11 March 2016 - Forum Rules
Started by xenophile, January 30, 2022, 10:52:35 PM
Quote from: dagmor on June 09, 2022, 04:10:33 PMLooking forward to it!That's interesting. I'd be interested to know if any enemy is vulnerable to mute, and if so try it on them. The most obvious enemy (the wizards) are not vulnerable. It makes sense that they would be...
QuoteThat's an interesting idea. It's kinda annoying how the girl acts so helpless, it feeds a bad stereotype. A moogle would help, but you'd need to add a mother moogle as well. What's the Mana saga lore around this? Is it always a female human who sacrifices her life for the continuation of the Mana trees? If so, probably best to leave it...
QuoteWould that be easier than increasing the equip menu size?
QuoteIt'd be good to know how it can fail, even if it's not fixable.
QuoteDavias's fireballs do not need to flash. I do think it's important for the red dragon to flash though. That's the mechanism for all the bosses (except Shadow Knight) to know they're being damaged. Can you change the name of "Red Dragon" to "Blue Dragon" or something else instead?
QuoteVery amusing. Good job Amanda, you did it - high five!
QuoteYep, it is. And I don't think it's worth fixing.I'll give you a consistent mechanism to reproduce.1. Stand here (facing down is important)2. Swing the sickle3. Walk leftMy pleasure. I'd be happy to continue helping/testing too!
QuoteI'd like to eventually build on your patch with a Speedrun patch that:1) Fixes the iron helm bug2) Uses a fixed seed for enemy locations when you enter a screen (to avoid back-forth shenanigans). Think of the fixed positions like a speed wall in climbing sports.Maybe more...
Quote from: xenophile on June 09, 2022, 07:10:31 PMThe mother is a tree. The child can be a moogle.There is a scene where characters are surprised she's Fuji's mother. That scene is much improved by Fuji being a moogle.
Quote from: dagmor on June 18, 2022, 09:56:41 AMJust completed another run through. One patch bug and a couple non-patch-related bugs found.First off, the text boxes for the most part were improved, looks good! There was one scene though where it broke down:I imagine that's from the scene starting with the characters at the top, then "Man" shows up through the bottom.
QuoteNext, here's another chest room that needs fixing. It's not until a box is destroyed (after placing them all) that the door opens; I don't think that's intentional.
QuoteAnd this is a fun one. If you beat Shadow Knight with Lit, sometimes he bugs out and starts falling through the screen, and wrapping back from the top. The only way I could stop it was to hit him again.
QuoteFinally, maybe but a bug, but certainly funny. If you go south from the palace when Wendel is under attack, and get hit by a monster near the top of the screen, you'll get knocked upwards. With the way that transition is coded, it'll take you back to the palace and you'll fly into this guy.He'll repeat himself either 4 or 6 times, depending on how close to the top of the last screen you were when hit. I just love the sprite expression alongside the text on forced repeat!
Quote from: JKPhage on June 18, 2022, 07:49:27 PMWhile I know I'm going to sound like some ungrateful snob for saying this, please don't do something like this. This is shaping up to be such an amazing project with proper character names, colorization, bug fixes, translation cleanup and basic improvements to a game that sorely needs it, and I'd love to add it to my collection of hacks that have outright replaced the original version. Switching Fuji into a moogle would kind of kill all the drama if I'm being frank.That said, there are plenty of hacks like this that offer optional patches and the like to pick and choose certain elements. I could easily see a "Fuji is a Moogle" optional patch or vice versa if you choose to make it the default, because that's your prerogative. I'm loving all that I see of this so far, and as of yet it's shaping up to be a definitive way to play the game with badly needed improvements and a slightly more faithful translation, so all I can really ask is that if you do choose to mess around with big things like this, please consider offering some kind of "opt out" patch for it.That out of the way, this really does look phenomenal, and I look forward to seeing what the finished product comes out like. I appreciate all the work you're putting into it, and the fact that you're sharing it with the community.
Quote from: MD_Prometh on August 03, 2022, 04:21:06 PMhttps://imgur.com/a/2UtnQlHThis line of dialog doesn't really read well when spoken out loud, and IMO should be rephrased to something like "There's a girl I've seen who has the key". Maybe it would be a good idea to compare the original Japanese text.
QuoteJulius:...One person holds the key... I can see it...
Quote from: MD_Prometh on August 17, 2022, 08:49:07 PMThat script change works.
