News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - screamingtrees

Pages: [1]
1
ROM Hacking Discussion / Re: Atlas crash on FF3us script insertion
« on: August 31, 2020, 01:09:41 pm »
Hey look at that! It works finally. I believe it was the 69=# tbl entry that was messing things up (my rom hack uses this byte for the beginning-of-line "..." character, I think atlas interprets anything starting with "#" as a command), but I also updated my MSVC++ 2010 libraries to the latest version and started from scratch from one of the tbl files you linked. Thanks for all your help.

2
ROM Hacking Discussion / Re: Atlas crash on FF3us script insertion
« on: August 30, 2020, 12:16:09 pm »
Hey thanks for your reply. I tried changing the 6d=% entry in my tbl, but that didn't help the crash. I also tried those table files from the wiki first, but have since been removing entries to see if that would help as well (always redumping with cartographer with the new tbl file before trying atlas again). If you don't mind, could I see what versions of MS visual c++ distributables you have installed on your system?

3
ROM Hacking Discussion / Atlas crash on FF3us script insertion
« on: August 20, 2020, 01:25:26 am »
Hello RHDN,

I'm REALLY stumped on this one. I've got a script properly dumped with Cartographer that I'm looking to reinsert into FF3us. But no matter what I try I get an immediate crash involving msvcr90.dll (buffer overflow exception error) on running Atlas. This is what I've tried:

1. Uninstalling/reinstalling all Microsoft Visual C++ Redistributables (I believe msvcr90.dll is from the 2008 libraries)
2. Both HIROM and LINEAR addressing types
3. Inserting an old FF4 script into FF4.sfc that I once had success with just to see if it would crash (still works, Atlas inserts it without error)
4. Inserting the script into an untouched FF3us rom as mine has been expanded by FF3usme already. (Also I tried with just the first dialogue block to make sure it wasn't an issue with the rom expansion, but both crash)
5. Deleting some entries from my tbl file
6. Using a CUSTOMPTR

I feel like it could be something really simple, but I also feel like I've tried everything. Anyway, thanks for reading, and I hope all your projects are going better than mine!

Oh, and here's my table file and script:

Code: [Select]
/00=<End>\n\n
01=<Break>\n
13=<Page>\n
15=<Choice>
20=A
21=B
22=C
23=D
24=E
25=F
26=G
27=H
28=I
29=J
2A=K
2B=L
2C=M
2D=N
2E=O
2F=P
30=Q
31=R
32=S
33=T
34=U
35=V
36=W
37=X
38=Y
39=Z
3A=a
3B=b
3C=c
3D=d
3E=e
3F=f
40=g
41=h
42=i
43=j
44=k
45=l
46=m
47=n
48=o
49=p
4A=q
4B=r
4C=s
4D=t
4E=u
4F=v
50=w
51=x
52=y
53=z
54=0
55=1
56=2
57=3
58=4
59=5
5A=6
5B=7
5C=8
5D=9
5E=!
5F=?
60=/
61=:
62="
63='
64=-
65=.
66=,
67=...
68=;
69=#
6A=+
6B=(
6C=)
6D=%
6E=~
6F=*
70=@
71=&
72==
73="
7F=
80=e
81= t
82=:
83=th
84=t
85=he
86=s
87=er
88= a
89=re
8A=in
8B=ou
8C=d
8D= w
8E= s
8F=an
90=o
91= h
92= o
93=r
94=n
95=at
96=to
97= i
98=,
99=ve
9A=ng
9B=ha
9C= m
9D=Th
9E=st
9F=on
A0=yo
A1= b
A2=me
A3=y
A4=en
A5=it
A6=ar
A7=ll
A8=ea
A9=I
AA=ed
AB= f
AC= y
AD=hi
AE=is
AF=es
B0=or
B1=l
B2= c
B3=ne
B4='s
B5=nd
B6=le
B7=se
B8= I
B9=a
BA=te
BB= l
BC=pe
BD=as
BE=ur
BF=u
C0=al
C1= p
C2=g
C3=om
C4= d
C5=f
C6= g
C7=ow
C8=rs
C9=be
CA=ro
CB=us
CC=ri
CD=wa
CE=we
CF=Wh
D0=et
D1= r
D2=nt
D3=m
D4=ma
D5=I'
D6=li
D7=ho
D8=of
D9=Yo
DA=h
DB= n
DC=ee
DD=de
DE=so
DF=gh
E0=ca
E1=ra
E2=n'
E3=ta
E4=ut
E5=el
E6=!
E7=fo
E8=ti
E9=We
EA=lo
EB=e!
EC=ld
ED=no
EE=ac
EF=ce
F0=k 
F1= u
F2=oo
F3=ke
F4=ay
F5=w
F6=!!
F7=ag
F8=il
F9=ly
FA=co
FB=.
FC=ch
FD=go
FE=ge
FF=e...

