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Messages - Lenophis

#$80 in hex is 128 in decimal. The high bit is used for something in the songs, which is why it's capped at 128. Can't really do anything about it.

Slick News / Crystals for Life
« on: March 15, 2013, 10:08:20 AM »
It's that time. Time to watch the Final Fantasy Marathon. Go watch, go donate! :happy:

Game Modification Station / Re: FF6 Improvement Project
« on: February 24, 2013, 08:11:55 AM »
Is there a "basics" thread or other doc for event editing? I'm more than willing to do the research, but I'm not sure where to start looking where the events are concerned.
You can pretty much find all of them in the Event dump at Imzog's site. The best way to find an event is to find something unique to it, dialogue works best. The rest should fall into place.

Game Modification Station / Re: FF6 Improvement Project
« on: February 23, 2013, 02:25:09 PM »
2) I'm not at all familiar with event editing, and I don't have the slightest idea how to find that event, much less make it call the enemy formation I could set up.
Code: [Select]
CC/9371: C0    If ($1E80($136) [$1EA6, bit 6] is set), branch to $CC93C0
CC/9377: 4B    Display dialogue message $0532, wait for button press
               Pledge your allegiance to the Empire?
               ^ Yes
               ^ No
CC/937A: B6    Indexed branch based on prior dialogue selection [$CC93BC, $CC9382]
CC/9381: FE    Return

CC/9382: 4B    Display dialogue message $0533, wait for button press
CC/9385: 3D    Create object $11
CC/9387: 3D    Create object $12
CC/9389: 41    Show object $11
CC/938B: 41    Show object $12
CC/938D: 45    Refresh objects
CC/938E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long
CC/9390: 1F        Do vehicle/entity graphical action $1F
CC/9391: FF        End queue
CC/9392: 11    Begin action queue for character $11 (NPC $11), 2 bytes long
CC/9394: 81        Move vehicle/entity right 1 tile
CC/9395: FF        End queue
CC/9396: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/9398: 83        Move vehicle/entity left 1 tile
CC/9399: FF        End queue
CC/939A: 93    Pause for 45 units
CC/939B: 4D    Invoke battle, enemy set $01, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/939E: B2    Call subroutine $CA5EA9
CC/93A2: 42    Hide object $11
CC/93A4: 42    Hide object $12
CC/93A6: 45    Refresh objects
CC/93A7: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/93A9: CE        Turn vehicle/entity down
CC/93AA: FF        End queue
CC/93AB: 96    Restore screen from fade
CC/93AC: 5C    Pause execution until fade in or fade out is complete
CC/93AD: 92    Pause for 30 units
CC/93AE: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/93B0: CD        Turn vehicle/entity right
CC/93B1: E0        Pause for 4 * 1 (4) frames
CC/93B3: CC        Turn vehicle/entity up
CC/93B4: FF        End queue
CC/93B5: 92    Pause for 30 units
CC/93B6: 4B    Display dialogue message $0553, wait for button press
               I'm sure you can do it!
CC/93B9: D2    Set event bit $1E80($136) [$1EA6, bit 6]
CC/93BB: FE    Return
The line you want is CC/939B. 4D 01 3F should be 4D xx 3F (xx is your new 2-pack formation).

Game Modification Station / Re: Add more fields to the patch database?
« on: February 07, 2013, 12:50:07 AM »
Bot prevention is the surest way to prevent vandalism.  There are ways to sync the registered members portion of your forum with, say, your mediawiki install, although I've heard that dokuwiki is easier to update and mod.  Do you want me to google this for you, sort of as a preemptive troubleshooting, so you can see if the amount of hassle is worth your effort?
If you want to, sure.

If I'm trying your patience with this conversation, just say so and I'll stop.  I'm interested in how to organize communities to maximize productivity, and most people are bored to tears by these discussions.
I'm interested, but there's a lot that has to be done, and most of it is going to involve me, which is unfortunate because I'm lacking time/motivation to do the behind-the-scenes necessary. Just look at the backlog of 50+ NSFEs submitted that I've been sitting on for months. :sad:

Gaming Discussion / Re: Gaming Progress Thread
« on: February 06, 2013, 11:27:52 AM »
Final Fantasy X International (PS2)

My first play of this version! :childish: I have been streaming almost all of my FFX with the very grindy parts being exceptions. I accidentally skipped the destruction sphere treasure in Besaid, so I had to go through Dark Valefor just to get it, thus Anima (which I just did last night).