Quote from: Cris1997XX on August 18, 2022, 04:06:31 PMI know this hack isn't even finished, and it'll probably still take a long time, but it would be amazing to see a fully colorized version of the game that takes advantage of the Game Boy Color's faster CPU to lessen the slowdown (If there is any, I honestly haven't tried it yet)
Quote from: xenophile on August 22, 2022, 03:39:44 PMSlowdown isn't a big problem in this game. I'll take a look at double speed mode at some point, but I haven't yet. One thing I did try out was using the CGB's HDMA functionality to load tile graphics. That cuts down slightly the amount of time it takes to scroll to a new screen. Turning on double speed would likely have a similar benefit and might be easier.
Quote from: radimerry on September 05, 2022, 09:33:43 PMHi! Played some of the hack and like it so far. Noticed a likely vanilla game bug. Doesn't always happen when damaged.
QuoteAnd an unimportant side-note. The code to fix the window shutter can be simplified down further (copy forward instead of reverse)https://github.com/radimerry/bucket/raw/f5728a68c43ff821fd28fc20ffc5e333e430f17f/ffa-shutter-flicker.txt
Quotebug note:LotMS 2022-08-21 code uses rra - rra which can be an unlikely small problem.a = 0d ==> 06 + c ==> 83
QuoteYou are saying the bug is the hero disappearing there?
QuoteI found it hard to prove that there wasn't a timing window that could result in a bug if an interrupt fired during the copy, if the copy happened forward.
QuoteGood find. I got lucky (or unlucky) that this works. As a side note, I think (if I recall correctly) that everything that uses this value quadruples it, but I decided to use a light touch and not pre-multiply it.
ROM2:7355 21 DD D6 ld hl,D6DD equip itemsROM2:7358 11 B3 D6 ld de,D6B3ROM2:735B 06 0C ld b,0CROM2:735D C5 push bcROM2:735E 7E ld a,(hl) item #ROM2:735F CD 9C 56 call 569C get propertyROM2:7362 78 ld a,bROM2:7363 0C inc cROM2:7364 28 15 jr z,737B === bug: hl not bumped
Quote from: radimerry on September 06, 2022, 04:26:23 PMYes. First time, I thought the game broke and reset. Happened again (!) and I waited. Reset anyways and then I got the expected result (no disappearing heroine).There's a damage timer at C4D2 but noticed that VRAM gets wiped during the blinking phase. Plus game uses lots of scripting routines. I suppose not all 256 (?) s-opcodes are used and some can be hijacked for other uses?Sadly the timer gets frozen when the cutscene starts and doesn't have a way to restore the invisible sprite.
QuoteThough if the hacker is not hurting for space in Bank 0, optimization is an unnecessary moot point.
Quote from: radimerry on September 06, 2022, 09:26:12 PMThe "Iron Helm" bug can be helpful and problem.
QuoteFix high level Flare: "If you raise the skill (affects the power of magic) too much (94 or more), the power of the magic "flare" will weaken."
QuoteSomething I'm hugely interested in is getting rid of the bounce back when you get hit by a monster.
QuoteAs long as the player is in that state it ignores all event scripts on screen. Making it possible to glitch onto tiles you aren't supposed to be on.
QuoteWe've got a Discord server where we discuss FFA hacking.
QuoteIs it pausing longer in this case?
QuoteAs far as I can tell the res 7, a is not necessary because the called function does an and $7f.
QuoteThis isn't something I've personally reproduced, but apparently if you hit 94 Wisdom, the Flare spell starts doing zero damage. If you do this before destroying the crystal in the desert (an invisible enemy with 1 hp that is immune to everything except Flare), you have to reset and cast without opening any menus.
ROM0:08C4 CB 3A srl dROM0:08C6 CB 3A srl dROM0:08C8 CB 3A srl dROM0:08CA 15 dec dROM0:08CB 15 dec dROM0:08CC CB 3B srl eROM0:08CE CB 3B srl eROM0:08D0 CB 3B srl eROM0:08D2 1D dec eROM0:08D3 C9 ret
Quote from: radimerry on September 08, 2022, 06:23:56 PMPlayer is standing on red spot in swamp. When you destroy the left leaf off-screen (y=09, x=ff), it triggers the bug.Basically we're reading metatile data outside the range and it ends up writing back, corrupting the player ypos to 0 (see 01:52a5). But we could be destroying other data too depending where on the screen border.One suggestion on fixing:- There's a table at 01:51f2. With 5 ptr entries that can be combined and reduced down. DE has the x-y meta position. Use a boundary check to keep it within visible map coords, which I haven't checked the max values.
QuoteAlso, am I missing something or does the game check the attributes of the correct tile before replacing the wrong tile? So they do the math twice and get a different answer each time?
QuoteOne odd thing I notice here is that if you stand in the same place relative to bushes that are not at the edge of the screen and use your Sickle, one of the bushes behind you does not get cut.
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