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Messages - Lenophis

1681
General Discussion / Re: Soundtrack haxxing
« on: November 21, 2007, 01:31:24 AM »
Not when the song is in a streamed format (MP3, OGG, etc), unfortunately. I'd love for a sequenced format (DSSF), but I don't think my machine could even handle it. :sad:

1682
General Discussion / Frank TV
« on: November 21, 2007, 01:13:10 AM »
I managed to catch the premiere tonight, and I must say I was impressed with it. It's a little gimmicky, but there's enough comedy to make up for that. Did anybody else catch it?

1683
Pandora's Box / Re: Suggestions
« on: November 20, 2007, 03:44:26 PM »
Suggestion: Put me on the credits screen for help in the name length in the menu as well as my SPC godliness.
As much as you think the splash screen is the credits screen, it isn't. However, if we can figure out how to freely edit the LZ-compressed screens (opening credits and ending credits, etc) then I guarantee your name will be there, along with everybody else that's helped out with this insane project.

1684
Pandora's Box / Re: Suggestions
« on: November 20, 2007, 12:09:17 PM »
Night/Day cycle for the world map would be cool. Night/Day cycle for every outdoor or above ground map in the game would be really cool.
The palettes for the maps would not be as kind to us.

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A submarine that lets you travel around another undersea world map would be really cool.
That would involve adding new maps, which we haven't figured out how to do.

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Also, would it be possible to add in some guns to the airships that you could shoot in real time? just as a gimmick?
No. First, what's the point? Second, what logical reason would there be for it?

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Maybe selectable font types from the config menu? And how many different window styles will be available? Any different from the original?


Window styles were always there, we added the selectable font maybe a year ago already. :tongue:

The day/night thing sounds the easiest to do, but that's a lot to do for something mostly cosmetic. :sad: We'll consider it though.

1685
Game Modification Station / Re: Super Mario Advance 4 "lost levels" hack
« on: November 19, 2007, 02:13:57 PM »
I think there was some discussion of it at one of the Acmlm boards before they decided to split up and have 6 different versions of it or whatever they do now. Maybe check the web archive?

1686
General Discussion / Soundtrack haxxing
« on: November 19, 2007, 02:12:35 PM »
I recently came upon the FF3DS soundtrack, and for reasons of legality, I will not disclose the location. However, there is one thing that has always irked me about soundtracks. Dammit people, make the songs play twice! :bah:

So, I decided to take it upon myself to do so for one song, and I dare you to guess which song it is! Yeah, you can just look at the URL, but come on, would ya do that? Ok, I guess you would.

In any event, this song is too good to not play twice. :happy:

1687
Gaming Discussion / Re: Game list
« on: November 19, 2007, 11:12:49 AM »
The first game of the series I played was 2 as well (and I was hooked on the music almost instantly). The next game after that was 4, which gave me a :omghax: feeling. :happy: I love the series, though I wish they'd quit removing multiplayer things. :sad:

PS. I.S.T., you may wish to fix your sig. :eek:

1688
Gaming Discussion / Re: Game list
« on: November 18, 2007, 09:30:19 PM »
Ok, I find this particularly odd about one entry. Warriors Orochi. If you look at the game, ok, yeah, whatever. Click on the Members tab, and you may notice that there's only two people listed with that game. Leviathan Mist and myself. Levi owns it, I want it. :sad: Again, not fair.

1689
Gaming Discussion / Re: Movies of playthrus
« on: November 18, 2007, 06:13:03 PM »
Not to play a downer, but with what version of Nestopia did you use to make this?

1690
Gaming Discussion / Game list
« on: November 18, 2007, 05:02:54 PM »
I figured JCE would've revived this one, but oh well. In any event, post the games you own!


If anybody else has a list, I'll update this post with them.

