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Messages - Lenophis

Pandora's Box / Re: Pandora's Box Impressions 2011!
« on: April 04, 2011, 03:16:49 PM »
That's...interesting. The center tag is definitely broken in that shot. I have a feeling something was forgotten for this release. :blush:

Pandora's Box / Re: Pandora's Box Impressions 2011!
« on: April 04, 2011, 12:54:44 PM »
1) You have not pointed out which string this is.
2) Nobody else has reported a text-wrapping bug here.

If we don't get more than that, we can't help you.

Pandora's Box / Re: Pandora's Box Impressions 2011!
« on: April 03, 2011, 05:42:32 PM »
it's cleared in C2/51B2, and checked in C2/0DED.
No wonder I never saw it. :blush:

Pandora's Box / Re: Pandora's Box Impressions 2011!
« on: April 03, 2011, 10:56:41 AM »
Ok just arrived here and made my mad dash for the chainsaw.
There is a known text wrapping bug going on, and has been fixed. It'll be included in the next release, whenever that is. Not that it matters, cause you can't get the chainsaw right now anyway. :tongue:

Lenophis: the Tentacles' draining of a Seized target actually gets around that by clearing a bit.  see the commented disassembly.
Where at? I did some quick investigating, and found nothing that really indicates you can take more damage. For instance:
Code: [Select]
Trigger Poison, Regen, Seizure, Phantasm, or Tentacle Drain attack

C2/5B4F: A9 10        LDA #$10
C2/5B51: 3C A1 3A     BIT $3AA1,X
C2/5B54: D0 F8        BNE $5B4E   (Exit if bit 4 of $3AA1 is set.  we already
                                   have some periodic damage/healing queued for
                                   this entity, so don't queue any more yet.)
C2/5B56: BD 4C 3E     LDA $3E4C,X
C2/5B59: 89 10        BIT #$10
C2/5B5B: F0 0E        BEQ $5B6B   (Branch if bit 4 of $3E4C,X is not set)
                                  (Check Regen and Seizure and Phantasm if not set,
                                   Poison if set)
C2/5B5D: 29 EF        AND #$EF
C2/5B5F: 9D 4C 3E     STA $3E4C,X (Clear bit 4 of $3E4C,X)
C2/5B62: BD E4 3E     LDA $3EE4,X (Status byte 1)
C2/5B65: 29 04        AND #$04   
C2/5B67: F0 E5        BEQ $5B4E   (Exit if not poisoned)
C2/5B69: 80 1A        BRA $5B85
That looks like it's making sure you have it.

