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Messages - Lenophis

Pages: [1] 2 3 4 5 6 ... 17
1
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.

2
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.

3
Newcomer's Board / Re: Newcomer to emulators and one easy question.
« on: May 17, 2017, 12:55:14 pm »
You do need to find a ROM of the original Final Fantasy game for the NES as well to play this patch. For legal reasons, I cannot tell you where one may be, although if you do a couple searches it will turn up. You will also need a patching utility to apply the patch to the ROM. FLIPS and/or Lunar IPS will do just fine here.

4
Help Wanted Ads / Re: Super Mario All Stars
« on: May 15, 2017, 03:31:50 pm »
Wow, that was it! I never thought to check for conflicts like that. My own fault for not doing any real assembly work in 3 years. Thanks for that.  :thumbsup:

5
Help Wanted Ads / Super Mario All Stars
« on: May 14, 2017, 01:51:16 pm »
So I'm doing a small hack for Super Mario Bros 3 for Super Mario All Stars, but I've hit a really odd snag I can't figure out.

Going through this door to Boom Boom...


Takes you back to the first room of the fortress.

Going through the spike room door in the world 2 fortress also does the same thing, takes you back to the first room of the fortress. The only thing either of these rooms have in common is both rooms scroll.

I updated the HUD code to support 3-digit coin numbers. If I don't include the updated HUD, the doors work fine. That leads me to believe my HUD code is broken in some fashion:
Code: [Select]
org $29E6ED

LDA $1D80,X  ; with indexing, it should be at $1DA2 for mario
CLC
ADC $0422
STA $1D80,X
BCC _ThirdCoin  ; first logic check, making sure a third digit is incremented!
INC $1D82,X
_ThirdCoin:
; so now we need to do display stuff, essentially just adding in support to increment the third digit
JSL $3BF400  ; update coins
STZ $0422
RTS

padbyte $00 : pad $29E72F


org $3BF400
REP #$20
PHA  ; save upper A before it gets destroyed, just in case it's needed
SEP #$20
LDA $1D82,X
XBA
LDA $1D80,X
REP #$20
CMP #$03E8  ; 1000 coins?
BCC not_maxed_out ; this branch will generally always be taken
; but if for some reason it's not, let's do max numbers
PLA  ; restore A
SEP #$20
LDA #$E8
STA $1D80,X
LDA #$03
STA $1D82,X
LDA #$99
STA $1F30
STA $1F48
STA $1F49
RTL

not_maxed_out:
STA $1F60  ; store it away for now
SEP #$20
LDA #$03  ; 3 loops
STA $1F62
PHY  ; preserve Y, we likely need it
LDY #$00
TYX
mathloop1:
REP #$20
LDA numbertable,X
INX
INX
STA $1F63  ; for math
STZ $1F65  ; and more math
mathloop3:
SEC
LDA $1F60  ; load our original value
SBC $1F63  ; and subtract our LUTs value, either 100, 10, or 1
BCC mathloop2  ; if carry is clear, we wrapped
STA $1F60
INC $1F65
BRA mathloop3
mathloop2:
CLC
ADC $1F63
STA $1F60  ; effectively restoring our original value
SEP #$20
LDA $1F65
ORA #$90
STA $1F67,Y
INY
DEC $1F62
BNE mathloop1
PLY
REP #$20
PLA
SEP #$20
; now that all of the conversions are done, we need to get them to display
LDA $1F68
STA $1F48  ; ten's digit
LDA $1F69
STA $1F49  ; one's digit
LDA $1F67
STA $1F30  ; hundred's digit
RTL

numbertable:
DW $0064
DW $000A
DW $0001

I've used different values for my math, including scratch DP and other locations in ram that don't look like they're used. I've run comparison traces from original and this hack, and no appreciable differences have been spotted. This HUD is updated every frame, but doesn't execute while Mario is in the process of going through a door. The stack is still stable, correct bank is still in play, and register sizes are what they should be.

My best guesses are either I've triggered some goofy copy-protection, or my code is just too slow. If it's too slow, it's only by a matter of cycles, since the vanilla game uses a rather sloppy method to do 2-digit coin display.

Would anyone be willing to take a look at it and see what could be wrong?

6
It probably won't work that well, or at all, since the VC is still trying to work with specific requirements. Suppose one won't know until they try, though!

7
Natively? No. You'll need MSU for it. That effectively reduces compatibility to just an emulator or two.

8
Newcomer's Board / Re: FF I Bugs
« on: April 14, 2017, 11:05:07 am »
One thing to keep in mind, and this is true of any game with an editor, is that if you go outside the scope of what the editor is capable of doing, more than likely the editor won't work as it should. This is because almost every editor is programmed with specifics in mind about the games they are for. To get around this, most advanced hacks need to be done in pure hex, which is a nightmare, or people make their own editors for their hacking needs.

As for FF1, there are a few editors available besides Hackster, but they all supplement FFHackster.

For every bug you've listed, I wouldn't be surprised if FFHackster overwrote something to undo whatever changes were made to Grond's base hack.

9
General Discussion / Re: Racial Plot Twist in the Shell
« on: April 09, 2017, 02:33:16 am »
Sucker Punch was really close to being really good. You can tell the movie tried to provoke some thought, and for the most part did a good job with it. However, like most things that only have potential, most was left on the table.

10
ROM Hacking Discussion / Re: Final Fantasy I Tileset Hacking?
« on: April 06, 2017, 01:47:32 pm »
Part of the problem is the palette. FF1 used the first color for black, while FF3 used brown, green, etc. The first color in any palette will be the same on every palette. It's not the game or the engine, it's an NES limitation of some kind. If you were to re-palette the tiles (yy-CHR makes this really easy), then you should be able to more-easily convert the tileset over to FF1.


