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Messages - slidelljohn

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1
I could remove them but it’s not something I can put time into.
Whenever I reconstruct 7th saga I’ll look into the elnard leveling but that’s probably the only time I’ll do that. Removing those 255 caps is my work. I still have the source codes in my computer somewhere. Unfortunately I really didn’t like raising those stats. I’m actually going to lower the other stats to 255 and I’m going to use some of ff6’s formulas for stats. I really liked the way ff6’s system was.  Some of these things you are interested in is not hard to do they are just time consuming. Do you know any snes asm? I can show you some things if you want to learn.

I know you want to change something with the spells algorithm. Can you give me a way that I test the algorithm? Like can I set esuna stat and hermit stat to a certain amount in the beginning of the game and cast ice spell to see what you are talking about. Depending on how the algorithm is I may or may not edit this.

2
Awesome! Glad the patch is being used for something. I think you are the second person I know of that started putting it to use. Although I don’t recall any noticeable bugs in the decompression patch I made it does still need to be rebuilt. I didn’t really do things in a clean way that I’m happy about. I’ll see what I can do to get the new decompression patch completed so I can upload it on here. I think there are other things that are 8 colors as well like npc’s.

Since you are using the decompression patch did you notice the speed difference when you go in and out of towns/building/dungeons? It should load them a lot quicker. The other benefit of that patch is you get more tile options for enemies and playable characters. I think you get up to 255 tiles compared to the normal 32, 64, 96 options.

3
ROM Hacking Discussion / Re: Any updates on SNES translations?
« on: April 30, 2021, 02:07:38 am »
 :laugh: I’m sorry but that is hilarious!

4
ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: April 30, 2021, 02:02:15 am »
I definitely understand. I’m pretty sure I have everything I need for a text editor now I just need to build it. It’s gonna be interesting playing elnard in English to see how everything plays out to the end of the game. I always wondered which I would like better but I’m leaning towards 7th saga because I like a challenge.

5
Sorry to here that happened. Hopefully someone will shed some light on why that happened because this is a really good site and there normally isn’t any major issues. I look at your sprite work from time to time and it’s really good. I saved the link to your gallery so I can follow your work just in case. I hope you stay but if you don’t I definitely understand.

6
You’re welcome my friend! :)

When I reconstruct the 7th saga rom I going to make it to where you can have up to 255 spells and items. Each enemy will have its own drop set. Enemies will have gold and experience separate so one isn’t multiplied by the other to get the amount. I’m also going to create a menu system similar to final fantasy 6 so you will be able to see all stats for armors. I’m not 100% sure but I might be able to add a extra party member and enemy’s in battles but more research needs to be done before I attempt something like that. In order to add the extra enemies and party members I’ll probably have to double the vram.  When vram is doubled you can have extra sprite tables that you can quickly switch to. You normally have 2 sprite tables in vram setup with a maximum of 2 tables usable at any given time but with doubled vram you get a lot more tables that are usable but still limited to 2 at any given time. I still need to create a demo that shows exactly how this feature works because it’s a game changer for the snes hacking scene.

I’m not sure if you seen my decompressed 7th saga hack I made but it frees up a tremendous amount of wram so I don’t have to worry about needing to find any empty space to make larger tables for extra items, spells, party members, number of enemies in battles..... . I’m actually in the process of remaking the 7th saga decompressing hack so it will be perfect and I’ll upload it to romhacking.net. 

7
Ah, I see now.

I think this might be what you need for the weapons/armors:
Code: [Select]
$C2/7CD2 E2 20       SEP #$20                A:87A9 X:0980 Y:0002 P:eNvMxdizC
$C2/7CD4 64 40       STZ $40    [$00:0040]   A:87A9 X:0980 Y:0002 P:eNvMxdizC
$C2/7CD6 C9 64       CMP #$64                A:87A9 X:0980 Y:0002 P:eNvMxdizC //checks if a weapon
$C2/7CD8 90 0E       BCC $0E    [$7CE8]      A:87A9 X:0980 Y:0002 P:envMxdizC
$C2/7CDA E6 40       INC $40    [$00:0040]   A:87A9 X:0980 Y:0002 P:envMxdizC
$C2/7CDC C9 97       CMP #$97                A:87A9 X:0980 Y:0002 P:envMxdizC //checks if armor #1
$C2/7CDE 90 08       BCC $08    [$7CE8]      A:87A9 X:0980 Y:0002 P:envMxdizC
$C2/7CE0 E6 40       INC $40    [$00:0040]   A:87A9 X:0980 Y:0002 P:envMxdizC
$C2/7CE2 C9 B5       CMP #$B5                A:87A9 X:0980 Y:0002 P:envMxdizC //checks if armor #2
$C2/7CE4 90 02       BCC $02    [$7CE8]      A:87A9 X:0980 Y:0002 P:eNvMxdizc

8
"From xD0000 to xD1000 is the table of monster palettes“
I’m not sure how.  c1:2b60 is the hermit color palette.