Code: [Select]
Regen and Poison

C2/500B: AD 77 3A     LDA $3A77
C2/500E: F0 CF        BEQ $4FDF   (Exit if $3A77 = 0)
C2/5010: B9 A1 3A     LDA $3AA1,Y
C2/5013: 29 EF        AND #$EF
C2/5015: 99 A1 3A     STA $3AA1,Y (clear bit 4 of $3AA1,Y.  because we're servicing this
                                   damage/healing request, we can allow C2/5A83 to queue
                                   up another one for this entity as needed.)
C2/5018: B9 A0 3A     LDA $3AA0,Y
C2/501B: 89 10        BIT #$10
C2/501D: D0 C0        BNE $4FDF   (Exit if bit 4 of $3AA0,Y set)
C2/501F: 20 8A 29     JSR $298A
C2/5022: A9 90        LDA #$90
C2/5024: 14 B3        TRB $B3     (Set Ignore Clear, and allow for damage increment
                                   even with Ignore Defense)
C2/5026: A9 12        LDA #$12
C2/5028: 85 B5        STA $B5     (Set command to Mimic)
C2/502A: A9 68        LDA #$68
C2/502C: 8D A2 11     STA $11A2   (Sets to only ignore defense, no split damage, reverse
                                   damage/healing on undead)
C2/502F: 4E A4 11     LSR $11A4
C2/5032: A5 B6        LDA $B6
C2/5034: 4A           LSR
C2/5035: 4A           LSR
C2/5036: 2E A4 11     ROL $11A4   (Set to heal for regen; damage for poison &
C2/5039: 4A           LSR
C2/503A: 90 15        BCC $5051   (Branch if not poison)
C2/503C: B9 24 3E     LDA $3E24,Y (Amount to increment damage)
C2/503F: 85 BD        STA $BD
C2/5041: 1A           INC
C2/5042: 1A           INC
C2/5043: C9 0F        CMP #$0F   
C2/5045: 90 02        BCC $5049   (If under 15)
C2/5047: A9 0E        LDA #$0E    (Set to 14)
C2/5049: 99 24 3E     STA $3E24,Y
C2/504C: A9 08        LDA #$08
C2/504E: 8D A1 11     STA $11A1   (Set element to poison)
C2/5051: B9 40 3B     LDA $3B40,Y (Stamina)    (Figure damage)
C2/5054: 85 E8        STA $E8
C2/5056: C2 20        REP #$20
C2/5058: B9 1C 3C     LDA $3C1C,Y (Max HP)
C2/505B: 20 B7 47     JSR $47B7   (Max HP * Stamina / 256)
C2/505E: 4A           LSR
C2/505F: 4A           LSR
C2/5060: C9 FE        CMP #$00FE 
C2/5063: E2 20        SEP #$20
C2/5065: 90 02        BCC $5069   (If under 254)
C2/5067: A9 FC        LDA #$FC    (set to 253)
C2/5069: 69 02        ADC #$02
C2/506B: 8D A6 11     STA $11A6   (Store damage in battle power)
C2/506E: BB           TYX
C2/506F: 4C 67 31     JMP $3167
C2/501D is definitely making sure you are in regen/seizure/poison.

Since this is damage, you would think that it would be handled at drain's draining routine.
Code: [Select]
C2/0C2D: AD A2 11     LDA $11A2
C2/0C30: 4A           LSR
C2/0C31: 90 2A        BCC $0C5D   (Branch if not physical damage)
C2/0C33: AD 82 3A     LDA $3A82
C2/0C36: 2D 83 3A     AND $3A83
C2/0C39: 10 22        BPL $0C5D   (Branch if blocked by Golem or dog)
C2/0C3B: BD E4 3E     LDA $3EE4,X
C2/0C3E: 89 02        BIT #$02    (Check for Zombie Status on attacker)
C2/0C40: F0 03        BEQ $0C45   (Branch if no zombie)
C2/0C42: 20 21 0E     JSR $0E21   (Poison / Zombie status for zombies)
C2/0C45: AD AB 11     LDA $11AB   (Status set by attack 2)
C2/0C48: 49 A0        EOR #$A0    (Sleep & Muddled)
C2/0C4A: 29 A0        AND #$A0
C2/0C4C: 39 E5 3E     AND $3EE5,Y (Status byte 2)
C2/0C4F: 19 FD 3D     ORA $3DFD,Y
C2/0C52: 99 FD 3D     STA $3DFD,Y (mark Sleep & Muddled to be cleared from target,
                                   provided it already has the statuses, and
                                   the attack itself isn't trying to inflict or remove
C2/0C55: B9 B9 32     LDA $32B9,Y
C2/0C58: 09 80        ORA #$80
C2/0C5A: 99 B9 32     STA $32B9,Y (Flag target to be released from Control at end of
C2/0C5D: AD A4 11     LDA $11A4
C2/0C60: 89 02        BIT #$02
C2/0C62: F0 11        BEQ $0C75   (Branch if not redirection)
C2/0C64: 20 ED 0D     JSR $0DED
C2/0C67: DA           PHX         (save attacker index)
C2/0C68: 5A           PHY         (save target index)
C2/0C69: 5A           PHY
C2/0C6A: 9B           TXY         (put old attacker index into target index)
C2/0C6B: FA           PLX         (put old target index into attacker index)
C2/0C6C: 20 2F 36     JSR $362F
C2/0C6F: 38           SEC         (enforce 9999 cap for redirection for attacker)
C2/0C70: 20 76 0C     JSR $0C76   
C2/0C73: 7A           PLY         (restore target index)
C2/0C74: FA           PLX         (restore attacker index)
C2/0C75: 18           CLC         (now enforce 9999 cap for redirection for target)
C2/0C76: 5A           PHY
C2/0C77: 08           PHP
C2/0C78: 2A           ROL
C2/0C79: 45 F2        EOR $F2     (get Carry XOR attack's heal bit)
C2/0C7B: 4A           LSR
C2/0C7C: 90 04        BCC $0C82   (branch if:
                                    - we're checking attacker and attack "reverse" drains
                                      [e.g. because target is undead or absorbs element]
                                    - we're checking target and attack drains)
C2/0C7E: 98           TYA
C2/0C7F: 69 13        ADC #$13
C2/0C81: A8           TAY         (point to Healing instead of Damage)
C2/0C82: C2 20        REP #$20
C2/0C84: B9 D0 33     LDA $33D0,Y (Damage Taken / Healing Done)
C2/0C87: 1A           INC
C2/0C88: F0 01        BEQ $0C8B   (if no [i.e. FFFFh] damage, treat as zero)
C2/0C8A: 3A           DEC         (otherwise, keep as-is)
C2/0C8B: 18           CLC
C2/0C8C: 65 F0        ADC $F0     (add Damage/Healing so far to $F0, which is the lowest of:
                                    - attack damage
                                    - HP of target [or attacker if reverse drain] )
                                    - Max HP - HP of attacker [or target if reverse drain] )