1691
Pandora's Box / Re: Videos
« on: November 17, 2007, 11:34:42 PM »
You guys must have a lot of patience.
And a lot of determination. :wink:

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I've tried the whole trial-and-error thing, using a debugging emulator or whatever, and I just don't get it...I have to rely on ROM maps and hex editors to get what I want.
For the most part, so do we. Without that documentation, this would be a lot harder.

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but I'd like to figure out how to come up with this stuff on my own eventually... very difficult to be original when relying on the work of others.
I've determined it's impossible to be completely original nowadays. We just go with what we can. :happy:

1692
General Discussion / Arcade?
« on: November 17, 2007, 01:32:02 PM »
Ok, the question of the Arcade came up. Now, the popularity of it was good at first, but kinda waivered later on. We are unsure of what to do, so we're asking you guys.

Quite plainly, do you guys want the Arcade back?

1693
Slick News / Re: Let this be the last time, please
« on: November 17, 2007, 12:54:36 PM »
Not like us? Who would not like us?  :hmm:
DKK, have you been making enemies behind our backs? :laugh:

1694
Game Modification Station / Re: FF6 hacking help topic (again)
« on: November 16, 2007, 07:09:03 PM »
I can just repost the info for ya.

First, the original esper selection code:

Code: [Select]
Pick a random Esper (not Odin or Raiden)

C2/37DC: A9 19        LDA #$19
C2/37DE: 20 65 4B     JSR $4B65   (0 to $18)
C2/37E1: C9 0B        CMP #$0B
C2/37E3: 90 02        BCC $37E7   (Branch if A < $0B)
C2/37E5: 1A           INC         (Add 2 if over $0B)
C2/37E6: 1A           INC
C2/37E7: 18           CLC
C2/37E8: 69 36        ADC #$36
C2/37EA: 60           RTS

All three versions of what I propose to fix it will require this routine either be moved elsewhere, or you branch out to new space after you've filled up the old one.

Code: [Select]
Pick a random Esper (not Odin, Raiden, or Ragnarok version 1)
this version will keep trying for another esper if Ragnarok is selected

C2/xxxx: A919    LDA #$19    (BEQ branches here)
C2/xxxx: 20654B  JSR $4B65   (0 to $18)
C2/xxxx: C90B    CMP #$0B
C2/xxxx: 9002    BCC $37E7   (Branch if A < $0B)
C2/xxxx: 1A      INC A       (Add 2 if over $0B)
C2/xxxx: 1A      INC A
C2/xxxx: C910    CMP #$10
C2/xxxx: F0F3    BEQ $xxxx   (branch to LDA #$19)
C2/xxxx: 18      CLC
C2/xxxx: 6936    ADC #$36
C2/xxxx: 60      RTS

Pick a random Esper (not Odin, Raiden, or Ragnarok version 2)
this version will make the esper selection Kirin if Ragnarok is selected

C2/xxxx: A919    LDA #$19
C2/xxxx: 20654B  JSR $4B65   (0 to $18)
C2/xxxx: C90B    CMP #$0B
C2/xxxx: 9002    BCC $37E7   (Branch if A < $0B)
C2/xxxx: 1A      INC A       (Add 2 if over $0B)
C2/xxxx: 1A      INC A
C2/xxxx: C910    CMP #$10
C2/xxxx: D001    BNE $xxxx
C2/xxxx: 1A      INC A
C2/xxxx: 18      CLC
C2/xxxx: 6936    ADC #$36
C2/xxxx: 60      RTS

Pick a random Esper (not Odin, Raiden, or Ragnarok version 3)
this version will make the esper selection Crusader (ouch!) if Ragnarok is selected

C2/xxxx: A919    LDA #$19
C2/xxxx: 20654B  JSR $4B65   (0 to $18)
C2/xxxx: C90B    CMP #$0B
C2/xxxx: 9002    BCC $37E7   (Branch if A < $0B)
C2/xxxx: 1A      INC A       (Add 2 if over $0B)
C2/xxxx: 1A      INC A
C2/xxxx: C910    CMP #$10
C2/xxxx: D001    BNE $xxxx
C2/xxxx: 3A      DEC A
C2/xxxx: 18      CLC
C2/xxxx: 6936    ADC #$36
C2/xxxx: 60      RTS