Give me a few hours and I’ll look into the equipment. The issue with changing the equipment is there could be routines that rarely load and a complete disassembly of the rom is needed so I can scan the code to make sure everything for equipment loading is properly modified so there won’t be any bugs. I do have most of the rom disassembled but I can’t go through all of the code anytime soon.  I’ll definitely do a little digging into this by running a few traces and let you know what I find.

9
I'm not sure if you want all of the color palettes or a palette for a certain enemy
but here are all of the color palettes that I have in my documents. I haven't looked
at these in awhile so there could be more.
https://www.mediafire.com/file/l6k824m8elol9y4/7th_saga_color_palettes.rar/file

Now if you are looking for a color palette for a certain enemy I do have these.
https://www.mediafire.com/file/dp4bfgyjf9ql5bc/Hermit.txt/file

This is the line of code that loads the color palette for enemies:
$C2/8FE6 A7 53       LDA [$53]  [$C1:2B60], $C1:2B60 = hermit color palette.

If you set a break point on $C2/8FE6 you should be able to find any color palette.
Color palettes are one of the easiest things to find and I recommend downloading
vsnes because that will help you a lot. I can show you how to use it.

Color palettes are stored in wram at 7e:2000-7e21ff before they are transferred to
cgram.

Can you give me more details for (1)? Like current count to count you are looking to have.
I don't really understand (2) and I might not be able to spend time on this one. Ill need
some more examples.
(3) sounds interesting and Ill look into the formula.
(4) sounds like data tables need remapping and unfortunately I'm not ready for that yet but I do plan on
doing some remapping. Some of those unused bytes are probably used and I need to finish disassembling
the rom to make sure those bytes are unused. I did figure out that the 1st unused byte for enemies
is for a fortitude stat which the details are on my last post on my 7th saga page.

I do have some time later today to work on some stuff but I'm probably still not going to be very active
on here for awhile. I have a lot of things going on in my life that I need to get situated. I'm thinking
after the summer or sometime around the end of the year Ill start being really active on here again.

I really like what you did with the enemies adding the extra colors and I hope you continue. I'm going to
see about developing a enemy editor to make it easy to add new enemies and edit existing ones.
 

10
ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: April 28, 2021, 12:18:38 am »
4ph@
Thanks 4ph! Its not going to be completed anytime soon but I will get this completed.

Sanedan56@
Thanks for the files! I did look into some of this before but I never finished. This will
definitely help.

RomerPlayer@
This is probably something you are going to have to do but when I create a level editor for
7th saga it will make things easier to add things to the game like new GFX and items/weapons.

xeenmusic@
Do you have a email address for me to contact you?
"Have you noticed in either any more information related to the unused enemy data?"
Yes, I have found out what 1 of the unknown data bytes are for. The 1st unused enemy byte
is for the Fortitude Stat.

Fortitude Stat - As you level up and get stronger enemies get frightened and decide to run away more often.
                 The higher the Fortitude the less likely the enemy will run in the next 1-4 turns.

https://www.mediafire.com/file/p1yskxlhb1ugkv1/Fortitude_Stat.txt/file

I also posted something for enemy encounters on DragonAtma's 7th saga page.

11
DragonAtma@
Sorry my friend for disappearing. Unfortunately I haven't really been able to work on any of my projects
due to things going on in my life right now. Here is a little something that might interest you in 7th saga.

https://www.mediafire.com/file/thupnkfsmwkaw1l/Enemy_Encounters.zip/file

This has some missing data that isn't in Dr. Fails guide. Enemy encounter formations and where you fight those
enemy encounters. Not all enemy encounters have been documented yet but they are easy to find and I will post them when
I finish documenting the data. I might have some other data documented that you could probably use and if you are looking for
other data let me know and I'll see if I have it.

12
This was made by hand and not everything was tested but it should help if you or anyone else is interested
in changing the gfx from SFZ2 to SFA2. Some of the levels might need other things besides the gfx transferred
to function properly.  ;)

https://www.mediafire.com/file/0okagh2mpd11l32/sdd-1_compression_SFA2_SFZ2.zip/file

13
ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 11, 2021, 02:27:50 pm »
Sorry for disappearing, I have been really busy.

I have made some modifications to elnard to load english text.
I had to transfer some asm and text compression table files from 7th saga to elnard to
get it to load 7th saga's english text. Here is a video showing the english text loading
in elnard.
https://www.mediafire.com/file/it84wb15qqyu650/elnard_english.mp4/file

Its probably not going to be completed for some time but hopefully sometime this year
we will have elnard in english. There will probably be 2 versions, one having the
japanese text translated to english and another using 7th saga's text.

@NARFNra
I need to make a tool for the text and I'm not sure when I'll have that ready but hopefully
you will still be willing to do the translation when I finish creating the tool for it.

@Sanedan56
I'm not sure if I need them or not but I'll definitely take a look at them if you want to share.

@DragonAtma
Nice work my friend! Glad to see you on here! If you are interested in working on new enemies
I can make a tool to not only add new gfx but I can also edit animations and AI scripts. I have all
enemy data and asm documented.

14
So if I'm reading this right, the patch skips over that code. Adding an A press -should- be as simple as splicing in that code then, if the right location is found.
Yes, skips over the code because the code was removed.

