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Messages - Lenophis

361
Game Modification Station / Re: Unused RAM?
« on: February 04, 2012, 09:31:39 AM »
$1A-$1D are generally used for scratchpad purposes. There's others, but this is the most common here in C0.

362
Game Modification Station / Re: FF3us: Item type sort issue
« on: February 03, 2012, 12:04:13 PM »
Yeah, it can't handle item types, and just as well because those are a pain in the ass anyway. :tongue: If you really wanted more types, they wouldn't be hard to hack in, but they aren't. :tongue:

364
General Discussion / Re: NFL season (2011-2012) week 21 (playoffs?!)
« on: January 24, 2012, 04:35:49 PM »
There were 2 items in your list. Here they are in random order:

    AFC
    NFC

Timestamp: 2012-01-24 22:24:48 UTC

There were 2 items in your list. Here they are in random order:

    AFC
    NFC

Timestamp: 2012-01-24 22:25:07 UTC

There were 2 items in your list. Here they are in random order:

    AFC
    NFC

Timestamp: 2012-01-24 22:25:14 UTC

There were 2 items in your list. Here they are in random order:

    NFC
    AFC

Timestamp: 2012-01-24 22:25:21 UTC

There were 2 items in your list. Here they are in random order:

    AFC
    NFC

Timestamp: 2012-01-24 22:25:26 UTC

Random.org has spoken, AFC.

365
General Discussion / Re: NFL season (2011-2012) week 21 (playoffs?!)
« on: January 23, 2012, 09:37:19 AM »
The 49'er/Giants game was actually kind of refreshing, because it was a bit of a defensive struggle, but at the same time it was "why the hell didn't the 49'ers convert a 3rd down all game?" and "wow, the offenses are kind of offensive right now."

Patriots can probably taste some revenge, at least whoever is left from 2007. :tongue:

366
Pandora's Box / Re: Screenshots!
« on: January 23, 2012, 09:31:03 AM »
So I decided to give something a try last night just to see how easy it was going to be.



...Pretty damn easy, in fact. :happy:

367
General Discussion / Re: NFL season (2011-2012) week 20 (playoffs?!)
« on: January 20, 2012, 04:49:39 PM »
Championship round:
(2) Ravens @ (1) Patriots (Sunday, 3:00 eastern, CBS)
(4) Giants @ (2) 49'ers (Sunday, 6:30 eastern, FOX)
Patriots and 49'ers.

368
Game Modification Station / Re: The Decompressed C2/686C Block
« on: January 20, 2012, 10:42:02 AM »
Or do you mean remove the CA/5E8E: B2    Call subroutine $CC985B?
That makes it skip the intro all together even on a New Game, so I doubt it. Just want to make sure here.
I didn't actually think that part through, and forgot about actually doing a new game. I'm thinking there's a way you can do this with clever branching. I know we "fixed" the bug of the intro "skipping" itself if you waited for it before starting your game, but that's probably not what you're shooting for here. You can get it to work with just events, I'm sure of that.

369
Game Modification Station / Re: The Decompressed C2/686C Block
« on: January 19, 2012, 11:21:47 PM »
You guys make this way too complicated:

Code: [Select]
CA/5E23: AB    Invoke game loading screen
CA/5E24: C0    If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CA5E2C
CA/5E2A: AC    Command $AC
CA/5E2B: FE    Return

CA/5E2C: D4    Set event bit $1E80($2FE) [$1EDF, bit 6]
CA/5E2E: B2    Call subroutine $CA5E8E
CA/5E32: FE    Return

