11 March 2016 - Forum Rules
Started by Camerupt, April 12, 2016, 07:38:10 PM
QuoteI have TownEdit and DW1:Mass Data Editor running in DosBox, they seem to work good so far aside from a major malfunction in DW1MDE where a SEGMENTATION FAULT crashes the program upon trying to load the Red Slime's data.
QuoteI have the tbl stuff all set up and checked out but the documentation on data crystal lacks info on other macros that cue the player name, sentence end, and what the correct space is.As for the enemy and item names, is there some way to repoint them and make them longer? Same for the other text too.
II: Text~~~~~~~~ Dragon Warrior doesn't use pointers in the text itself, so you can resize the blocksof text to a fair degree (Although if you go too far, it will mess things up. How thegame determines that you've gone beyond the boundery is something I don't understand).All you'd have to do is insert your longer line, and put the control code FC at the end of it(This will, of course, shorten the following line).Here's a breakdown of some of the control codes:FB=Line BreakFC=End of lineFD=Line Break + Pause for InputOther codes:F8=Player's NameF1=Monster, as in "A <$F1> draws near!F4=Monster's Name while you're fighting itF5=Numerical Data: i.e., Damage amount, Stat increases at level up, etc.
QuoteAnd for enemy sprites it seems like a jumble of tiles in the rom, how did you replace those properly?
Quote from: zonk47 on April 14, 2016, 03:29:48 AM The zone is recalculated at every step, so starting at the overworld map, step through the code (use FCEUX) until you find a series of branch instructions (they begin with J or B). Trace through these instructions, using breakpoints, until you find a "LD"-type instruction, particularly one involving a calculation. Expect two of these in a row, probably after an instruction that begins with "CM". Somewhere around these is an "LD" instruction which loads either the X or Y coordinate of the zone test (it's probably "LDY" or "LDX").
Quote from: zonk47 on April 14, 2016, 07:24:10 PMThe formula is probably a loop which continually subtracts the size of the zone (32 tiles I think... 128x128 map) from the Y position of the player until CMP between these two is negative.
Quoteドラゴンクエスト1 (DQ1 part)7E0F2Bgg 遭遇するモンスター変更 (current monster encounter)ggは各種リストのモンスターリストを参照 (replace gg with a value from these lists)gg=00= 01=スライム (slime)02=スライムベス03=ドラキー04=ゴースト05=まほうつかい06=メイジドラキー07=おおさそり08=メーダ09=メトロゴースト0A=ドロル0B=ドラキーマ0C=がいこつ0D=まどうし0E=てつのさそり0F=リカント10=しりょう11=メタルスライム12=ヘルゴースト13=リカントマムル14=メーダロード15=ドロルメイジ16=キメラ17=しのさそり18=しりょうのきし19=ゴーレム1A=ゴールドマン1B=よろいのきし1C=メイジキメラ1D=かげのきし1E=キラーリカント1F=ドラゴン20=スターキメラ21=だいまどう22=あくまのきし23=キースドラゴン24=ストーンマン25=しにがみのきし26=ダースドラゴン27=りゅうおう（変身前）28=りゅうおう（変身後）29=
QuoteRAM MAP:0x00e0 Terrain / Enemy pointerIn battle, is a pointer to the current enemy type. Out of battle, is a pointer to the current terrain type. Enemy list below.Enemy IDs:00 = slime01 = red slime02 = drakee03 = ghost04 = magician05 = magidrakee06 = scorpion07 = druin08 = poltergeist09 = droll0a = drameema0b = skeleton0c = warlock0d = metal scorpion0e = wolf0f = wraith10 = metal slime11 = specter12 = wolflord13 = druinlord14 = drollmagi15 = wyvern16 = rogue scorpion17 = wraith knight18 = golem19 = goldman1a = knight1b = magiwyvern1c = demon knight1d = werewolf1e = green dragon1f = starwyvern20 = wizard21 = axe knight22 = blue dragon23 = stoneman24 = armored knight25 = red dragon26 = dragonlord form 127 = dragonlord form 2 * setting this outside of battle will freeze all NPCs, make movement impossible, black out parts of the screen, etc.
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