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Messages - Mauron

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Programming / Re: Trouble using an asm patcher to put in a rom.
« on: June 18, 2017, 02:43:06 am »
Where are you trying to put that code? Do you have an address? The assembler needs to know where you want it, or it will default to the beginning of the ROM.

What assembler do you prefer? If you don't have a preference, just pick one - I'm sure any you have tried will work fine once it has the necessary instructions.

Do you have any references you're using that give further information?

Personal Projects / Re: Chrono trigger plus
« on: June 10, 2017, 03:32:29 pm »
I like the idea of beating Ocean Palace Lavos as a non-canon Schala saving.

Personal Projects / Re: Chrono trigger plus
« on: June 07, 2017, 12:13:47 am »
Just a couple changes in a hex editor.

3DB56F - 62 28
3DB572 - 01

Then have your Hero Medal event set $7E:2862 to 01. It normally contains a garbage copy of weapon 00s stats, from old code before the 8th character was cut.

Personal Projects / Re: Chrono trigger plus
« on: June 06, 2017, 02:01:39 pm »
That code is used at the start of battle. If the currently equipped accessory is the Hero Medal, and the currently equipped weapon is one of the Masumunes, it stores 0x32 to 0x45 of the character's battle data. There may be a Frog index check before that.

The SightScope effect is similar, and likely also a check on $7E:B3BA.

The animations, or the control/effect headers?

Can you send me a patch with the crash in it?

Personal Projects / Re: Chrono trigger plus
« on: June 06, 2017, 01:51:36 am »
Code: [Select]
$FD/B56E AD BA B3 LDA $B3BA  [$7E:B3BA] // Mirror of current accessory.
$FD/B571 C9 B3 CMP #$B3 // Hero Medal Index

You could probably store a flag in $7E:2862 for completion of that event.

Were you modifying enemy tech animations before that? If not, what changes had been made?

Personal Projects / Re: Chrono trigger plus
« on: June 01, 2017, 11:37:40 pm »
Spekkio's event unlocks further tech learning for the characters, not just magic. Skipping the event would lock Crono at Cyclone + Slash for the whole game.

Personal Projects / Re: Chrono trigger plus
« on: May 29, 2017, 11:05:45 pm »
I sometimes have issues with drag and drop, especially with placing something directly below an if. You must have had better results.

Personal Projects / Re: Chrono trigger plus
« on: May 29, 2017, 07:55:08 pm »
That was on my to do list, so just switch 2 for 1? another question I wanted to ask you in this video the NPC's walk on top of layer 3 is there any way to put them under it? at 35 seconds he walks on top the shadow.
Drag the first if to below the second if. The event editor might be a pain about placing it exactly, so you might need to do a little dragging around with the commands below it.

I didn't see any way to alter the shadow when I checked. The Millennial Fair has shadows that remain under PCs.

Personal Projects / Re: Chrono trigger plus
« on: May 29, 2017, 12:55:30 am »
Have you addressed the buggy juror in the trial scene?

In Location Events 01F, Object 12, Arbitrary 0, the game checks fair flags 02 (Little girl told you about her cat) before fair flags 01 (you returned the cat).

Newcomer's Board / Re: How do I make a community profile?!?!
« on: May 28, 2017, 02:44:55 am »
When you submit a document/translation/hack/utility/whatever, there's a write-in box if the author is not already listed.

Site Talk / Re: Automerged posts and slashes.
« on: May 09, 2017, 03:30:00 am »
That definitely sounds like a mess. Yeesh.

I'll be submitting after I add Super Command expansion, and make sure the kinks are worked out.

Hi-Tech Beta 18!

- Split Control Header Unknown 02 into Player Attack, Tech, Unknown 2.20, Enemy Vs Enemy Attack, and Unknown 2.F.
- Fixed multiple issues with loading expanded animation types.
- Added consistency to control header unknown labeling
- Fixed HiTech.ini support for player effect headers
- Fixed default value for maximum player effect header.
- Updated tech effect list genereation.
- Fixed crash with prerelease ROMs and rock techs.
- Fixed issue with combo tech requirements loading extra data (and crashing in JPN ROMs)
- Fixed issue with combo tech requirement display in non-US ROMs.

