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Messages - Vanya

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Personal Projects / Re: Metroidvania (Castlevania Nes Hack)
« on: Today at 02:40:20 pm »
Neat. Almost looks like a creepy floating robot torso.

That's a good idea, and actually seems simpler to execute, too.
Yeah, definitely would require rebalancing. The lowly Goblin is granted a mere AGI 6.
I'd be up for trying to make the thing itself, but I would probably leave it to others to rebalance.


I tested some averaged out number by hand and came up with this:


According to the turn order improvement proposed by Anomie, the game already keeps an array of the 13 possible units in each battle. Presumably it also knows if a unit is present or not. By default the list of units is in this order: enemy unit 1-9, then PC unit 1-4.

How about something like this...
  RAM Usage
 - each unit has a 2 byte word for its gauge initialized to 00.
 - 2 bytes used as flags to track which units have had their turn.
   (That totals 28 bytes of free RAM needed.)

    Start Routine
   1- load gauge value of unit in array position X.
   2- If unit is not present, jump to line 27.
   3- If unit is petrified or dead, jump to line 27.
   4- If unit's turn flag is set, jump to line 29.
   5- If unit is PC, jump to 16.

    Enemy Stuff
   6- Save Unit's speed to a temp variable, speed = AGI/2 + Magic Defense/20.
   7- If unit is not slowed, jump to 10.
   8- Add speed/2 to unit's gauge.
   9- Jump to 14.
  10- If unit is not hasted, jump to 13.
  11- Add speed*2 to unit's gauge.
  12- Jump to 14.
  13- Add speed to unit's gauge.
  14- Add speed bonus to unit's gauge, speed bonus = Morale-100/5.
  15- Jump to 25.

    PC Stuff
  16- Save Unit's speed to a temp variable, speed = AGI/2 + INT/5.
  17- If unit is not slowed, jump to 20.
  18- Add speed/2 to unit's gauge.
  19- Jump to 14.
  20- If unit is not hasted, jump to 23.
  21- Add speed*2 to unit's gauge.
  22- Jump to 14.
  23- Add speed to unit's gauge.
  24- Add speed bonus to unit's gauge, speed bonus = Luck/2.

    End Routine
  25- If unit's gauge is less than 127, jump to 29.
  26- Set current unit to take it's turn, and jump to turn code.
  27- Set unit's turn flag.
  28- Set unit's gauge to 00.
  29- If not all turn flags are set, jump to line 31.
  30- Clear all turn flags.
  31- Increment array position by 1.
  32- Jump back to line 1.

This could be more streamlined, but I can't spend any more time on it today.

King Sasune, in his initial dialogue, has two grammar errors.
He says in two separate sentences, "...unless if..."

" We cannot regain our
  normal forms unless if
  the Djinn is defeated."

suggested edit:

" We cannot regain our
  normal forms until the
  Djinn is defeated."

"King: The Djinn is hiding
  in the Sealed Cave, north
  of this castle. But, we
  cannot banish the Djinn
  once again unless if we
  had a Mythril Ring..."

suggested edit:

"King: The Djinn is hiding
  in the Sealed Cave, north
  of this castle. But, we
  cannot banish the Djinn
  unless we once again
  had a Mythril Ring..."

I want to confirm that there is an issue with using these patches over Grond's Final Fantasy.
There is good news and bad news.

Bad news is that there is definitely something not quite right as there is a bug that triggers when a party member is dead.

Good news is that it is a fairly minor bug.

As to the actual bug, it appears that when at least 1 party member is dead, the last party member who had their turn steps backward each time an enemy's text box is erased. This is actually kind of amusing to watch as each of your characters inches away from the enemy party until they eventually wrap back around the left side of the screen.

Hopefully this bug is fairly easy to squash as DAB + GFF is pretty damn cool.

January 17, 2018, 05:11:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
On a side note, I'm thinking it might be a good idea to rewrite the whole turn order routine.
Since there are no more discrete rounds, it might be better to do something like the initiative rules from D&D and Pathfinder.
It could also be an opportunity to give agility an additional function.