CA/5E33: A9    Show title screen
CA/5E34: 7F    Change character $00's name to $1D (????? )
CA/5E37: 40    Assign properties $00 to character $00 (Actor in stot 0)
CA/5E3A: 3D    Create object $00
CA/5E3C: 3F    Assign character $00 (Actor in stot 0) to party 1
CA/5E3F: 37    Assign graphics $00 to object $00 (Actor in stot 0)
CA/5E42: 43    Assign palette $02 to character $00 (Actor in stot 0)
CA/5E45: D4    Set event bit $1E80($2E0) [$1EDC, bit 0]
CA/5E47: D4    Set event bit $1E80($2F0) [$1EDE, bit 0]
CA/5E49: 7F    Change character $0E's name to $20 (WEDGE )
CA/5E4C: 40    Assign properties $20 to character $0E (Actor in stot 14)
CA/5E4F: 3D    Create object $0E
CA/5E51: 3F    Assign character $0E (Actor in stot 14) to party 1
CA/5E54: 37    Assign graphics $0E to object $0E (Actor in stot 14)
CA/5E57: 43    Assign palette $01 to character $0E (Actor in stot 14)
CA/5E5A: 7F    Change character $0F's name to $21 (VICKS )
CA/5E5D: 40    Assign properties $21 to character $0F (Actor in stot 15)
CA/5E60: 3D    Create object $0F
CA/5E62: 3F    Assign character $0F (Actor in stot 15) to party 1
CA/5E65: 37    Assign graphics $0E to object $0F (Actor in stot 15)
CA/5E68: 43    Assign palette $01 to character $0F (Actor in stot 15)
CA/5E6B: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/5E70: 46    Make party 1 the current party
CA/5E72: 89    Inflict the following status ailments on character $00 (Actor in stot 0): M-Tek
CA/5E76: 89    Inflict the following status ailments on character $0E (Actor in stot 14): M-Tek
CA/5E7A: 89    Inflict the following status ailments on character $0F (Actor in stot 15): M-Tek
CA/5E7E: D2    Set event bit $1E80($10B) [$1EA1, bit 3]
CA/5E80: D2    Set event bit $1E80($1E3) [$1EBC, bit 3]
CA/5E82: 6C    Set parent map to $0000 (World of Balance), parent coordinates to (84, 0), facing down
CA/5E88: C0    If ($1E80($2FF) [$1EDF, bit 7] is set), branch to $CA5E23
CA/5E8E: B2    Call subroutine $CC985B
CA/5E92: AA    Show intro with Magitek Armor walking through snowfields
CA/5E93: C0    If ($1E80($2FE) [$1EDF, bit 6] is set), branch to $CC9A4F
CA/5E99: C0    If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CA5E33
CA/5E9F: AB    Invoke game loading screen
CA/5EA0: C0    If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CC9A4F
CA/5EA6: AC    Command $AC
CA/5EA7: FE    Return
Pay careful attention to CA/5E8E.
Code: [Select]
CC/985B: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/985D: F0    Play song 0 (Silence), (high bit clear), full volume
CC/985F: 6B    Load map $0017 (Narshe, mountaintop (WoB / "Long ago, the War of the Magi...")) instantly, (upper bits $2000), place party at (18, 25), facing down
CC/9865: 38    Hold screen
CC/9866: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CC/9868: C4        Set vehicle/entity's event speed to faster
CC/9869: 9C        Move vehicle/entity up 8 tiles
CC/986A: 9C        Move vehicle/entity up 8 tiles
CC/986B: 84        Move vehicle/entity up 2 tiles
CC/986C: FF        End queue
CC/986D: 48    Display dialogue message $0006, continue executing commands (Show text only)
                Long ago, the War of the Magi
                    reduced the world to a
               scorched wasteland, and magic
               simply ceased to exist.
CC/9870: 42    Hide object $31
CC/9872: 45    Refresh objects

Remove that line. Weren't you guys supposed to be aces at this event hacking stuff? :tongue:

370
Pandora's Box / Re: Catching cheating?
« on: January 19, 2012, 11:16:20 AM »
ed: I've gotta ask: did you actually boobytrap the save games? (I'm pretty sure that was me, but if so- hardcore.)
Like we'll tell you what we're looking for. :tongue:

371
Game Modification Station / Re: Party Leader identification
« on: January 17, 2012, 12:20:08 PM »
huh?

so if you have a party of:
[blank]
Terra
Locke
Edgar

will Terra's info be shifted up into the first slot?
Since she's in the front, I would imagine so. As far as the game is concerned with events, the party takes up slots $31, $32, and $33 ($30 is the camera).

And by setting the caseword to whoever is the party leader, does it mean it will in the end set one of the following event bits with the STA $1EB4 at C0/B4E8? Sorry but I never used an event command setting/using a caseword ...
You just answered your own question.

372
Game Modification Station / Re: Party Leader identification
« on: January 17, 2012, 01:25:51 AM »
The leader is always in the first slot. This routine is setting the caseword to whoever is in the lead slot.

373
General Discussion / Re: NFL season (2011-2012) week 20 (playoffs?!)
« on: January 16, 2012, 08:33:07 AM »
It seemed like the Pack were trying to catch the Giants off guard a few times, and it never worked.

374
General Discussion / Re: NFL season (2011-2012) week 19 (playoffs?!)
« on: January 12, 2012, 04:35:04 PM »
Divisional round:
(3) Saints @ (2) 49'ers (Saturday, 4:30 eastern, FOX)
(4) Broncos @ (1) Patriots (Saturday, 8:00 eastern, CBS)
(3) Texans @ (2) Ravens (Sunday, 1:00 eastern, CBS)
(4) Giants @ (1) Packers (Sunday, 4:30 eastern, FOX)
My picks: 49'ers, Patriots, Ravens, Packers.

The Packers/Giants game really scares me, cause of all the distractions going on, plus the death of the OC's son.

375
Pandora's Box / Re: ff6 hp patch
« on: January 12, 2012, 04:04:25 PM »
CRK made a patch that raises the monster HP cap, but it is broken with poison, regen, and healing. It's out there somewhere.