Now for the battle speed:

Code: [Select]
Battle Time Counter function
(Recalculate the amount by which to increase the ATB gauge. 
 This will also affect the speed of the "wait timer" [which determines how long a
 character is in their ready stance], the Condemned counter, invisible timers
 for auto-expiring statuses, and the frequency of damage/healing from statuses
 like Regen and Poison.)

C2/09D2: 08           PHP
C2/09D3: A0 20        LDY #$20      (ATB multiplier = 32 if slowed)
C2/09D5: BD F8 3E     LDA $3EF8,X
C2/09D8: 89 04        BIT #$04
C2/09DA: D0 08        BNE $09E4     (Branch if Slow)
C2/09DC: A0 40        LDY #$40      (ATB multiplier = 64 normally)
C2/09DE: 89 08        BIT #$08
C2/09E0: F0 02        BEQ $09E4     (Branch if not Haste)
C2/09E2: A0 54        LDY #$54      (ATB multiplier = 84 if hasted)
C2/09E4: 98           TYA
C2/09E5: 9D DD 3A     STA $3ADD,X   (save the ATB multiplier)
C2/09E8: 98           TYA           (this instruction seems frivolous)
C2/09E9: 48           PHA
C2/09EA: 18           CLC
C2/09EB: 4A           LSR
C2/09EC: 63 01        ADC $01,S
C2/09EE: 83 01        STA $01,S     (A = ATB multiplier * 1.5)
C2/09F0: BD 19 3B     LDA $3B19,X   (Speed)
C2/09F3: 69 14        ADC #$14       
C2/09F5: EB           XBA           (Speed + 20 in top byte of Accumulator)
C2/09F6: E0 08        CPX #$08   
C2/09F8: 90 06        BCC $0A00     (branch if not an enemy)
C2/09FA: AD 90 3A     LDA $3A90     (= 255 - (Battle Speed setting * 24) )
                                    (remember that what you see on the Config menu is
                                     Battle Speed + 1)
C2/09FD: 20 81 47     JSR $4781     (A = (speed + 20) * $3A90 )
C2/0A00: 68           PLA           (bottom byte of A is now Slow/Normal/Haste Constant)
C2/0A01: 20 81 47     JSR $4781     (Let C be the Slow/Normal/Haste constant, equal to
                                     48, 96, or 126, respectively.

                                     for characters:
                                      A = (Speed + 20) * C
                                     for enemies:
                                      A = ( ((Speed + 20) * $3A90) DIV 256) * C
C2/0A04: C2 20        REP #$20
C2/0A06: 4A           LSR
C2/0A07: 4A           LSR
C2/0A08: 4A           LSR
C2/0A09: 4A           LSR
C2/0A0A: 9D C8 3A     STA $3AC8,X   (A = A / 16.  amount to increase ATB timer by?)
C2/0A0D: 28           PLP
C2/0A0E: 60           RTS

There are a couple ways to fix it.

  • Change the ADC #$14 to NOP NOP. This will prevent the +20 from occuring.
  • Optimize the routine a little, and check for an overflow (after the ADC #$14, BCC 02, LDA #$FF). I don't know if there will be enough room for it though.
  • Become a madman, and redo the whole thing. :laugh:

Deja vĂș, anyone? In any event, the easiest solution is the two NOP's in place of the ADC #$14.

And also, since I don't think it was seen last time, can anybody confirm that I have Ragnarok's number correct?

1695
General Discussion / Projects
« on: November 16, 2007, 03:00:48 PM »
If anybody has a specific project that they are working on and want a board for discussion, just give us a hollar and it'll be set up for ya.