Maybe something like this:
 Assign each character a number: random(0...24) + [AGI/4]
 Then set the turn order based on the assigned numbers.
 In case of a tie, the character with the higher AGI score goes first.

Personal Projects / Re: DSVania Editor (v1.7)
« on: January 16, 2018, 03:18:33 am »
Oh thank god! I'm a bad computer nerd for saying so, but I hate having to use the command line for anything other than using obscure maintenance programs to diagnose issues on my machine.

Personal Projects / Re: DSVania Editor (v1.7)
« on: January 15, 2018, 12:06:21 am »
Right now when I want to add custom ASM to my project I have to create an overlay and then patch my code into that, right?
Any plans to add a gui for that to make it more user-friendly and less time spent outside the editor?

Way better! Moving the magic meter down to the bottom helps a lot to make things a bit more visible.

ROM Hacking Discussion / Re: Gamecube ROM Hacks
« on: January 13, 2018, 03:27:13 am »
Indeed. I don't see any issue with posting your patches here.
As a matter of fact, I have a small, and by small I mean tiny, hack for Four Swords Adventures that I will post here if I ever find the time to figure out how to do it.

Personal Projects / Re: DSVania Editor (v1.7)
« on: January 13, 2018, 03:22:32 am »
Awesome! I can't wait to try this out. I've been putting this off for a while waiting for this update and really just having no time to *take* care of other projects and RL. :P

Personal Projects / Re: Zelda Minish Cap Level Editor
« on: January 13, 2018, 03:15:02 am »
Solarus is a game making engine somewhat similar to programs such as GameMaker. It's specifically for making Zelda 3 style adventure games.
It has a resource pack for Zelda 3 resources meant to be used to create fan games.
However, that is a separate download, and the main program can be used to create commercial games on its own.

This doesn't seem that practical for games with hundreds of kanji. Especially if they aren't in any kind of standard order.

True, but for many games that have a lot of technical difficulty in creating a translation this is definitely way better than nothing at all.

Pretty cool. I imagine something like this could be adapted to create an overlay in a custom emulator, not unlike the things that are possible in FCEUX with LUA scripting.

ROM Hacking Discussion / Re: SMB1 new blocks?
« on: January 07, 2018, 01:03:56 pm »
Cool. Glad it worked out.

ROM Hacking Discussion / Re: SMB1 new blocks?
« on: January 06, 2018, 03:25:14 pm »
Looks like what they did was go to the spot in the code where it jumps to the routine that defines the block's behavior and pointed it to the spot where the behavior for the unused block is. And my best guess is that the way the blocks can be placed is separate from how they interact with Mario.

Google translate sucks. I think what he is saying is that you change something in the utility then change the assembly code in a hex editor.
I think that by binary editor he means a Hex editor. You might want to get someone to translate the original message.

ROM Hacking Discussion / Re: Alien 3 (SNES) Graphic Edit Help
« on: January 06, 2018, 03:14:24 pm »
That doesn't sound to me like it would be an issue with the palette.
Why would the emulator not be rendering all the colors?

ROM Hacking Discussion / Re: SMB1 new blocks?
« on: January 04, 2018, 07:22:03 pm »
The thing is that unless they expanded the ROM to be able to fit in code for a brand new block based on the graphics and placement of one block and the behavior of another, then they would have necessarily needed to alter the unused block directly. And expanding the ROM just to add in a custom block seems like far too much work with very little return.

I still find it all too cluttered.
Compare it to the Breath of the Wild HUD. (I might be a little spoiled by it, even.)
I'd prefer smaller cleaner graphics even if they were less detailed due to the resolution.
This isn't just a criticism of your HUD either, I think I feel the same way about the HUDs in all the previous 3D Zelda games at this point.
Even the HD remake of Twilight Princess has a simplified HUD.

ROM Hacking Discussion / Re: SMB1 new blocks?
« on: January 03, 2018, 04:03:50 pm »
I imagine that what they did was change the graphics code for that unused block so that it uses the same tiles as the cloud block.
Have you tried contacting them directly?

The only thing I don't dig is the huge-mungous heart.
It's distracting. WHen it comes to HUDs, less is more.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: January 01, 2018, 10:01:20 pm »

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