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Messages - Lenophis

1626
General Discussion / NoScript finally bitten...
« on: December 12, 2007, 12:38:24 PM »
I just saw an ad, and when I went to block it, this is the url that was given:

http://cdn1.eyewonder.com/200125/752618/936288/NOSCRIPTfailover.jpg

:sad:

1627
Pandora's Box / Re: Our Christmas present to you
« on: December 11, 2007, 01:14:09 AM »
The votes will be added up, and the winner will be decided after the final tally.

1628
General Discussion / Re: Went to my first NHL game!
« on: December 11, 2007, 12:06:13 AM »
Man, if you only knew how awsome it was for those of you who haven't ever seen a live hockey game.
I played hockey for two years, and I know how exciting it can be. That's why I try to watch the Wild whenever I can. Chances are, I won't be able to see them in person any time in the near future, so I'll settle for what little TV time I get.

Quote
I want to go see a playoff game now, since playoff hockey is generally considered to be some of the best sporting events you can see in person.
The chase for Lord Stanley's cup is by and large the best playoff race of the four sports. After that it's the NFL, then I'm not sure between MLB and the NBA. NBA playoffs are far too long, and MLB doesn't have enough drama to it.

If you get a chance to see a playoff game, then you will be greatly impressed. :happy:

1629
Pandora's Box / Re: Our Christmas present to you
« on: December 10, 2007, 12:22:40 PM »
The game is controlled by events, for the most part. To get some dialogue displayed, it needs an event command. The same goes with making a sprite laugh, jump, look up, down, or even walk in a given direction.

1630
Pandora's Box / Our Christmas present to you
« on: December 10, 2007, 02:21:55 AM »
Ok everybody. In the spirit of Christmas, we've decided to reveal something new to everybody. However, we were completely torn in what to reveal, so we leave the decision of what to reveal up to you. You have 6 choices, and the polls will be open until Christmas Eve, so don't slack off now.

1631
The song Replaces Singing Mountain
What!? You replaced Singing Mountain? You make Cyan cry. :sad:

Oh yeah, good job on the import, too. :wink:

1632
Gaming Discussion / Re: Movies of playthrus
« on: December 08, 2007, 01:25:07 PM »
[spoiler=Part 5 Commentary]LOCKE's scenario. I almost died against TunnelArmr somehow.[/spoiler]
I think I know why. You seemed to have forgotten how Runic works. It will remain in effect until it absorbs a spell or until Celes enters another command.

Part 5 and part 6 each desync'ed, though replaying part 5 did fix it.

Your strategies have been vastly different than mine, and it's encouraging to see this game being played another way. :happy:

1633
Final Fantasy IV Research & Development / Re: FF4 code griping thread
« on: December 08, 2007, 12:02:47 PM »
Ok, I've come up with a very simple multiplication routine:

Code: [Select]
01/902B: 2060DE  JSR $DE60      (this used to be the three ASL's)
01/902E: EA      NOP
01/902F: EA      NOP            (this was the ADC)

01/DE60: E220    SEP #$20
01/DE62: 8F024200 STA $004202    (store item index)
01/DE66: A90A    LDA #$0A       (our multiplier, this makes items 10 characters, 9 + icon)
01/DE68: 8F034200 STA $004203    (store the multiplier)
01/DE6C: EA      NOP
01/DE6D: EA      NOP
01/DE6E: EA      NOP
01/DE6F: EA      NOP
01/DE70: C220    REP #$20
01/DE6E: AF164200 LDA $004216    (A now contains our current item index)
01/DE73: 60      RTS

The location for the math routine is at 0xDE60 (add 0x200 if your file has a header). It was the only place within JSR range, though I had room for a JSL.

One thing to note, with this new system, the current location of the item names are no longer valid. They'll need to be moved elsewhere. Expanding is a possibility, just make sure you know where to put them. This won't do much for battles, although a thought occurs. You can do what we did with items, make 2 lists. A 13 letter list and a 16 letter list. The 13 letter list is used for places that obviously can't fit the 16 letter list. The only thing you'd need to do is know when a specific list can be used.

Also, this is untested, though I'm fairly confident that new routine is within range to be JSR'ed to.

Lastly, if you want to expand the names farther, just change the multiplier (LDA #$0A).

