)
C3/5035: 88      DEY
C3/5036: D0FA    BNE $5032     (do 11 times?)
C3/5038: 9C8021  STZ $2180
C3/503B: 4CD97F  JMP $7FD9     (display the blanked name)

C3/503E: 20EC50  JSR $50EC     (get the current spell to check)
C3/5041: C9FF    CMP #$FF
C3/5043: F0D5    BEQ $501A
C3/5045: 20A250  JSR $50A2     (get spell's learned rate)
C3/5048: C900    CMP #$00      (is it zero?)
C3/504A: F0CE    BEQ $501A     (branch if so)
C3/504C: 20EC50  JSR $50EC     (get the current spell to check)
C3/504F: 206784  JSR $8467     (draw the current spell name)
C3/5052: A2929E  LDX #$9E92    (position of spell progress)
C3/5055: 8E8121  STX $2181
C3/5058: 20EC50  JSR $50EC     (get the current spell to check)
C3/505B: 20A250  JSR $50A2     (get spell's learned rate)
C3/505E: C9FF    CMP #$FF      (is it learned?)
C3/5060: F026    BEQ $5088     (branch if so)
C3/5062: 48      PHA
C3/5063: 20B951  JSR $51B9
C3/5066: A92C    LDA #$2C
C3/5068: 8529    STA $29       (set text color to blue)
C3/506A: A9C7    LDA #$C7      (the "..." character in the font)
C3/506C: 8D8021  STA $2180
C3/506F: 68      PLA
C3/5070: 20E004  JSR $04E0     (turn spell progress into digits)
C3/5073: A5F8    LDA $F8
C3/5075: 8D8021  STA $2180     (draw the tens digit)
C3/5078: A5F9    LDA $F9
C3/507A: 8D8021  STA $2180     (draw the ones digit)
C3/507D: A9CD    LDA #$CD      (the "%" character in the font)
C3/507F: 8D8021  STA $2180
C3/5082: 9C8021  STZ $2180
C3/5085: 4CD97F  JMP $7FD9     (draw the contents of $2180)

C3/5088: A924    LDA #$24
C3/508A: 8529    STA $29       (set text color to...dunno)
C3/508C: 20EC50  JSR $50EC     (get the current spell to check)
C3/508F: 204D51  JSR $514D     (determine if spells are useable?)
C3/5092: A9FF    LDA #$FF
C3/5094: 8D8021  STA $2180
C3/5097: 8D8021  STA $2180
C3/509A: 8D8021  STA $2180
C3/509D: 8D8021  STA $2180     (four spaces, blank out spell's learn rate since it's already learned)
C3/50A0: 80E0    BRA $5082

