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Messages - Lenophis

Pandora's Box / Re: Demo 2 Problems
« on: February 26, 2011, 12:19:52 PM »
Encountered a problem, I'm guessing the fault is mine.
Probably is. :tongue:

xdelta patches apparently care a lot about patching onto the exact file name of the original smc, but has this file name been pointed out?
The name of the file is irrelevant as long as the contents of the file are what it expects. Quoth how to patch:
How to patch:

Because of the patch format used, we will not add in a patch for a headered rom
quite yet. xdelta's format is rather picky about what it patches to, and the
team couldn't decide on a header to use as a base. So for the time being, just
one patch.

Open up the patch with an xdelta tool...

...and patch it to an FF6 US rom v1.0 with no header, and you're good to go.

The headerless v1.0 rom has the following checksums:
MD5: e986575b98300f721ce27c180264d890
SHA1: 4f37e4274ac3b2ea1bedb08aa149d8fc5bb676e7
CRC32: a27f1c7a

I wonder how many more people won't read the readme...

Slick News / Re: Pandora's Box sees the light of day once again
« on: February 26, 2011, 06:50:38 AM »
That's a side effect of longer character names and longer class names. It's entirely cosmetic, and something we'll address way way down the line.

Slick News / Pandora's Box sees the light of day once again
« on: February 25, 2011, 10:06:58 PM »
It's been a while since we've had any public discussion about this one, but now is not the time for talk. It's time for action. That's right, THE FF6 Hack gets a public demo, and one that is long overdue. What does this mean?

  • We're still working on it yet, and we still have a long way to go before it's finished.
  • You guys get to rip us once again for what we do and do not have available for play.

Some of the changes you may (or may not) find during this demo:
  • A new dungeon!
  • 118 bugs fixed, all from the original FF6 game. A special thanks to the many patch authors who released the fixes they did.
  • Far too many core changes to improve the game. Having said that, make sure you take a peek in the configuration screen.
  • Restoration of lost and removed content, which is mostly contained in dialogue.
  • Item changes-- some old, some new, some gone, so look around!
  • Several event tweaks, a couple overhauls, and lots of additions. Yes, you will get to experience the Auction House, the Magitek Research Facility, and one banquet in particular.

Going into further detail would be long, boring, and tl;dr. In the end, after four years of work to this date, we think many will be pleased. However, since this is the internet, and for some it's real life, we know that not everyone will be happy with some changes.

On behalf of the whole team, we thank everyone for their patience, their suggestions, and their feedback with this hack.

But enough talk, have at it! Make sure you read the readme, because nobody can help you if you don't.

Submissions / Re: FF3us Battle Speed Mod + Speed Overflow Fix v. 0.2
« on: February 25, 2011, 10:03:31 PM »

Submissions / Re: NSFe Submission: Wizardry
« on: February 25, 2011, 10:03:26 PM »
It's up. I'm sorry I took forever in getting to your NSFE submissions. :isuck:

And up.

Submissions / Re: FF5 patch: Original icons
« on: February 25, 2011, 10:03:04 PM »

General Discussion / Re: Gamefaqs + eternal stupidity
« on: February 24, 2011, 11:01:31 AM »
Epic necrobump for great justice.

Holy shitballs, is there a pointless argument going on about steal. I guess with the FF6 board being pretty boring lately, someone felt the need to troll it up. :banonsmash:

Game Modification Station / Re: FF6 Improvement Project
« on: February 24, 2011, 06:55:01 AM »
It was this thread. And no, I still haven't updated that patch yet. I'm in the middle of getting another patch ready for release. A big patch. :omg:

Game Modification Station / Re: FF6 - possible bug
« on: February 22, 2011, 07:08:45 AM »
the reason for the discrepancy is that this patch and its anti-patch actually modify the ROM header.
Huh. I wonder if that's xkas doing it, cause I know I'm not worried about changing the header.

Game Modification Station / Re: FF6 Improvement Project
« on: February 19, 2011, 03:02:45 PM »
What's the point of Header exactly? Why have one at all? What's the benefit of or of not having this on roms?
There never was any point. They mostly belong to copiers, and most programs from the previous 15 years were built to need the headers because nobody really knew/cared. They only matter today if you have such a program that still needs a header.

General Discussion / Re: Emulator(s) question;
« on: February 19, 2011, 02:53:20 PM »
What you seek does not exist. The point of an emulator is to act like what it's trying to mimic. The goal is to get everything right (or at least it should), which includes the lag. The lag is created because the CPU can't keep up, which has nothing to do with ram.

didn't our usernames above our avatars to the left of our posts used to be color-coded based on "level" (e.g. administrator, moderator, etc.; so Deathlike2 was blue and Lenophis was red)?  now everybody's is orange.  i think i'm remembering right, anyway.
Upgrading to SMF 2.0 broke some color-coordinated things, so we've been kinda bland since that upgrade. :bah:

We've somehow missed the RC4 upgrade, but that's ok, cause we're on RC5 now. This upgrade should fix the bug of people getting logged out at random. It turns out that spambots/assholes are trying to log in as you, causing you to be logged out.

There is code to teach a spell, but no event command assigned to it.

Code: [Select]
C0/AE0D: A5EB    LDA $EB        (load parameter, character)
C0/AE0F: 8D0242  STA $4202      (save as a multiplier)
C0/AE12: A936    LDA #$36       (54...)
C0/AE14: 8D0342  STA $4203      (save as the other multiplier)
C0/AE17: A5EC    LDA $EC        (load another parameter, the spell number)
C0/AE19: C221    REP #$21
C0/AE1B: EA      NOP
C0/AE1C: 6D1642  ADC $4216      (add the result of the multiplication)
C0/AE1F: AA      TAX            (new index)
C0/AE20: 7B      TDC
C0/AE21: E220    SEP #$20       (8 bit accum./memory)
C0/AE23: A9FF    LDA #$FF       (empty slot in most cases, but for this...)
C0/AE25: 9D6E1A  STA $1A6E,X    (set spell as learned)
C0/AE28: A903    LDA #$03       (Advance the script pointer by 3)
C0/AE2A: 4C5C9B  JMP $9B5C