C2/0C8E: B0 05        BCS $0C95   (if total Damage/Healing to this target overflowed,
                                   branch and set it to 9999)
C2/0C90: C9 10 27     CMP #$2710  (If over 9999)
C2/0C93: 90 03        BCC $0C98
C2/0C95: A9 0F 27     LDA #$270F  (Truncate Damage to 9999)
C2/0C98: 99 D0 33     STA $33D0,Y (Damage Taken / Healing Done)
C2/0C9A: 28           PLP
C2/0C9C: 7A           PLY
C2/0C9D: 60           RTS
But nothing stands out there, either. There's got to be something I'm missing. :isuck:

i'm not taking a stance on Drainer or Blood Sword here, though.
Oh, but you are. :laugh:

Pandora's Box / Re: Pandora's Box Impressions 2011!
« on: April 02, 2011, 09:50:12 AM »
*Blood sword needs to do damage regardless of whether the character has full hp. Come on now.
Blame the original game for that one. The draining routines will not allow you to do more if you are full in either category.

Gaming Discussion / Re: FF 6 Advance modding questions
« on: April 01, 2011, 01:44:45 PM »
As for modifying esper bonuses, that's very simple to do, snce Drakkhen has a FF6A editor which can change esper bonus values on his website.
Drak's editor will allow you to change the entries for the bonuses, not the bonuses themselves. You have to do that in the code.

Gaming Discussion / Re: FF 6 Advance modding questions
« on: April 01, 2011, 09:40:18 AM »
What parts of FF6 Advance are modifiable, and how easy is each part to modify?  Specifically:
How easy it is largely depends on the code you have to tweak in most cases. But since I have no experience with ARM/THUMB (whichever FF6A uses, I don't know) I can gauge it based on the 65816 instead:

1. Formulas.  Say, removing level from all formulas, so only stats (like Strength, Magic,...), equipment, and abilities are considered.
Relatively easy, as both damage formulas are well-documented.

2. Remove levels, but keep experience and level ups.  So, it takes (n) experience to level up, and you can level up indefinitely.
Unless you had some kind of algorithm system to keep track of progressive experience, I imagine this would be somewhat difficult.

3. Allow negative stat bonuses for Espers.
Easy. I believe the esper bonuses are well-documented as well.

4. Expand the number of spells available on each Esper.
Semi-difficult, as this involves expanding (and moving) the esper data to allow for more spells, then changing the code involved to check for those spells as well.

5. Make Espers function like Materia in FF7, but with no leveling up.  That is, when you equip an Esper, all it's spells are usable, but you can't learn them.
I don't think this sounds that hard to do, but tweaking the code that checks for magic learned at battle init may be tricky. But then again, probably not.