--Edit--
I forgot one thing:

Code: [Select]
$01/9045 A9 08       LDA #$08                A:0004 X:000A Y:0046 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0776 VC:013 00 FL:08
$01/9047 85 45       STA $45    [$00:0145]   A:0008 X:000A Y:0046 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0792 VC:013 00 FL:08
That LDA needs to be changed to 1 less than what your new multiplier is. That value is when the game knows to stop drawing letters.

1634
Pandora's Box / Re: Suggestions
« on: December 08, 2007, 11:31:53 AM »
...and it makes for terrible game balance.
Hence the complete overhaul in the balance. Trust me, everything is being taken into account for every character. :wink:

1635
Final Fantasy IV Research & Development / Re: FF4 code griping thread
« on: December 08, 2007, 02:56:51 AM »
Ok, I found something that looks like it's drawing the item screen:

Code: [Select]
$01/9066 5A          PHY                     A:0001 X:1440 Y:0044 D:0100 DB:7E S:02E9 P:envMxdIzcHC:0070 VC:013 00 FL:08
$01/9067 5A          PHY                     A:0001 X:1440 Y:0044 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0100 VC:013 00 FL:08
$01/9068 80 B3       BRA $B3    [$901D]      A:0001 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:envMxdIzcHC:0130 VC:013 00 FL:08
$01/901D 85 43       STA $43    [$00:0143]   A:0001 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:envMxdIzcHC:0152 VC:013 00 FL:08
$01/901F C2 20       REP #$20                A:0001 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:envMxdIzcHC:0176 VC:013 00 FL:08
$01/9021 A5 29       LDA $29    [$00:0129]   A:0001 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:envmxdIzcHC:0198 VC:013 00 FL:08
$01/9023 18          CLC                     A:B600 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:eNvmxdIzcHC:0230 VC:013 00 FL:08
$01/9024 69 40 00    ADC #$0040              A:B600 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:eNvmxdIzcHC:0244 VC:013 00 FL:08
$01/9027 85 1D       STA $1D    [$00:011D]   A:B640 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:eNvmxdIzcHC:0268 VC:013 00 FL:08
$01/9029 A5 43       LDA $43    [$00:0143]   A:B640 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:eNvmxdIzcHC:0300 VC:013 00 FL:08
$01/902B 0A          ASL A                   A:0001 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:envmxdIzcHC:0332 VC:013 00 FL:08
$01/902C 0A          ASL A                   A:0002 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:envmxdIzcHC:0346 VC:013 00 FL:08
$01/902D 0A          ASL A                   A:0004 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:envmxdIzcHC:0360 VC:013 00 FL:08
$01/902E 65 43       ADC $43    [$00:0143]   A:0008 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:envmxdIzcHC:0374 VC:013 00 FL:08
$01/9030 AA          TAX                     A:0009 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:envmxdIzcHC:0406 VC:013 00 FL:08
$01/9031 E2 20       SEP #$20                A:0009 X:0009 Y:0044 D:0100 DB:7E S:02E5 P:envmxdIzcHC:0420 VC:013 00 FL:08
$01/9033 7A          PLY                     A:0009 X:0009 Y:0044 D:0100 DB:7E S:02E5 P:envMxdIzcHC:0442 VC:013 00 FL:08
$01/9034 BF 00 80 0F LDA $0F8000,x[$0F:8009] A:0009 X:0009 Y:0044 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0478 VC:013 00 FL:08
$01/9038 91 1D       STA ($1D),y[$7E:B684]   A:0029 X:0009 Y:0044 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0534 VC:013 00 FL:08
$01/903A C8          INY                     A:0029 X:0009 Y:0044 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0574 VC:013 00 FL:08
$01/903B A5 DB       LDA $DB    [$00:01DB]   A:0029 X:0009 Y:0045 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0588 VC:013 00 FL:08
$01/903D 05 34       ORA $34    [$00:0134]   A:0004 X:0009 Y:0045 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0612 VC:013 00 FL:08
$01/903F 91 29       STA ($29),y[$7E:B645]   A:0004 X:0009 Y:0045 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0652 VC:013 00 FL:08
$01/9041 91 1D       STA ($1D),y[$7E:B685]   A:0004 X:0009 Y:0045 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0708 VC:013 00 FL:08
$01/9043 C8          INY                     A:0004 X:0009 Y:0045 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0748 VC:013 00 FL:08
$01/9044 E8          INX                     A:0004 X:0009 Y:0046 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0762 VC:013 00 FL:08
$01/9045 A9 08       LDA #$08                A:0004 X:000A Y:0046 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0776 VC:013 00 FL:08
$01/9047 85 45       STA $45    [$00:0145]   A:0008 X:000A Y:0046 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0792 VC:013 00 FL:08
$01/9049 BF 00 80 0F LDA $0F8000,x[$0F:800A] A:0008 X:000A Y:0046 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0816 VC:013 00 FL:08
$01/904D 20 34 8E    JSR $8E34  [$01:8E34]   A:0047 X:000A Y:0046 D:0100 DB:7E S:02E7 P:envMxdIzcHC:0856 VC:013 00 FL:08

