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Messages - Lenophis

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ROM Hacking Discussion / Re: FF1 - Printing text from a LUT
« on: March 20, 2018, 01:33:49 am »
Dynamic lengths is a good idea, but I'm not sure how to erase written text.
The same way you draw text here. Just load a pointer that is all spaces so it erases the text for you. Give it the length of the highest character count for a song title. Eg, if the song "For What Must a Song Play" is your longest title, it is 25 letters. Throw in a string that is 25 blank spaces, or use assembly to draw the blank space 25 times followed by a null-terminator before loading the next song title.

ROM Hacking Discussion / Re: FF1 - Printing text from a LUT
« on: March 19, 2018, 01:30:00 am »
Why not do dynamic lengths? Use the Song ID as a LUT, then you can load the pointer to the string which can be null-terminated. Something like this:
Code: [Select]
LDA $00  ; load song ID
TAX  ; transfer song ID to X. alternatively, LDX $00 for song ID?
LDA songpointerLUT,X  ; somewhere in the ROM that has the data for the pointers to the song names
STA $01
LDA songpointerLUT+1,X  ; high byte for pointer
STA $02  ; this is now your text pointer
Then use your DrawSongName routine to output the text.

As for why your code isn't working? No clue. I don't know if MMC5 is faulty here, or if there's a problem with the code's logic.

Help Wanted Ads / Re: [Technical] [SNES] Mega Man X re-translation
« on: February 18, 2018, 11:01:52 am »
I have re-translated Rockman X and the script was completed, but once inserted scroll fails and the portrait is out of place (despite I have expanded the letterbox just changing the CMP value). All is done but these little yet necessary details.
I could provide the partial patch and script if required. Thanks in advance.
Despite your actual question never being asked, I can only surmise what you are asking is that you don't know why X's portrait is where it is. Since you aren't fully stating what you did, questions now have to be asked:
What did you use to insert the new dialogue?
What assembly changes have you done?
v1.0 or v1.1 of the game?
Are there any other formatting characters with the dialogue?
Are you sure the pointers are right?

Newcomer's Board / Re: How do I convert RAR files into Zip files?
« on: January 22, 2018, 12:44:11 pm »
Considering RAR is proprietary, there will be no conversion for it. You'll have to extract the contents first, then apply the patch, or use another archive container.

Personal Projects / Re: Dragon's Den
« on: January 02, 2018, 11:47:57 am »
I like the chest logic so far.. One thing that would be amazing, maybe not in a first release but later, is randomizing the chest numbers and locations. Like for a map, between 0 and 2 chests.
I've thought about this, but I was worried about the game giving false positives on chests. Think of some car rooms in the Phantom Train. Since I have a decent amount of RAM free, this may be possible. The treasure chest logic is going to be changing to try and make it less gimpy, but we'll see if it actually works that way or not.

ROM Hacking Discussion / Re: Looking Back at 2017
« on: January 01, 2018, 10:53:25 pm »
Try clicking it. :) BTW: You'd need to make a separate chart for the platforms with 0-5 releases a year that has a smaller range to make those particularly readable.
...which proves the point that it is not readable. It is illegible.

Personal Projects / Dragon's Den
« on: December 29, 2017, 11:58:21 pm »
The Gestahlian Empire has chosen you!

Quote from: Readme
A silly hack of Final Fantasy VI. Emperor Gestahl wishes to test your wits. Are you up to the challenge?

This hack is effectively a randomizer, and can be likened to the Ancient Cave hack of FF5, or the Ancient Cave itself from Lufia II: Rise of the Sinistrals. This is broken down a bit more though. The hack will be entirely self-contained, no outside program is ever needed to generate a seed or anything else like that. Just load it up in your favorite emulator and go.

Object of the hack: SURVIVE. Last as long as you can. You will occasionally be rewarded by the Empire for progressing through the Den. However, monsters will continue to get stronger the deeper you go. As of now, no "end" is planned, but with some of the bosses I'm including an ending of some sorts may happen.

Gestahl showing you the avatars you can choose from.