Get spell's learned amount, or, if it's Gogo, branch below to check everybody
else in the party.
C3/50A2: 85E0    STA $E0
C3/50A4: 20DD4E  JSR $4EDD
C3/50A7: B90000  LDA $0000,Y
C3/50AA: C90C    CMP #$0C
C3/50AC: F017    BEQ $50C5     (Branch if it's Gogo)
C3/50AE: 8D0242  STA $4202
C3/50B1: A936    LDA #$36
C3/50B3: 8D0342  STA $4203
C3/50B6: 7B      TDC
C3/50B7: A5E0    LDA $E0
C3/50B9: C220    REP #$20      (16 bit memory/accum.)
C3/50BB: 6D1642  ADC $4216
C3/50BE: AA      TAX
C3/50BF: E220    SEP #$20      (8 bit memory/accum.)
C3/50C1: BD6E1A  LDA $1A6E,X
C3/50C4: 60      RTS
C3/50C5: 64E1    STZ $E1
C3/50C7: 7B      TDC
C3/50C8: A5E1    LDA $E1
C3/50CA: C528    CMP $28
C3/50CC: F014    BEQ $50E2
C3/50CE: 0A      ASL A
C3/50CF: AA      TAX
C3/50D0: B46D    LDY $6D,X
C3/50D2: F00E    BEQ $50E2
C3/50D4: B90000  LDA $0000,Y
C3/50D7: C90C    CMP #$0C
C3/50D9: B007    BCS $50E2      (Branch if it's Gogo or higher)
C3/50DB: 20AE50  JSR $50AE
C3/50DE: C9FF    CMP #$FF
C3/50E0: F009    BEQ $50EB
C3/50E2: E6E1    INC $E1
C3/50E4: A5E1    LDA $E1
C3/50E6: C904    CMP #$04
C3/50E8: D0DD    BNE $50C7
C3/50EA: 7B      TDC
C3/50EB: 60      RTS
C3/50EC: 7B      TDC
C3/50ED: A5E5    LDA $E5
C3/50EF: AA      TAX
C3/50F0: BF899D7E LDA $7E9D89,X
C3/50F4: 60      RTS
C3/50F5: 48      PHA
C3/50F6: AD1242  LDA $4212
C3/50F9: 2940    AND #$40
C3/50FB: F0F9    BEQ $50F6      (branch if not in H-blank)
C3/50FD: 68      PLA
C3/50FE: 8D1B21  STA $211B
C3/5101: 9C1B21  STZ $211B
C3/5104: A90E    LDA #$0E (14 = width of magic struct)
C3/5106: 8D1C21  STA $211C
C3/5109: 8D1C21  STA $211C
C3/510C: 60      RTS
C3/510D: 48      PHA            (save current spell)
C3/510E: 20F550  JSR $50F5
C3/5111: AE3421  LDX $2134
C3/5114: BFC56AC4 LDA $C46AC5,X  (magic data, MP cost)
C3/5118: 85E0    STA $E0        (store MP cost)
C3/511A: 68      PLA            (get current spell)
C3/511B: C999    CMP #$99       (is the current spell Step Mine?)
C3/511D: D00F    BNE $512E      (branch if not)
C3/511F: AD1B02  LDA $021B
C3/5122: 0A      ASL A
C3/5123: 85E0    STA $E0
C3/5125: AD1C02  LDA $021C
C3/5128: C91E    CMP #$1E
C3/512A: 9002    BCC $512E
C3/512C: E6E0    INC $E0        (add 1 to MP cost)
C3/512E: ADD711  LDA $11D7
C3/5131: 8940    BIT #$40       (Is "reduce MP consumption to 1" bit set?)
C3/5133: F005    BEQ $513A      (this could branch to the BIT #$20...)
C3/5135: 7B      TDC            (to keep the upper 8 bits of A clean...)
C3/5136: A901    LDA #$01       (MP cost is 1)
C3/5138: 8011    BRA $514B
C3/513A: ADD711  LDA $11D7
C3/513D: 8920    BIT #$20       (Is "halve MP consumption" bit set?)
C3/513F: F007    BEQ $5148
C3/5141: 7B      TDC            (to keep the upper 8 bits of A clean...)
C3/5142: A5E0    LDA $E0        (load current MP cost)
C3/5144: 1A      INC A          (add one so it rounds up)
C3/5145: 4A      LSR A          (cut in half)
C3/5146: 8003    BRA $514B
C3/5148: 7B      TDC            (to keep the upper 8 bits of A clean...)
C3/5149: A5E0    LDA $E0        (load MP cost)
C3/514B: AA      TAX            (transfer MP cost to X)
C3/514C: 60      RTS
C3/514D: C92A    CMP #$2A
C3/514F: F02A    BEQ $517B      (branch if spell is Warp)
C3/5151: C912    CMP #$12
C3/5153: F019    BEQ $516E      (branch if spell is X-zone)
C3/5155: 20F550  JSR $50F5
C3/5158: AE3421  LDX $2134
C3/515B: BFC36AC4 LDA $C46AC3,X  (Magic data, where used/damage type)
C3/515F: 2901    AND #$01
C3/5161: F009    BEQ $516C      (this can BRA to $51B9 just as easily)
C3/5163: 20EC50  JSR $50EC      (get the current spell to check)
C3/5166: 200D51  JSR $510D      (get MP cost)
C3/5169: 4C8851  JMP $5188      (BRA would work here)