$01/9050 91 29       STA ($29),y[$7E:B646]   A:47FF X:000A Y:0046 D:0100 DB:7E S:02E7 P:envMxdIzCHC:1156 VC:013 00 FL:08
$01/9052 EB          XBA                     A:47FF X:000A Y:0046 D:0100 DB:7E S:02E7 P:envMxdIzCHC:1196 VC:013 00 FL:08
$01/9053 91 1D       STA ($1D),y[$7E:B686]   A:FF47 X:000A Y:0046 D:0100 DB:7E S:02E7 P:envMxdIzCHC:1232 VC:013 00 FL:08
$01/9055 E8          INX                     A:FF47 X:000A Y:0046 D:0100 DB:7E S:02E7 P:envMxdIzCHC:1272 VC:013 00 FL:08
$01/9056 C8          INY                     A:FF47 X:000B Y:0046 D:0100 DB:7E S:02E7 P:envMxdIzCHC:1286 VC:013 00 FL:08
$01/9057 A5 DB       LDA $DB    [$00:01DB]   A:FF47 X:000B Y:0047 D:0100 DB:7E S:02E7 P:envMxdIzCHC:1300 VC:013 00 FL:08
$01/9059 05 34       ORA $34    [$00:0134]   A:FF04 X:000B Y:0047 D:0100 DB:7E S:02E7 P:envMxdIzCHC:1324 VC:013 00 FL:08
$01/905B 91 29       STA ($29),y[$7E:B647]   A:FF04 X:000B Y:0047 D:0100 DB:7E S:02E7 P:envMxdIzCHC:1364 VC:013 00 FL:08
$01/905D 91 1D       STA ($1D),y[$7E:B687]   A:FF04 X:000B Y:0047 D:0100 DB:7E S:02E7 P:envMxdIzCHC:0052 VC:014 00 FL:08
$01/905F C8          INY                     A:FF04 X:000B Y:0047 D:0100 DB:7E S:02E7 P:envMxdIzCHC:0092 VC:014 00 FL:08
$01/9060 C6 45       DEC $45    [$00:0145]   A:FF04 X:000B Y:0048 D:0100 DB:7E S:02E7 P:envMxdIzCHC:0106 VC:014 00 FL:08
$01/9062 D0 E5       BNE $E5    [$9049]      A:FF04 X:000B Y:0048 D:0100 DB:7E S:02E7 P:envMxdIzCHC:0144 VC:014 00 FL:08

$01/9064 7A          PLY                     A:FF04 X:0012 Y:0056 D:0100 DB:7E S:02E7 P:envMxdIZCHC:0498 VC:018 00 FL:08
$01/9065 60          RTS                     A:FF04 X:0012 Y:0044 D:0100 DB:7E S:02E9 P:envMxdIzCHC:0534 VC:018 00 FL:08

Those three ASL's and the subsequent ADC is the multiplying. ASL x 3 is the same as multiplying by 8, and adding itself seems to be the 9. That holds true in this case, since the item ID number is 1.

Code: [Select]
$01/902B 0A          ASL A                   A:0001 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:envmxdIzcHC:0332 VC:013 00 FL:08
$01/902C 0A          ASL A                   A:0002 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:envmxdIzcHC:0346 VC:013 00 FL:08
$01/902D 0A          ASL A                   A:0004 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:envmxdIzcHC:0360 VC:013 00 FL:08
$01/902E 65 43       ADC $43    [$00:0143]   A:0008 X:1440 Y:0044 D:0100 DB:7E S:02E5 P:envmxdIzcHC:0374 VC:013

In case it wasn't clear, that's your multiplier. That only gives you 5 bytes to work with, it's probably not going to be easily expanded on here.

If you're wondering where this is in the actual file, it's at 0x901D (add 0x200 if you have a header).