Code: [Select]
#VAR(dialogue, TABLE)
#ADDTBL("ff3.tbl", dialogue)
#ACTIVETBL(dialogue)

#SMA("HIROM")
#JMP($D0000)

//POINTER #0 @ $CE602 - STRING #0 @ $D0000

#W16($CE602)
Wedge:<Break>
There's the city... <$16><$18><$12><Page>
Biggs:<Break>
Hard to believe an esper's been found frozen there a thousand years after the War of the Magi... <$16><$18><$12><End>

4
Programming / Re: Help with Atlas-written pointers (FF4)
« on: December 09, 2019, 05:11:56 pm »
Damn didn't know about that one. It wasn't hard to replace them all with notepad++, though. And now my script is working!

5
Programming / Re: Help with Atlas-written pointers (FF4)
« on: December 08, 2019, 02:36:26 am »
Thanks! The same thought actually occurred to me right after I made this post and went to work so I couldn't try it right away.

6
Programming / Help with Atlas-written pointers (FF4)
« on: December 07, 2019, 04:05:03 pm »
I'm trying to rewrite some of the script in FF4, but before I even started I wanted to see if I could successfully dump/insert the script using Cartographer/Atlas without any changes first. I've gotten pretty far, and I'm pretty sure I've isolated the problem. I just don't know what the solution is. Here's my atlas commands file: 
Code: [Select]
#VAR(dialogue, TABLE)
#ADDTBL("ff4.tbl", dialogue)
#ACTIVETBL(dialogue)
#JMP($80400)

//POINTER #0 @ $80000 - STRING #0 @ $80400

#W16($80000)
Your inventory is full.<END>

The problem is, the original pointer table in FF4 doesn't include "04" as it's second byte, but Atlas's log file shows that it's trying to write it like that. Here's a snippet of the original pointer table showing $0000, $0018 as the first two pointers:
 
Code: [Select]
00080000 000018002400370041004a0052005C00
00080010 6D008000A700CA00DB00E800FF001701
 
 
And here's the log file from Atlas showing the first PointerValue as $0400: 

Code: [Select]
     2 ADDTBL    Added table 'ff4.tbl' as 'dialogue'
     3 ACTIVETBL Active table is now 'dialogue'
     4 JMP       ROM Position is now $80400
     8 W16       ScriptPos $80400 PointerPos $80000 PointerValue $0400
Your inventory is full.<END>
 
 
How can I adjust Atlas to write the pointers like the original?

7
Hello RHDN,

I've been on the hunt today for an address in FFIV (Japan) 1.1 (unheadered) that controls the width of the main overworld menu. It seems J2E expanded it when they did their patch so many years ago, but I'd like to shrink it down a little bit so it's not cut off by my CRT's overscan. I found https://github.com/GameHackingDotOrg/FF4Hacking/wiki/Yousei's-FF4-Notes  But the changing the value at D82A (I substracted 200 from DA2A) does nothing. Anyone know more about FF4 Rev1 addresses?

8
ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: October 23, 2019, 03:23:35 pm »
Shadow's dialog when you first meet him (which is before you name him) calls him Kupop instead of possibly ???. Also another user in RHDNbot thread for this release said there's an inconsistency with the brave ring being called the hero ring in the auctioneer's dialog.  Thanks for the hard work!

9
ROM Hacking Discussion / Fixing an issue in FFIV - Cosmetic Changes 2
« on: August 19, 2015, 11:13:49 pm »
So recently I've been searching for a FFIV hack that meets my needs, and I finally stumbled across FFIV - Cosmetic Changes 2--which was almost perfect. There's a small issue in the menu where a dead character's status reads partially in the wrong color. The first letter is a dark grey "W" while the rest is a white "ounded"--shouldn't it all be dark grey? I would love to fix this small graphic mishap, but I don't know where to start. Thanks!

10
Personal Projects / Re: Final Fantasy 4 - Cosmetic Changes 2
« on: August 18, 2015, 06:18:59 pm »
I'm encountering a small issue in this patch I haven't seen anyone mention (after a quick google search). In the party menu, if a character is wounded, the first letter of "Wounded" is colored dark grey, and the rest of the letters are colored white. Is this a known issue/should I try another rom? Not sure what it's like in the original--if the status effect is all dark grey or all white when a character is dead. Also the Wounded status seems shifted one character to the left of the job class names, not sure if that has anything to do with the issue or not.

The rom I'm using is from the no-intro set (I think this means unheadered?) and I'm using bsnes.

Pages: [1]