C3/516C: 804B    BRA $51B9
C3/516E: 85E3    STA $E3
C3/5170: AD0102  LDA $0201      (load availability bits)
C3/5173: 8901    BIT #$01       (check for...?)
C3/5175: F0F5    BEQ $516C      (branch if not able to, and really, it can branch to $51B9 from here on its own easily enough)
C3/5177: A5E3    LDA $E3
C3/5179: 80DA    BRA $5155
C3/517B: 85E3    STA $E3
C3/517D: AD0102  LDA $0201
C3/5180: 8902    BIT #$02      (check for Warp useage)
C3/5182: F0E8    BEQ $516C     (branch if you can't Warp)
C3/5184: A5E3    LDA $E3
C3/5186: 80CD    BRA $5155
C3/5188: 86E2    STX $E2
C3/518A: 20DD4E  JSR $4EDD
C3/518D: B91400  LDA $0014,Y (Statuses)
C3/5190: 2920    AND #$20
C3/5192: F007    BEQ $519B
C3/5194: 20EC50  JSR $50EC     (get the current spell to check)
C3/5197: C923    CMP #$23
C3/5199: D01E    BNE $51B9     (branch if spell is Imp)
C3/519B: C220    REP #$20      (16 bit memory/accum.)
C3/519D: B90D00  LDA $000D,Y
C3/51A0: 85E0    STA $E0
C3/51A2: E220    SEP #$20      (8 bit memory/accum.)
C3/51A4: A6E2    LDX $E2
C3/51A6: E4E0    CPX $E0
C3/51A8: F002    BEQ $51AC
C3/51AA: B00D    BCS $51B9      (branch if spell isn't useable)
C3/51AC: 7B      TDC
C3/51AD: A5E5    LDA $E5
C3/51AF: AA      TAX
C3/51B0: A920    LDA #$20
C3/51B2: 8529    STA $29        (set text color to white)
C3/51B4: 9F099E7E STA $7E9E09,X
C3/51B8: 60      RTS
C3/51B9: 7B      TDC
C3/51BA: A5E5    LDA $E5
C3/51BC: AA      TAX
C3/51BD: A928    LDA #$28
C3/51BF: 8529    STA $29        (set text color to gray)
C3/51C1: 9F099E7E STA $7E9E09,X
C3/51C5: 60      RTS
C3/51C6: A920    LDA #$20
C3/51C8: 8529    STA $29        (set text color to white)
C3/51CA: C220    REP #$20       (16 bit memory/accum.)
C3/51CC: A9BF81  LDA #$81BF     (position of MP cost)
C3/51CF: 8F899E7E STA $7E9E89
C3/51D3: E220    SEP #$20       (8 bit memory/accum.)
C3/51D5: A28B9E  LDX #$9E8B     (where to look in VRAM)
C3/51D8: 8E8121  STX $2181
C3/51DB: 7B      TDC
C3/51DC: A54B    LDA $4B
C3/51DE: AA      TAX
C3/51DF: BF899D7E LDA $7E9D89,X
C3/51E3: 200D51  JSR $510D      (get MP cost)
C3/51E6: 20E004  JSR $04E0      (turn MP cost into digits)
C3/51E9: A5F8    LDA $F8
C3/51EB: 8D8021  STA $2180
C3/51EE: A5F9    LDA $F9
C3/51F0: 8D8021  STA $2180      (MP cost in the upper right hand corner of the menu)
C3/51F3: 9C8021  STZ $2180
C3/51F6: 4CD97F  JMP $7FD9

What you seek is at C3/5070, as you'll need to insert a couple extra instructions (LDA $F7, STA $2180) after the JSR $04E0, to get 3 digits displayed. This may cause some bleeding in certain situations, so you may need to insert an extra STA $2180 at C3/5094 to clean it up.

If you have any further questions, feel free to ask.