This is a screenie of an FF1 hack I started back in 2005 with my roommate. We ended up redoing the palettes to work with the tileset, which turned out pretty well.

Also, while we're at it, tiles aren't going to be necessarily assembled like how they are here. If you go into Hackster's Tile editor (double click on a tile), it'll look something like this:


That's how the tiles look in the rom, if you were to look with yy-CHR, Tile Molestor, etc. You do have some freedom to reassemble tiles here, but just be careful not to do too much too quickly. You may end up breaking a lot of tiles graphically in the process.

11
General Discussion / Re: Racial Plot Twist in the Shell
« on: April 03, 2017, 01:11:58 am »
Arise definitely has a dub, and FUNimation is the one responsible for it. I believe there's 4 seasons on Bluray/DVD right now.

12
General Discussion / Re: Racial Plot Twist in the Shell
« on: April 02, 2017, 04:00:00 am »
I was going to avoid the movie because it was probably just going to be a cheesy action flick, trying to catch a dollar by being popular. If it's a 2.5 hour-long movie with an actual story that makes sense, then there's hope. The story is what made Logan so freaking good. I don't have nearly as high of hopes for this.

13
Personal Projects / Re: FFVX - A Final Fantasy V Rebalance Mod
« on: April 02, 2017, 01:37:26 am »
2) I do not want Savestates being used. I also won't use them in my runs, so if it's a pain playing it without using them, I'll just reduce the difficulty.
3) Sure, getting a Game Over every 5 minutes is not fun at all. But strolling trough a game without a single one, well... some people think that this is fun. Some (like me) don't. I think I know what your mean, that's also why the enemies' stats are nowhere near carved into stone.
I like what I see.

Quote
4) Well, it's hard to tell what is regarded as "cheap".
It's kind of a catch-all, but basically in this context it refers to a situation you wouldn't expect to hit that just murders you and laughs about it. You literally have zero chance to survive just based on RNG, or maybe not RNG depending on the situation.

Quote
And about the Level Cap:
"astronomically stupid" - wow, just "stupid" wasn't enough on its own? ^^
Definitely not the best choice of words. Arbitrary is more accurate. That just seems like the most oddball of arbitrary decisions to make. Certainly rebalancing could easily take into consideration the leveling process. Do any stats raise, other than HP and MP per level? I know FF5 is much like FF6, and the damage formula is greatly determined by level.

Quote
Thanks for the critique - I definitely do not want to lie to the audience intentionally. I hope it won't be a big deal to change the title when I'm halfway done.
As long as you are up-front about what people should expect, you have nothing to worry about. This sounds interesting, at the very least. Definitely keep up what you're doing. :)

14
Personal Projects / Re: FFVX - A Final Fantasy V Rebalance Mod
« on: April 01, 2017, 01:06:06 pm »
-The maximum level is 51 (It's a soft cap though, so you can still level up to 99 by grinding like crazy. However, you will NOT able to reach any LV between 52 and 98. After 51 comes 99.)
That sounds astronomically stupid. There's a difference between "rebalance" and "challenge," and here you hit the latter.

Also, if that first screenshot is anything to go on, then there's a couple pieces of advice I'll offer:
1) If there's any risk of dying/game over in the intro/tutorial battles, then you're doing it wrong.
2) If you have to use savestates for any reason, you're doing it wrong.
3) Make sure it is still fun to play. The original game was already kinda grindy, don't make it worse for the sake of "balance."
4) Don't put in cheap ways to cause game over.

If any of the above apply to this hack, then it is actually a challenge hack, and not a rebalancing. Make sure it is labeled correctly so people don't back with pitchforks looking for your head. People don't like being lied to.

15
ROM Hacking Discussion / Re: PSP LivePatch question (for FF1 PSP)
« on: March 05, 2017, 10:07:09 pm »
I can confirm the typo was the problem.

16
Laboring under the illusion that Capcom gave a darn about the sound emulation in that Anniversary Collection is like thinking that a musician loves you personally when they announce to 30,000 people "We love you, good night!"
Believe it or not, but Capcom USA did give a damn. They went far above and beyond by doing basically what Maverick Hunter X was, but for the anniversary collection. All of the work was forced to be scrapped, though, since parent company said "lolnope."

And, as we all know, the Maverick Hunter series reboot never got off the ground, so all of that work was lost.

17
Can't say myself, since I haven't played that version.

18
Yes, there are missing sound effects from the games of the series. They all have minor issues:

MMX: missing voice clip for Hadoken
MMX2: broken HDMA fade-in effect in Centipede's stage
MMX3: saturn version, so you can skip all maverick stages
MMX4-X6: all sound was reprocessed DOWN, and the volume reduced. this lowered the overall music quality.
MMX6: broken timers for all destructables in Metal Shark Player's stage
MMX6: broken timer for Gate, when he moves right to left and turns around

19
Of course you would say that, Spoon. Instead of trying to cause trouble, then demanding people answer to you when they don't, you could be constructive. Just a thought.

I've already let people know, so hopefully the site is back up within the next 24-48 hours. Chances are it's the same problem causing it yet again. Gonna see what we can do about it.

20
One could hardly be blamed for thinking it...
If melodrama is your path, then yes, I can see why one would think that. Here in the real world, though, that is not the case.

Quote
So who's the lucky website owner Lenophis?
Not that it matters to you, or that it's any of your business, but a good friend of mine hosts the site. He has since it migrated off of Zophar's Domain many years ago.

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