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

Game Modification Station / Re: FF6 Improvement Project
« on: June 02, 2013, 10:39:41 PM »
Actually, I would recommend you stay away from Holy Randomness Batman, since extensive testing has revealed that it's not nearly as random as I had hoped. PB has a much better RNG in it than this patch, and I've been thinking about releasing it, but there's a LOT of work I would have to do since I need free space in a bunch of places.

I'm not entirely sure there is enough concurrent VRAM to pull off 4 bpp tiles for the FWF. Beyond that, you'd also need to potentially expand whatever palette is in use for whatever colors you want. I don't know which, if any palettes in the menu are free.

Game Modification Station / Re: FF6 Improvement Project
« on: May 29, 2013, 10:35:38 AM »
Sounds like an attempt to fix the "always facing left" bug was in place, and it did the same thing PB did initially. :lame:

Game Modification Station / Re: Orchestra's a bit loud, yes?
« on: May 23, 2013, 07:30:27 PM »
Yours does work flawlessly though, I tested it before and noticed it was perfect.
Huh. Having looked at the events of both the original and PB's, we add an F6 command. The original is F6 81 10 60. We use F6 10 3D 60 F6 81 10 60. We also add a check for the "don't change song" bit or whatever you want to call it (bit 1CC).

Game Modification Station / Re: Orchestra's a bit loud, yes?
« on: May 23, 2013, 03:52:20 PM »
To be honest, I don't remember if it played at full blast for that first tenth of a second or not. Don't have any saves nearby to test, either.

Game Modification Station / Re: Orchestra's a bit loud, yes?
« on: May 07, 2013, 01:37:04 AM »
As I recall, I spent about a week wrapping my head around why it was buggy. If memory serves, using just the command to play a song at a specific volume from a map load doesn't work because the song actually starts twice. No, I don't know why. Think I had to nix the entrance trigger and put an event trigger in its place to get it to play the song.

Final Fantasy IV Research & Development / Re: Some weird...thing
« on: May 05, 2013, 01:24:54 PM »
Yeah, he used Ice2 on himself to heal when he had his cloak covering. Every other time he didn't. He did that same counter when Edge used Blitz, but in that one instance, Rubicante did so incorrectly.

Final Fantasy IV Research & Development / Some weird...thing
« on: April 29, 2013, 12:50:12 AM »
Deathlike, I require your expertise, see this, please. For reference, this was on Chronicles, so it's the original game.

#$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: