11 March 2016 - Forum Rules
Started by FlamePurge, May 21, 2012, 03:45:02 PM
move.w #$0142, (something_that_refers_to_0xFFCD00)
move.l #$01420143, (something_that_refers_to_0xFFCD00)
move.w #$0142, (something_that_refers_to_0xFFCD00) # just like a short dialog
; dialog #$0142It's a long, long, very long, [0xD0 0x0143]; dialog #$0143such a long dialog...
00011268 39 ORG $1126800011268 4EF9 000C0030 40 jmp shunt_50001126E 41 return_5:
000C0030 70 ;; $D0 tag in text : set next dialog000C0030 71 ;; usage D0 XX YY000C0030 72 000C0030 73 shunt_5:000C0030 0C00 00D0 74 cmpi.b #$D0, d0000C0034 6600 0014 75 bne sh5_suite000C0038 1019 76 move.b (a1)+, d0 ; two byte read rather than a word read because data is not required to be aligned000C003A 11C0 CD00 77 move.b d0, (dialog_id) ; dialog_id = $FFFFCD00000C003E 1019 78 move.b (a1)+, d0000C0040 11C0 CD01 79 move.b d0, (dialog_id + 1)000C0044 4EF9 00011158 80 jmp $11158000C004A 81 sh5_suite:000C004A 14C0 82 move.b d0, (a2)+000C004C 31FC 0001 CD10 83 move.w #1, (window_state_flags).w000C0052 4E75 84 rts
Quote from: lory1990 on July 27, 2014, 01:25:58 PMYeah, my fix was exactly using a move.l instruction so it can process the sequence of bytes separately to avoid overwriting the sound RAM.
QuoteCould you please provide the address of the move.l you added ?
move.w #$1690, ($FFFFCD00).w
move.l #$16901693, ($FFFFCD00).w
move.l #$16901691, ($FFFFCD00).wmove.l #$16921693, ($FFFFCD04).wmove.w #$1694, ($FFFFCD08).w ; this pointer is also used for the old man in Paseo for some reason...
QuoteThanks for the fixes, lory1990! I think fixing the music bug is beyond my capabilities, though, unfortunately...
Quote from: tryphon on July 29, 2014, 05:24:24 AM@ Vivify93 : I can provide an ips to apply to a clean ROM, then you can apply your patches. The checksum would have to be fixed though. Are you okay ?
Quote from: lory1990 on July 29, 2014, 04:14:00 AMActually for the music bug I found another solution, although this requires adding code at the of the ROM. It's up to you. If you're interested I can walk youthrough the lines you need to edit and add.Basically at the part where Lutz says those lines we jump to the end of the ROM and we add our fix there and we return from there. This way data stays aligned and the game won't crash. This is much shorter than having to change the lines. This is also based on tryphon's idea when he wanted to implement the control sequence and break the dialogue and then add the code at the end.I tested it and it works and it doesn't take long.
Quote from: vivify93 on July 29, 2014, 07:18:59 PMThat'd be great, but would everything be alright? Like, I apply the Lutz fix to the ROM, then apply the Improvement, fix the checksum, and it'd be OK. I wouldn't have to fix the following again?- LAC DAGGER's stats- LACONIAMET's distribution- Hugh being able to cast GIRES out of battle- Uzo Island text- Climatrol text- Paseo old man's textAnd all the changes I made will be OK too?- Altered linebreaks and "push button" prompts in dialogue- Proper casing, spelling changes, grammar issue fixes to various text- Nei's equipment repertoire additions- Enemy name expansions- Lowercase letters on the naming menu (With lory1990's fixes)
Quote from: vivify93 on July 30, 2014, 06:56:30 PMThanks so much, guys! I'll add you to the project's credits page. With this, Phantasy Star II Improvement is officially finished!Edit - Here you all are. Phantasy Star II Improvement, v1.0. I added tryphon to the hacking credits, too, but he was removed for some reason...
Quote from: I.S.T. on July 31, 2014, 02:54:29 AMResubmit it. I approved that myself and I never saw tryphon's name.
Quote from: lory1990 on July 31, 2014, 05:11:32 AMWhile fiddling with this new version, I found a minor glitch in the dialogue window when talking to Ustvestia:There's a blue portion coming out of the window and I'll explain why it happens: at location $1B156 a new line starts (there's a C1 before that). Only 24 characterscan fit in one line and the following characters will of course go out of the window. At address $1B16E and $1B16F there two 00 which represent the spacecharacter but technically they are just blue tiles. So you should immediately put the terminator C5 after the period and then pad with 00 what's left. In the end the fix is as follows:$1B16E = C5$1B16F = 00$1B170 = 00So you can resubmit the file with this glitch out of the way as well
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