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Messages - Lenophis

166
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:

167
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

168
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?

169
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.

170
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.

171
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?

172
Why would you want to convert them to fixed length? Varying length gives so much flexibility. :hmm:

173
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?

174
General Discussion / Re: The youtube thread
« on: February 24, 2014, 07:16:58 PM »

175
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!

176
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.

177
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.

178
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.

179
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.

180
General Discussion / Re: The youtube thread
« on: February 10, 2014, 09:51:39 AM »
I was linked this yesterday, and it is freaking hilarious.