Site Talk / Automerged posts and slashes.
« on: May 01, 2017, 10:12:42 pm »

It looks like extra slashes are being added to titles when posts get automerged. It happens to both the main title and reply titles. An automerged reply with an already modified title will expand the problem, following escape patterns (\' will become\\\').

I've seen better examples of this behavior, but I don't have them handy at the moment.

Programming / Re: [help] C# MegaMan3TextEditor
« on: April 22, 2017, 11:22:25 pm »
If I'm reading this right, he specifically wants to change the user interface of the pictured program, with access to the source code.

Is my interpretation correct?

NOPs are typically used when waiting for something else to process. A good example is multiplication.

Code: [Select]
lda #$02
sta $4202 // 00:4202 is the first value to multiply with
lda #$03
sta $4203 // 00:4203 is the second value
nop // The result won't be ready yet
nop // So we wait
rep #$20 // Set A to 16-bits.
lda $4216 // 00:4216 will have the result (in this case, 6) now.

Sometimes there will be things to do that can fill in the necessary delay, such as the rep #$20 above.

NOPs are also useful when debugging, as a way to comment out instructions.

Hi-Tech Beta 17!

- Fixed label issues with increment counter and decrement counter
- Unknown 21 decoded as conditional return from super command
- Play Weapon Sound variants decoded as regular/ranged and critical/melee.
- Play Weapon Sound (3-bytes) display error fixed.
- Fixed a glitch where some techs would be overwritten due to a size calculation error.

Alright so right now when I need to do ASM edits I basically convert 65816 to hex and then edit the hex data through a hex editor. I've seen a couple programs, notably Asar and Xkas, that are asm utilities. I use currently asmdev to view translated opcodes, but for example I can't really do very much with the program like if I wanted to do BNE jumploc, I wouldn't know how to do that since it's ASCII characters not hex values like I typically use.

You can use labels with your commands, instead of calculating the distance of the branch or location of a jump.
Code: [Select]
lda $80
cmp #$01
bne dontjump
jsr morecode
// another routine

For some reason also it uses "projects". Like if I edit a few lines then save it saves the files as *.bin rather than the rom directly so I'm not exactly sure how to use them, or get an emulator to run any changes I've made.
The file you specify with -o can be an existing file, and you can use the org directive to specify where in the ROM to output the code to.
It looks like some people are able to save .asm files then patch the games this way. I really like just using IPS/BPS files to patch a rom for rom hacks rather than using a program I haven't heard of. Also, those programs look like DOS based. Are there any asm programs such as xkas/asar that have a GUI?
Most of what you need to do is write a text file (that's all the .asm file really is) that contains your new code. The command line just specifies input and output files. A GUI is possible, but there wouldn't be much to it.

One more thing on memory management. So I was working on editing a rom recently where I needed to add several instructions. Before I was lucky I found several NOP instructions in the rom bank and just overwrote those with a subroutine. Unfortunately now for this new bug fix I need some more space and searching through the rom I found a couple NOP instructions but they were very far spread out so I couldn't really work with them. I tried expanding the rom. I was just hoping that adding an extra 500kb would have hundreds of NOPs somewhere, but I think the bank I was using was completely untouched. How do people manage space limitation?
NOPs are typically included when the code is waiting on something else, for example, the multiplication or division registers. You'll generally want to jsr/jsl to free space (usually continues blocks of 00 or FF). I usually end up moving an instruction or two into the new area, and replacing the old instruction with a jump.

I just need to include an if/else statement. It's so difficult working with assembly where you get 3 variables max. So ridiculous. Could you imagine trying to write a C++ program, or a webpage where your boss or teacher was like, "ok need you to create the next Amazon, or program Skyrim but it's going to be hard because you can only use 4 registers. Now begin!"
Registers are used for things you're immediately working with - once you've finished with those values, you can either discard them or store them to RAM.[/code]

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