You can choose your palette!

Obviously, you can name your avatars.

Once four members have been chosen...

Starting stats are randomized.

Starting abilities are randomized.

Starting equipment is randomized!

Minor changes to the config menu. You have the option of disabling battle music if you just want to chill out to the BGM.

Configurable controllers cause why not.

Here's a video showing off preliminary treasure chest logic. Very preliminary video showing off encounter logic, sorta.

And so much more that screenshots really can't do justice.

This hack will run on the SNES console. It has been tested on console and the bsnes accuracy core. Public testing will commence in the near-future. Suggestions are welcome, but I make no promises that they won't fall on deaf ears. Being a dick, sarcastic, or just crass will earn silence in return.

Obligatory disclaimer: This is in no way that silly and pathetic dungeon that was in Final Fantasy VI Advance. It will not be included. It should die and feel bad.

Stay tuned for updates.

Programming / Re: Mega Man X3 FastRom Issues
« on: December 29, 2017, 11:45:23 am »
If you are still looking for an SD2SNES test, I will volunteer. I'll even stream it and upload to Youtube for VOD purposes for ya.

So the long and short of it, the code you linked is the event script handler. When any map loads, it has an event attached to it. Most of the time it will call CA/5EB3 which just returns (ie, it does nothing). South Figaro's Pub has a specific event:
Code: [Select]
CA/EC39: C0    If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CAEC4F
CA/EC3F: C0    If ($1E80($305) [$1EE0, bit 5] is clear), branch to $CAEC4D
CA/EC45: F0    Play song 7 (Shadow), (high bit clear), full volume
CA/EC47: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CAEC4F
CA/EC4D: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CA/EC4F: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EC55: C0    If ($1E80($303) [$1EE0, bit 3] is clear), branch to $CA5EB3 (simply returns)
CA/EC5B: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns)
CA/EC61: 18    Begin action queue for character $18 (NPC $18), 61 bytes long
CA/EC63: E0        Pause for 4 * 255 (1020) frames
CA/EC65: D5        Set vehicle/entity's position to (26, 53)
CA/EC68: 88        Move vehicle/entity up 3 tiles
CA/EC69: 81        Move vehicle/entity right 1 tile
CA/EC6A: 88        Move vehicle/entity up 3 tiles
CA/EC6B: 83        Move vehicle/entity left 1 tile
CA/EC6C: A3        Move vehicle/entity left/up 1x1 tiles
CA/EC6D: A3        Move vehicle/entity left/up 1x1 tiles
CA/EC6E: A3        Move vehicle/entity left/up 1x1 tiles
CA/EC6F: 83        Move vehicle/entity left 1 tile
CA/EC70: 88        Move vehicle/entity up 3 tiles
CA/EC71: 8D        Move vehicle/entity right 4 tiles
CA/EC72: C8        Set object layering priority to 2 (low nibble 2)
CA/EC74: CC        Turn vehicle/entity up
CA/EC75: E0        Pause for 4 * 8 (32) frames
CA/EC77: 80        Move vehicle/entity up 1 tile
CA/EC78: CF        Turn vehicle/entity left
CA/EC79: E0        Pause for 4 * 48 (192) frames
CA/EC7B: CE        Turn vehicle/entity down
CA/EC7C: E0        Pause for 4 * 8 (32) frames
CA/EC7E: FA        Pseudo-randomly choose to branch 6 bytes backwards ($CAEC78) with 50 % chance
CA/EC80: CC        Turn vehicle/entity up
CA/EC81: E0        Pause for 4 * 10 (40) frames
CA/EC83: FA        Pseudo-randomly choose to branch 11 bytes backwards ($CAEC78) with 50 % chance
CA/EC85: E0        Pause for 4 * 192 (768) frames
CA/EC87: C3        Set vehicle/entity's event speed to fast
CA/EC88: 82        Move vehicle/entity down 1 tile
CA/EC89: C8        Set object layering priority to 0 (low nibble 0)
CA/EC8B: 8F        Move vehicle/entity left 4 tiles
CA/EC8C: 8A        Move vehicle/entity down 3 tiles
CA/EC8D: 81        Move vehicle/entity right 1 tile
CA/EC8E: A1        Move vehicle/entity right/down 1x1 tiles
CA/EC8F: A1        Move vehicle/entity right/down 1x1 tiles
CA/EC90: A1        Move vehicle/entity right/down 1x1 tiles
CA/EC91: 81        Move vehicle/entity right 1 tile
CA/EC92: 8A        Move vehicle/entity down 3 tiles
CA/EC93: 83        Move vehicle/entity left 1 tile
CA/EC94: 8A        Move vehicle/entity down 3 tiles
CA/EC95: D5        Set vehicle/entity's position to (81, 17)
CA/EC98: E0        Pause for 4 * 255 (1020) frames
CA/EC9A: FA        Pseudo-randomly choose to branch 2 bytes backwards ($CAEC98) with 50 % chance
CA/EC9C: C2        Set vehicle/entity's event speed to normal
CA/EC9D: FC        Branch 58 bytes backwards ($CAEC63)
CA/EC9F: FF        End queue
CA/ECA0: FE    Return

