Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Lenophis

166
Why would you want to convert them to fixed length? Varying length gives so much flexibility. :hmm:

167
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?

168
General Discussion / Re: The youtube thread
« on: February 24, 2014, 07:16:58 PM »

169
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!

170
Game Modification Station / Re: Final Fantasy I NES assistance needed
« on: February 22, 2014, 11:38:34 PM »
What you just described would rely on tables. You need a level to compare against or index, as well as a job.

171
Game Modification Station / Re: Final Fantasy I NES assistance needed
« on: February 22, 2014, 12:47:33 PM »
-I'd like to alter the character creation screen to only allow 1 or 2 characters for the party and not four.
Without having looked at the code, this should be doable.

Quote
-Is it possible to expand the item/weapon/armor names to 8+1 digits?  8 digits for name 1 digit for icon.
I believe this will be the easiest thing to do that you want. It's a matter of expanding the text (effortless, FFHackster has no limits on names for the equipment), tweaking a couple things in the equipment menus, and then just redoing all the text. By that I mean possible doing DTE for all the text with this patch. I guess the description for that is wrong, it generally enables DTE in battles, not just for monster names.

Quote
-Expand the levels for the characters to 99 instead of 50?  Is the EXP/level data hard coded or are there pointers?
You would need to add 49 more levels worth of experience, class level, and HP/MP growth tables. It would effectively double the size of that chunk of data. Definitely possible, but it would take a chunk of work, and you have the problem of it breaking FFHackster.

172
General Discussion / Re: Site Outages
« on: February 22, 2014, 12:38:23 PM »
If you guys could please indicate the time zone as well, it would be tremendously helpful.

173
General Discussion / Re: Gamefaqs + eternal stupidity
« on: February 22, 2014, 12:36:42 PM »
Just ugh. This post specifically, too. While there is a degree of truth with his counterargument, the "You are assuming that game events always work 100% of the time without any possible hitch." line, I think he fails to see that if the events didn't work 100% of the time, the game would not be playable.

By the way, as for the "softlock" in the twitch highlight, I suspect that the event was interrupted by NMI, and then parsed incorrectly as a result. Locke did a different movement script, and the game waited for it to finish before continuing, as it should.

174
General Discussion / Re: The youtube thread
« on: February 10, 2014, 09:51:39 AM »
I was linked this yesterday, and it is freaking hilarious.

175
General Discussion / Re: NFL season 2013-2014 week 21 (playoffs?!)
« on: February 03, 2014, 06:07:13 PM »
Nope, I was paid my regular rate. We didn't even have a TV or a radio last night, either. Was odd, because we were constantly asked about how the game was, too. :tongue:

176
General Discussion / Re: NFL season 2013-2014 week 21 (playoffs?!)
« on: February 02, 2014, 10:57:43 PM »
I was at work, so I missed the game. Although it definitely looks like I didn't miss anything at all.

177
General Discussion / Re: NFL season 2013-2014 week 21 (playoffs?!)
« on: February 02, 2014, 12:08:04 AM »
Juggernaut offense vs juggernaut defense. Classic tale, therefore, Seahawks win.

178
Gaming Discussion / Re: Gaming Progress Thread
« on: January 26, 2014, 11:06:12 AM »
Hades and Dazers never miss, or perhaps I'm misinterpreting your statement?

179
Gaming Discussion / Re: Gaming Progress Thread
« on: January 25, 2014, 08:53:58 AM »
I'm not entirely a fan of the Dazers trick unless you combine W-Item (Dazers+Megalixir or some combo to stay productive while the monster is trying to break out, but not). I do like leading off with Hades+Phoenix...
It's no trick. He's weak to being paralyzed, which Hades and the Dazers do. Perhaps I should show you how much you could beat him down? Turns out I already have a video of Ruby already. :tongue:

I'll edit later with games I've been playing, hooray 14 hours of work...

180
Game Modification Station / Re: Monster summon casting (FF3us)
« on: January 19, 2014, 03:09:52 AM »
If the "Need MP!" message is appearing, then by some calculation or another, it is determining that the character doesn't have the MP necessary to cast. Although, if it costs 0, it's odd how that would fail. Have you tried tracing the CAAM and seeing what HP/MP is? It's possible that their MP isn't being loaded into whatever buffer the CAAMs use. It's also possible that the MP isn't being looked at.

To cover all bases, what commands do these characters have? If Magic or Lore aren't present, MP will not be loaded into the character's buffer.