6. Attach commands besides Magic to Espers.
Very difficult, and this goes beyond expanding the esper data. The there's 255 spells which is what that data checks for by default, and there's no way for it to know if it's a command or not. After you deal with that, you have to tweak a bunch of code in C1/C2 to check for those commands in the magic menu, too. That will be far more difficult.

7. Allow two Espers to be equipped.
You have to find 1 free byte of SRAM per character, and there's 12 characters that can equip espers. After you find that, changing the relevant code in C3 should be easy enough, as long as you know what to look for.

8. Change what several of the stats do.
Difficult, as you have to change the "Equipment check function" as it's been called. Basically, one master routine is called for all current party members to update their stats based on their equipment. It's a pretty big routine, and I imagine a bit of a beast to keep track of. It is well-documented, which could work in your favor though.

Submissions / Re: FF5 patches update
« on: March 26, 2011, 11:08:50 PM »
Ok, they've been updated.

Pandora's Box / Re: Demo 2 Problems
« on: March 21, 2011, 07:22:37 PM »
That's an inherent issue with the game itself... not necessarily of the hack.
Very much an inherent issue of the original game. The menu has to rebuild itself every time you switch, and I don't know how to get the inventory to update itself every frame (probably impossible with its current format). To update, you must switch characters.

Slick News / Re: Pandora's Box sees the light of day once again
« on: March 18, 2011, 06:43:12 PM »
Are the treasures supposed to suck in the 2nd trek in this cave? IIRC, they were better in the first run (Phoenix Down? I cannot recall... it was better than a Potion)
2 Potions and an Ether. The Thunder Rod was axed in favor or something less convenient. :P

Why does the Abolisher's Beak attack use the Wrench animation? I was expecting a Rod or Brush or some logical animation for that attack.
Woah. That's left over from when we were testing something, and forgot to change it back.

Also, I swear that Blitz command execution runs on a much longer delay than I remember... regardless of a correct blitz input.
Finally! Someone noticed! Yes, that is the case, and yes, that is intentional. A lot of commands saw time revamps.

In the uncontrollable Cyan battles, he operates as if he had the Black Belt relic (counterattack after taking a physical hit), but it doesn't appear that he any form of it equipped. Did I miss something here?
Not sure. Noted.

There's some sort of delay after the battle is won... for the EXP message. I remember the last message (GP) would have a delay before you'd exit out of the battle.
Some of the messages are tied to your text speed. I forget which ones.

Slick News / Re: Pandora's Box sees the light of day once again
« on: March 08, 2011, 08:35:20 PM »
Equipping the Spider's Silk only seems to cause perma slow on the wearer. I haven't seen anything beyond that.
It also teaches slow.

Slick News / Re: Pandora's Box sees the light of day once again
« on: March 07, 2011, 02:07:23 PM »
(Golden Armor comes to mind here... 20k are you nuts!? I bought this armor with a save and yeah I find the cost sooo not worth it heh)
I would've thought that the prices in Jidoor would've said clearly "don't buy anything here." :hmm:

Oh before I forget. A couple other bugs I found was that the Spider's Silk can be equipped like a Relic.
That's not a bug. :tongue:

Pandora's Box / Re: Two characters do not obtain Magic Battle Points
« on: March 06, 2011, 03:18:00 PM »
the two characters I am talking about are Edgard and Matthew.
Quote from: Lenophis @ RHDN
Cyan, Shadow, Edgar, Sabin, Setzer, and Gau cannot learn magic.

Slick News / Re: Pandora's Box sees the light of day once again
« on: March 05, 2011, 12:55:38 PM »
That issue was reported earlier in the week, and subsequent patches were released to address the issues. Update your patch. :happy:

I'm looking for a document that details which enemy formations can be called using the 4D event command. I'm not sure if such a document exists...if it doesn't, can someone help me figure out how to call any monsters?
Only a select few don't.

Example, the flame eater from strago's house is 4F, and the event command 4D 4F 3F calls it. but the pack number for it in usME is 335, which is 14F  so I'm a bit confused. You simply drop the first number (one in this case) and then use the remaining two bytes (4F) to call any monster formation?
Take the battle number, add 256 (0x100) to it, and go to that number in the formations editor.