The very first check is whether or not the "song override" bit is set. If it is, whatever song is playing will continue to play. The next check is a presence bit specific to Shadow for this map. If it's set, Shadow's theme will play. Otherwise it will be Kids Run Through the City Corner. From there it's just other logic not relevant to what you are asking about.

What is the least hassle, least wire, way to record video footage for this set up?
It really depends on the consoles themselves. A lot of newer ones aren't designed to look that good using composite signals. You would want to upgrade to component or HDMI if they support it, but then you need a capture card and TV that supports them. Some CRTs can do component, and I think some later models support HDMI before they were discontinued outright.

The things you definitely need are a powered splitter, such as this one, which will let you take the output from your switch and feed it to your TV and PC at the same time with no signal loss.

You already have the switch, so now you just need a capture card. This will depend on your PC itself. Do you have a crappy laptop that only has USB ports? If so, there are composite capturing devices, such as the Dazzle that can do what you want. However I would stay away from such, despite being limited on options. If you have a desktop with PCI-e slots, then I would recommend this, which I use myself for composite capture. It can capture composite, component, S-Video, and HDMI for resolutions up to 1080i, and as low as 360p.

If you're curious on quality of this card, you can check out this, this, or this. Granted they are Youtube videos, but it should give you enough of an idea of how good the quality can be. As a sidenote, I do use S-video for my composite captures, since it has higher quality than the AV yellow composite cable.

Gaming Discussion / Re: The lead male character in Final Fantasy.
« on: August 27, 2017, 08:01:02 am »
FF1 didn't have any lead, unless you want to count the "Warrior of Light" from Dissidia. If so, he has no name. FF6 had no male lead. Terra and/or Celes pretty much top that list, and they're both ladies. There's also a severe lack of Benjamin from Mystic Quest, Ramza (as previously noted), and Vaan from FF12 on your list.

Please stop using Photobucket for images due to their recent stances on 3rd-party-hotlinking. Find an alternative such as imgur.
Ummm, imgur disabled third party linking for the most part as well. You have to request to be whitelisted, which they don't have to grant.

Gaming Discussion / Re: ALL Controller announced
« on: August 07, 2017, 11:30:21 am »
The name is even misleading, as it can't connect to any retro console. RIP PS2, PS, SNES, N64, XBox, Genesis, Dreamcast, Master System, NES, and Atari(s).

Programming / Re: Help with closing file in Visual Studio
« on: July 26, 2017, 12:55:16 pm »
Your OpenFileDialog has no check to see if opening the file succeeded or not. In other words, it's always continuing as though it succeeded when it may not have.
Something like this may work:
Code: [Select]
if(!OpenFileDialog()) return;
// your block of code that continues

Programming / Re: Mega Man X3 FastRom Issues
« on: July 25, 2017, 09:04:00 am »
The specific check for $20 when detecting the Cx4 is just a heuristic that bsnes (and possibly other emulators) use to make sure it doesn't get falsely detected for ROMs that don't actually use it. I could modify said check to support $30 as well, but trying that might make it inconsistent with other emulators.
Why would the state of other emulators even matter? Why bring it up at all? It's irrelevant. It's up to them to keep up with the times. Not your responsibility to abide their laziness.