Slick News / Re: The drive has ended
« on: February 06, 2013, 11:01:17 AM »
Well, it was fun. As some of you may know, I am no longer going. I won't get into why, but rest assured that all the money raised is still going to the event. But because of Chipin being overtaken, I'll probably just get Poxnor's paypal email and just do it directly so there's no fee crap.

Thanks again to everyone that contributed! :childish:

General Discussion / Re: NFL season (2012-2013) week 21 (playoffs?!)
« on: February 03, 2013, 09:47:02 PM »
It had no business being one, but it was a really good game. A tale of two halves, with the first being a Ravens blowout, then the 108 (109 yard originally, overturned later) kickoff return for a touchdown to make it 28-6. Then the power outage. After the 34-minute delay, the 49'ers finally decided to show up, and show up they did. It wasn't enough though. 34-31, Ravens win. Mad props to the 49'ers for not giving up, and for making sure this was a game. They had their chances, but in the end the plays weren't made. Fantastic game. :omg:

General Discussion / Re: NFL season (2012-2013) week 21 (playoffs?!)
« on: February 03, 2013, 11:03:56 AM »
It should be obvious, but RAVENS!

General Discussion / Re: Hi
« on: January 31, 2013, 12:43:29 PM »
Wait, is this an optical illusion? :scared:

General Discussion / Re: NFL season (2012-2013) week 21 (playoffs?!)
« on: January 31, 2013, 12:43:04 PM »
I like how I'm still the only one that has voted for a team. :cycle: Only got 2 days left, people!

Game Modification Station / Re: Add more fields to the patch database?
« on: January 27, 2013, 04:02:31 PM »
Alright, I can finally get around to answering this.

Things like patch conflicts
There's no possible way I could know what patches conflict with other patches without manually testing everything out there and the kitchen sink.

patch redundancies
See above.

patch requirements (headered/unheadered, release, region, other required patches)
Fortunately, at least for FF6, just about every author I know makes sure to note what is required in those strange text files called readmes. As for the other games, it's up to those that submit. Yell at them. :tongue:

tool conflicts, tool redundancies, similar patches
See first point.

and possibly a modified download form that lets you put checkmarks next to the patches you want to download, and then you can click a download button at the bottom to get all the ones you want, all at once.
I'm not really sure I like this.

And I can't tell if some patches are just minor tweaks to a single game mechanic, or if they are full-blown modifications to almost everything.  Maybe call the former "hacks", and the latter "mods".  Or come up with some name to differentiate between the two.
At least for FF6, anything I release as a fix is clearly labeled "fix," and a tweak to gameplay is "tweak." I haven't done so with my FF1 or FF2 patches because there isn't much need for those. :hmm:

I don't know if any of these things can be done automatically by some kind of script that compares the patches (at least for the patch conflicts part), or if you just have to ask the person who made the patches.
I would need to rework the "database." By database, I mean "one text file that holds everything." It's pretty ghetto.

Some of the patches have ambiguous descriptions.
Both the MagiTek armor events and the Fanatic's Tower area make use of a block of code designed to limit what commands your party can use, and to replace the "Fight" and "Rage" commands with either MagiTek or Magic where appropriate.
So does this patch remove those chunks of code?  Does it document it, and give you some options to do various things with it?
I generally copy a portion of "what the patch/bug does" in the readme to that little "about" field for the patch page. In this case, you'd have to ask Ronnen I guess. :isuck:

I think you need a way to comment on uploaded patches, so users can clarify things like this.  Some kind of half-assed wiki would work: something that let's registered users of Slick Productions or Mrognar's Den edit make a comment and then edit their comments, as well as those of previous users.
I've been thinking about a wiki for a while now, but for an entirely different reason. I've floated this to Nightcrawler over at RHDN and he told me it probably wouldn't be rejected, but that I should ask the guy running the wiki first to be sure. He's vanished. :shadow: I suppose a wiki here wouldn't hurt, but I think it would be hell to set up/maintain/prevent idiocy.

General Discussion / Re: NFL season (2012-2013) week 21 (playoffs?!)
« on: January 26, 2013, 04:51:29 PM »
I think I'll take the AFC in this one.

General Discussion / Re: NFL season (2012-2013) week 20 (playoffs?!)
« on: January 19, 2013, 11:27:44 PM »
My picks: Ravens, Falcons.

Slick News / Re: The drive has started
« on: January 14, 2013, 02:56:57 PM »
Done and done.