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Messages - Lenophis

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.

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:

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:

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!

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.

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:

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

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?

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.

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.

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?

Why would you want to convert them to fixed length? Varying length gives so much flexibility. :hmm:

Game Modification Station / Re: FF6 Improvement Project
« on: March 07, 2014, 09:22:44 AM »
Having had to deal with dialogue issues, I took a rather drastic approach and converted the dialogue to 24-bit pointers for Pandora's Box. That had the very unfortunate side-effect of breaking FF3usME. We had to put a lot of work in so we could use Atlas. Was well worth it, since it gave us unlimited space and dialogue entries to use.

Unfortunately, I have never researched pointers for FF6, and I have not had a chance to study them and build a reference table to change all the rest of the changed pointers to the new dialogue locations. This is why the King of Vanity scene hangs, right when it's about to start a new line of dialogue.
I don't recall the workings of this patch, does it add a new line of dialogue?

General Discussion / Re: The youtube thread
« on: February 24, 2014, 07:16:58 PM »

Game Modification Station / Re: Monster summon casting (FF3us)
« on: February 22, 2014, 11:40:43 PM »
I'm not sure what ram the CAAMs use, so the best I could say is to do a read on the current HP when battle loads, then read the battle buffer. I don't know if it goes somewhere else, but there's only one way to find out!