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Messages - Lenophis

151
Only once have I even tried to deal with a rom in the 6 megabyte range, and it did not go well. I guess check the internal header, see if everything is mapped correctly, run some traces with these other roms that do work, and go from there. One thing I am curious about though, is how you could've used up an entire megabyte with stuff just by expanding from 3 to 4. :omg:

152
Pandora's Box / Re: Nice work!
« on: April 27, 2014, 12:49:34 PM »
A few of the things that surprised me so far I should mention are:

1) The menu disabling during the moogle fight. Great idea, and it's not really a problem since you can gather a lot of potions (around 20) up to that part of the game and use them during the fights.
If you answer "No" to Mog's "Do you think you can handle it?" question, Novalia Spirit appears and mentions that very aspect of the siege.

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2) The fact that Edgar comes with no tool. I couldn't predict this but at least I had bought the BioBlaster, but anyway you can buy the tools after in South Figaro.
I see the Merchant is still a little high on the difficulty still. I think we were going to tone him down some, but I forget where.

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4) My instant death in Narshe's beginner school during Terra scenario.  :hmm:
I'm not that far yet. I'll edit when I see it. :edit: :laugh:

153
Pandora's Box / Re: Nice work!
« on: April 27, 2014, 11:55:06 AM »
I'm only on episode 2 right now, and it's always weird watching others play this. Glad you're enjoying it. :happy:

154
Game Modification Station / Re: FF6 Improvement Project
« on: April 15, 2014, 10:37:26 PM »
You think it's caused by it having a header?
Well, if you're using patches that need a header, and you don't have one, that's a problem. If you're using patches that require no header, but you do have one, it's also a problem.

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I only used the translation patch to tweak dialogue and changed 2 item descriptions. Does that count as a tweak to dialogue?
For the patch, yes. If all you did use was the patch, then you should be fine. When using patches, it's important to make sure editors will still work with the hack. Pandora's Box is notoriously broken in almost every version of FF3usME, as well as the map editors, as one example. In this case, the only way to be sure is to make a backup of the hack, open it and save it with an editor, and then see if it still works.

155
Game Modification Station / Re: FF6 Improvement Project
« on: April 15, 2014, 10:59:15 AM »
This sounds like a header issue. How often were you checking your hack to make sure it was still working as you were moving stuff around? Also, if you used a patch that tweaks dialogue and you made dialogue changes first, you can expect things to explode. Aside from that little to go off of, I have no idea why it's doing that.

156
Drakkhen's MDE should be able to point you to the data. Otherwise you could trace it, but I forget what to look for. :blush:

157
Having zero success with animation stuff, the only thing I can suggest is to look at the Auto Crossbow's data and see if you could use that. :hmm:

158
General Discussion / Re: 4/3/14 Hailstorm ... my poor new car
« on: April 05, 2014, 11:29:32 PM »
That same storm dump a freaking foot of snow on us. :wtf: I want spring already!

159
Game Modification Station / Re: Code improvement
« on: March 29, 2014, 11:00:33 PM »
You could guess with loading from the stack, but there's no way to assure that's 100% accurate. You could do what C1 does, which has routines JSL'ed into, then JSRs to that routine, followed by an RTL. It's a mess. Alternatively, just make it a RTL and always JSL to it.

160
Game Modification Station / Re: FF6 Improvement Project
« on: March 27, 2014, 04:25:16 PM »
I'm not sure how to rate it compared to the original RNG. I guess I should just update the damn thing. :blush:

161
Well, I just tested this patch (for the first time even!) and it works just fine. Maybe some hashes of before and after will help.

v1.0 of the rom, with a header, before the patch is applied:
MD5: b6758a1a18ada0255ec08548a4b42e07
SHA1: 7b426a38cbf8e02eefb18dc0aa5ae8fe6523364d
CRC32: 437e51c3

v1.0 of the rom, with a header, after the patch is applied:
MD5: cdf16efdd7f9bb7c5cbba6af647ac7cc
SHA1: 4c71cf4e30c52a9787f938bd5d69be85a3c50ff5
CRC32: ca7adb94

162
ZED wouldn't release a patch as a joke to the internet. Chances are it's not patched correctly. Or, more accurately, the dialogue changes are what caused the problem. IPS patches are very fickle. Because of your dialogue changes, it is almost 100% certain that ZED's NGP patch will not be compatible with your work. You had this problem with manulowe's "mega patch" back then, too. Have you tried it on a vanilla rom?

163
Game Modification Station / Re: Lufia & the Fortress of Doom
« on: March 19, 2014, 10:05:33 AM »
It's too bad I don't know anything about this game, cause new editors are always nice.

164
Game Modification Station / Re: Code improvement
« on: March 17, 2014, 11:17:30 PM »
Well, since there wasn't really enough VRAM space, we had to load each font individually. We didn't have to calculate anything, since it was faster to just use a LUT.

165
Game Modification Station / Re: Code improvement
« on: March 17, 2014, 12:32:51 PM »
The byte is EB, and the command is XBA. It exchanges the upper and lower accumulator, whether the accumulator is 8 or 16-bit.

Also the TDC instruction can replace the LDA #$0000. I feel kinda stupid posting this thread now...
TDC in this instance will set the 16-bit accumulator to 0. It only does that because the Direct Page register is set to 0.

Also, $150A? Are you tweaking SPC loads?