You just don't want to do it.

Gaming Discussion / Re: Mega Maker (Mega Man Maker) released!
« on: July 21, 2017, 02:53:06 am »
Starting at the beginning, this guy up here is completely ineffectual, you should move him somewhere else, as it is, he just drops into the pit and poses no threat, I do like how you have just enough time to kill that bot and get off the platforms before they go though.
He's mostly useless, but not entirely. Most players will try and get their bearings, and will likely wait, or if they're impatient jump and get hit to their doom.

This platform kinda sucks, these spikes are also harmless unless you put something here to trick the player into jumping on them.
Actually, the spikes are a prevention method to keep players from jumping down and meeting their doom in the clusterfuck. Could've just made the whole thing solid, but it looked kinda bland.

This room is just a clusterfuck of instant death and stun-locking, it sucks hard and you should redo it, I am also aware that you can use the kick to get over, which brings me to the next pic.
It only appears overwhelming at first. Granted, it's not the best design, but I felt like keeping the player on their toes. I've been too nice of a designer laterly!  :crazy:

When the player lands on this platform using the kick attack, they get attacked by several enemies at once, this will most likely lead to cheap deaths as they careen over the edge trying to defend themselves until they learn to swap back to M.Buster quickly to dispatch them, easily fixed by redoing the layout of the previous bit.
Potentially, yes. That Metool is far more dangerous alive than dead, though!

This guy up here, his placement is kinda bad, there's also a 50/50 chance of him offscreening himself if he goes the other direction, making him pretty much harmless.
I tried tweaking that a bit, but in the end I wanted to go with another enemy altogether and forgot about it.

This one here (whatever it is), is in a bad position, its quite easy to blow it to hell before it can even launch an attack, you need to put it somewhere where it's harder to hit.
That turret is generally kinda easy to kill no matter where it's positioned. Anyone with quick enough fingers can mash it to death before it hits you.

At first I thought this was too hard, and then I realized I have the wide-range buster-charge making these trivial to get to, you should make players work for these kinds of pickups by putting them somewhere that requires skill or risk to reach.
Super easy with charge, and if a player tries to charge a shot. Some will, some won't. You will take damage by dropping down, otherwise. I've noticed that lives are completely useless, as well! E-tanks are...not really needed?

Last picture, the placement here is bad because it's too easy to knock a player into instant death here, giving the player more room to dodge might make this more fair, it's also painful to die right here inches from the checkpoint.
That's the main reason I went with a delayed platform, and not one that will quickly kill the player. Best setup? No, clearly. But I tried to be as fair as possible.

I also thought the boss arena was pretty bland compared to the rest of your level, the boss was also tough to beat with only the M.Buster
I tried changing it up, but Plantman's AI breaks horribly with any kinds of obstacles. A new boss entirely would be needed. And yeah, regular shots are terrible. Charged shots are much better, but still not the fastest.

Thanks for the review. The first level is always the hardest one to do. Should get better from here.

Gaming Discussion / Re: Mega Maker (Mega Man Maker) released!
« on: July 20, 2017, 01:16:46 pm »

Have at it, and let me know how bad it is.

If you're lucky, the readme will tell you if it's compatible with both versions of the game. If it is, huzzah, you're lucky. If not, you're boned.

ROM Hacking Discussion / Re: FFHackster 2017 June Alpha
« on: June 02, 2017, 10:56:45 am »
Whatever you're trying to show doesn't show up.

Newcomer's Board / Re: Final Fantasy 1 Magic Upgrade Idea
« on: June 01, 2017, 01:05:30 pm »
If you are in need of free space, this patch may be able to help. It frees up 0x23 bytes in bank F, as well as adding in DTE support in battles.

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