« on: December 28, 2017, 01:59:23 pm »
Well *most* sidefeatures and expanded features seem to go smoothly. However, every time I get to the main business of swapping item locations, I run into various problems.
This time, it's "hole in walls", "garbage pails", and "cardboard boxes". For some reason, at 987B5, the value for the last script invoked is stored. The last NPC talked to, the last Chest opened, the last item examined such as fire hydrant or house door or fruit stand or magazine shelf. Everything SANS the garbage pails and cardboard boxes, which SHOULD store to that value and makes no sense why they wouldn't.
This makes them untraceable by conventional means I were using to change chests and such until now. Which sucks. They're only "sometimes" visible by just casually reading bins as well, they're not consistently writ as such to be read from bins. I'm assuming, as is the case with some chests even, that they aren't writ and the game generates text from a central generic script and fills in item names (it doesn't need custom text in every bin for chests that say 99% the same thing).
Once I wrap my mind around how to fix that, I'll release a playable build, now ever so late mind you, but I'm still excited nonetheless, and hope it's just as good for the end-user once I do get it in working order.
January 01, 2018, 07:17:42 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hard work and good rum pays off, as I trace the item-filling code to a source (a source I still don't understand, code-wise. Is it a spot in the city? Is it a spot in the main engine? What am I changing?). At any rate, I've finally changed a garbage can reward to another item.
For prosperity's sake, 98830 in Native-RAM, fills to a value of the item being given to you. That is filled upon interacting, from opcode at 128F10 (I traced by No$PSX by highlighting opcode location and "Run to Cursor" and then playing game to trigger a garbage pail giving item), by a location in the ~BF400 area. For Blumbear Parts it's BF3A6, for Broken Motor it's BF496.
(also note, 128F10 is specific to Downtown, AppleMarket turns out to be 109E14, so I just have to "sub-return" from where 98830 breaks on write, to find the value for whatever area I'm working with)
I prefer tracing actual interaction scripts, but when they fail to appear to exist, I now have a backup technique to trace item-giving to it's source.
It's more effort for each and every item in the game, but now with the effort, I am again without (forseeable) roadblocks for a working romhack soon.