logo
 drop

Main

Community

Submissions

Help

78086208 visitors

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 - Mauron

Pages: [1] 2 3 4 5 6 ... 11
1
3b. The 14615+ change is a hack that's necessary for player tech expansion. It shouldn't have added that with just an alteration, I'll have to look into why it did. The 6EE43+ is either the tech being relocated, the bank byte for tech pointers, or both. I'm not sure why either of those would cause a black screen on startup - I'll look into it when my version is back in a useable state.

4. I found the bug and fixed it, but I'm planning to switch away from the current system of handling tech animation altering in the next release.

I've been doing some major rewrites - the oldest parts of the code were very messy. I've completely redone loading, and plan to alter saving next.

On the research front, I've managed to decode two new commands, Set Section and Set Subsection. These work with the Wait for Section and Wait for Subsection commands, and can be used in place of multiple Section++ or Subsection++ commands (which will be called Increment Section and Increment Subsection in the next release).

Edit: redecoded command 22 as a 3- byte command (previously it was 2-bytes). It is definitely a wait for something command, possibly movement related.

2
So far the second half of 1 is fixed, and 2 is fixed. I haven't looked into 3 yet, but I've been working on a major glitch that effects loading.

I found another wrinkle in tech loading - Animation command 0x80 (flash screen color) has a variable length of 2-17 bytes. I'm going to have to find the best way to handle that.

3
I've fixed the above bug, and added support for editing enemy normal attacks. There may be problems with them in a pre-release ROM, as I did not fully test that part.

There are more enemy normal attacks than there are animation slots, so some of them must be shared.

Beta 6!

4
I get this when trying to access the new public maintenance options.

Quote
Your login was successful, however you do not have permission to access this area!

5
Feel free to post details whenever you find a bug.

It looks like I was overwriting a value that controlled where it saved to - single techs were saving to the first 8. I'll do some more testing before I get a patch out though.

6
Could you elaborate on where you had problems?

7
It looks like I forgot to mark some of the records as modified when saving them. Save 12-Byte header is only supposed to save the effect header, and I'm not sure how you were seeing changes to the graphics header through it.

The other headers now properly save through File > Save Tech.

Hi-Tech Beta 5

8
Back on this. I had been working on an AI editor for a while, but the next step is tediously checking for typos in an asm hack (I know I made a few), so I'm using the knowledge I've gained to implement a better method for handling animation commands, and cleaning up a lot of the old, messier code from when I started this.

9
Programming / Re: [SNES] Is CMP #$00 necessary in this situation?
« on: May 22, 2014, 06:02:16 pm »
I double checked the branching, and there's nothing relevant going on - just a skip of the JSL if the value is 0.

The carry flag is not used for a while afterward, where it's used in a different CMP instruction.

Thanks for all the help.

10
Programming / Re: [SNES] Is CMP #$00 necessary in this situation?
« on: May 20, 2014, 04:49:55 pm »
Then again, my first assumption was that this is a bit of code Mauron wrote themselves for feedback, rather than something found in an existing ROM (and if I had time, I'd let bgrep check for me  :D)

It was taken out of Chrono Trigger's AI routines. It would show up when checking to display a message.

11
Programming / [SNES] Is CMP #$00 necessary in this situation?
« on: May 18, 2014, 07:29:36 pm »
Code: [Select]
LDA $CC0000,x
CMP #$00
BNE $0E

From my understanding, LDA will set the z flag if the value loaded is 0, and bne will branch if the z flag is clear, so the CMP is unnecessary.

I just wanted to make sure I'm right on this.

12
Hi-Tech Beta 4 is now out.

Changes:

- Status inflicting techs now properly support all statuses.
- Status inflicting techs can handle multiple statuses at once.
- Fixed a crash involving drain techs and status inflicting techs.
- Added a status label dependant on the type for status inflicting techs.
- Fixed an import bug.
- Fixed multiple bugs with saving.
- Added a display for the targeted value in certain parts of damage techs.

13
You should be able to JSL into a new bank and RTL back.

14
Both of those are currently editable.

15
Double and Triple techs are included. They are in the character selector after Magus, and before Enemy techs and Items.

The big thing that's lacking is enemy normal attacks - Gato's punch, Hetake's jump, etc. Those will likely be added in a 1.1 release.

16
After ages of delays and not working on this, I finally started back up, and have a new version ready. The following has been added:

- Tech Expansion
- Targeting
- Control headers (11-byte)
- Effect headers (12-byte)
- Graphics headers (7-byte)
- Item data (not 100% certain if this is new)

Hi-Tech Beta 3

Assuming no bugs pop up in testing, it should be ready for the first official release. Tech expansion is currently possible on US ROMs only.

17
Yeah, PCs are uncompressed, so it will fail when trying to decompress them. Just open the ROM in YY-Char/Tile Molester/whatever.

18
Code: [Select]
Start         End           Type Compressed Name                                     Date
200000 200EBC GFX Y "(AA) PC, NPC and Enemy Graphics" 2007.06.29

The (AA) is the graphics packet used. For enemies, you can find them in Fiendcrafter. I started work on a tool for NPCs, and PCs are labeled by the character name.

19
What's one of the addresses you tried?

I tested 200000, and it worked properly.

Also, what does the status bar say after you click the decompress button?

20
Fiendcrafter lets you change between existing palette indexes.

The Chrono Trigger Database has the location of the different sprite packets.

I believe the change to Ozzie is done in object 8 at 01E4, copying a new palette in.

Pages: [1] 2 3 4 5 6 ... 11