And also yes, as long as the right location is found. I pretty much found the location I just need to test it out and see if it’s actually possible to insert the data there. Hopefully it’s compatible. I’m not sure when I’ll get back to this, it’s probably going to be a couple of weeks unfortunately.

15
Awesome!! Thanks!!! :beer:

16
ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: December 09, 2020, 12:36:31 am »
@4ph
Thanks 4ph! That link to the dump should definitely help.  :beer:

Will we be mostly communicating through this thread?
Yes, this thread will work unless you prefer another way to communicate. Unfortunately my message box is full and the messages that I currently have I don’t want to delete. I wish we could have more messages that we can store in our inboxes.
What I’m going to do is start looking at the asm and the data for the text and I’ll see if I can create a text editor in c++.  I’m not sure if you have seen my different books/items that I have for elnard that I posted in this thread but I also have that elnard guide book. Not only do I have that book but I have 2 of those same guide books. The second book(y’all don’t kill me) I cut all of the pages out so I could create perfect scans of each page so I could one day get it translated. I want to create a translated hd version of the book. I haven’t scanned all of the pages yet but I might do that next year.


17
ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: December 08, 2020, 11:29:02 am »
I’m definitely interested in doing this and I can start later tonight. 7th saga is the only reason i started programming and I have many plans for it.

18
Yea, the tool I made was something like IPS Peek but IPS Peek looks a lot better. The tool I made just dumped everything to a text file. I never even knew about IPS Peek. I’m probably going to test that tool out next time I need to dig into a IPS file.

19
The 0x00 to 0x80 and ORA 80 to the bank number are for fast rom access. If there are so many
problems with the patch it might best to start a new fast rom patch from scratch. If you do
want to go through the code that was modified I have a IPS patch to text tool somewhere that you
can use that would probably help you with that. It would show all modifications that were made.

20
If the fastrom patch is causing that many problems it might be a good idea to create a
new fastrom patch. You just need to get asm dissembled to make it easy to create. I wont
really have time to help with that though.

I created a patch that removes the A-Button press for the text after the HAL screen.

http://www.mediafire.com/file/fhaj2rnmyqhcx11/Arcana_%2528U%2529_removed_A-Button_press_1st_group_of_text_after_HAL_screen.ips/file

Here is the data for the sub-language before the tile screen.
Code: [Select]
$17:804D 24 00

$17:804F 11 02 55 80 8D 82 // 55 80 = return to $17:8055, 8D 82 = ???

$17:8055 1B 8E 91 // = HAL opening screen

$17:8058 07 77 81 00

$17:805C 07 69 9D 00 01

$17:8061 07 93 9D 00 00 00 60 00

$17:8069 07 6F 9D 00 02 00 00 50 00 0C

$17:8073 07 B6 9D 00 1F

$17:8078 07 A8 9D 00 14

$17:807D 07 40 A1 00 F0 8F 17 00 08 00

$17:8087 07 97 A0 00 24 81 17 00

$17:808F 07 97 A0 00 73 90 17 01

$17:8097 07 F9 9C 00 4F 8A 01

$17:809E 07 A8 A0 00 

$17:80A2 07 CC D4 18 29 81 17 00

$17:80AA 06 05

$17:80AC 07 F9 9C 00 1B 81 17

$17:80B3 16 22 05 00 00

$17:80B8 38 C8 00

$17:80BB 40 A0 00

$17:80BE 30 01

$17:80C0 0F 00 01 00

$17:80C4 06 01

$17:80C6 07 8B 81 00

$17:80CA 01 10

$17:80CC 07 CB A0 00 //screen dimmer-increase, before 1st group of text

$17:80D0 06 01

$17:80D2 02

$17:80D3 09 6D 82 17 //A-Button press, 8D 82 = Arcana title screen

$17:80D7 07 CC D4 18 2B 81 17 00

$17:80DF 07 51 A0 00 91 10 FF 00 //stops here on 1st set text ???

$17:80E7 30 FF

$17:80E9 0F 00 FF FF

$17:80ED 07 CC D4 18 2B 82 17 00

$17:80F5 07 51 A0 00 91 10 FF 00

$17:80FD 06 F0

$17:80FF 07 83 82 17

$17:8103 01 10

$17:8105 07 DB A0 00 //screen dimmer-decrease, after 1st group of text

$17:8109 06 04

$17:810B 02
 
$17:810C 31 FF

$17:810E 07 CC D4 18 29 81 17 00

$17:8116 06 05

$17:8118 1A 8D 82 //8D 82 = Arcana title screen

To create the patch:

1. I copied all $17:804D-$17:811A data to $17:FF00

2. $00:A212  4D 80, was change to $00:A212  00 FF

3. $17:804F 11 02 55 80 8D 82, changed to $17:804F 11 02 08 FF 8D 82
   but this was for the copied data at the $17:FF00 ($17:FF04 80 8D)

4. Removed data at $17:80D3 09 6D 82 17 //A-Button press, 8D 82 = Arcana title screen
   but this was for the copied data at the $17:FF00 ($17:FF86 09 6D 82 17)



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