11 March 2016 - Forum Rules
Started by Choppasmith, September 20, 2018, 02:28:01 PM
Quote from: laserlambert on April 30, 2020, 10:55:08 PMSeems like the right text displays when you are ambushed --- "The [Enemy] Attacks! [Main Character] was not yet set for battle!" Playing further I see some of the characters still have glitched text I pointed out in the last page, notably the many characters in Dirkandor. I also noticed that this time the fortune teller in Dirkandor also freezes the game when you say yes to him.EDIT:Big game breaking glitch found. At the Fire Shrine where you find the Sun Sigil, if you examine the tile to collect the sun sigil the screen becomes a garble of color and the game freezes.Tested on multiple Emulators same result.EDIT again: Found a monster named Saberecat, it should probably be Sabrecat or maybe Sabercat, not sure. EDIT once again: The same exact glitch for the Sun Sigil exists for the Water Sigil. something about collecting these sigils from floor tiles I would guess.EDIT: Found a few characters with unbroken walls of text, with a close quote open quote in mid paragraph that could use a break.EDIT: Same glitch exists for the soul sigil in the cave to Rendarak, that one is in a treasure chest, so the only collectible sigils are the ones given from conversations with characters, the king in Dirkandor gives the moon sigil and the Gremlins give the star sigil, all others are unobtainable.
Quote from: Chicken Knife on May 18, 2020, 01:21:36 AMGood stuff! I patched a rom to test your prologue text after you mentioned it. For Delocalized, I had serious issues getting the text to appear without graphical problems on Mesen. I'm not sure if you're aware, but I've confirmed that you have the same problem. Mesen is my preferred emulator, so I personally made the effort to get it to work. FYI, the character cap per line is 24--any more than that and there's issues. I'm curious how real hardware would treat it with line lengths over 24. I have a hunch there might be similar problems. Older emulators seem to often be more permissive than real hardware.
Quote from: laserlambert on May 29, 2020, 10:05:08 PMNumber one, if you gather all the sigils and go to Rubiss's shrine she starts talking and then suddenly this happensyeah that's the text from the Tantegel guard, and to make matters worse, after this happens you don't get the eye of Rubiss and can't dispel the illusion that guards the final boss. EDIT: nevermind it does give you the eye it isn't as game breaking as I thought.
Quote from: laserlambert on May 29, 2020, 10:05:08 PMNext; back to Dirkandor, when you talk to the horned guy in the walled entrance area, it causes wild graphical glitches and his text doesn't display.still in Dirkandor, when you talk to the priest he saysI know some of the old language choices have been unusual, but I doubt "thecmouth" is a word.
Quote from: laserlambert on May 29, 2020, 10:05:08 PManother glitch, this one might have been in previous versions, in burrowell when you talk to the woman in the white dress by the entrance who welcomes you to the town, for some reason at the end of her text the music will change to the music that plays in the menu where you select new game or continue. it changes back when you leave the town, so it's not that big of a deal.
Quote from: abw on May 30, 2020, 10:41:06 AMDoing a little bit of pro bono work here:The code for switching to the start of the second script bank activates whenever the game tries to read $BFD7 in any bank, which also occurs at the end of bank C, so this loops you back to the start of bank C in the middle of somebody else's text.
QuoteOne quick way to save some bytes is by eliminating duplicate strings, or in DW2's case blocks of strings. If you make $B774-$B780 and $B79A-$B7A0 all point to the same place, you can eliminate extra copies of those blocks where the strings are all just the same end token; at 16 strings per pointer and 5 bits per string, each block takes up 80 bits = 10 bytes, so eliminating 10 duplicate blocks frees up 10 * 10 = 100 bytes. I notice you also still have about 70 bytes left in your dictionary, so you could use longer or more dictionary entries if you wanted to further compress your script.
QuoteWhen NOP-ing out the JSR at $0F:$FE16, the LDA #$2E at $0F:$FE19 was also changed to STA ($2E,X), which causes many kinds of havoc including this crash and magically appearing "c" which isn't part of the script data. I also saw it turn all the sprites invisible, which was kind of fun for a bit.
QuoteOn the topic of things that aren't words, though, you might want to run a spell check on your script - I happened to notice a missing "s" in "posessions" while scrolling through.
QuoteThis is the original game's behaviour; the original English line was "%u2018I bid thee welcome to Wellgarth Town.%u2019[line]%u2018I shall sing for thee.%u2019" and then the music changes. NOP-ing out the instructions at $06:$81AA/$06:$81AC disables the music change.
QuoteAs for other functionality changes, if you wanted to change the choreography of the prologue, the code for that starts around $07:$81EA and the game's motion scripts start at $07:$8010; just watch out for motion scripts that are shared between actors!
Quote from: Choppasmith on May 30, 2020, 12:58:52 PMAww dang you stole my thunder a bit before I could post
Quote from: Choppasmith on May 30, 2020, 12:58:52 PMActually the problem is a lot simpler than that. Turns out those last three strings accidentally got merged together into one big string. Doh
Quote from: Choppasmith on May 30, 2020, 12:58:52 PMSo would using asar be better or do I just need to change that first byte ($FE19) into something else?
Quote from: Choppasmith on May 30, 2020, 12:58:52 PMI did discover this last night but I wasn't quite sure where to NOP at that wouldn't cause a glitch. Thanks.
Quote from: Choppasmith on May 30, 2020, 12:58:52 PMOn a related note, I actually found a video that shows how the Tombola instructions work on Switch. In the mobile version, the line is like "With a tap of thy screen to stop the wheel." I just changed screen to controller. On Switch, it's "a tap of thine A Button"
Quote from: abw on May 30, 2020, 02:38:57 PMWhatever you're already doing should be fine, just make sure it only changes the 3 bytes starting at $0F:$FE16, not anything else.
#JMP($3FE26)// Remove problematic script subroutine<$EA><$EA><$EA>
QuoteIt also looks like you're not copying 0x30010 to 0x17FE7; it works out okay at the moment since your script alignment means only the high bit of 0x17FE7 gets used and that happens to match the high bit of 0x30010, but any changes to the script could easily cause that to not be the case.
@copy /Y "Dragon Warrior II (U) asm fixed.nes" dragonw2.nes > nul@if errorlevel 1 ( echo ROM file \"Dragon Warrior II (U) [!].nes\" not found; creating an empty file instead. @echo > nul 2> Atlas.nes)perl ..\..\..\abcde.pl -m text2bin -t dw2.tbl -t dw2_script_NEW.tbl -t credits.tbl -t credits_spacer.tbl -t menu.tbl -t menu_links.tbl -t spacer.tbl -t heights.tbl -t widths.tbl -t pos.tbl -t pos2.tbl -t cursor.tbl -cm abcde::Atlas dragonw2.nes Atlas.txtpauseperl -e "open(my $ROM, '+<', 'dragonw2.nes'); seek($ROM, 0x30010, 0); read($ROM, my $byte, 1); seek($ROM, 0x017FE7, 0); print $ROM $byte;"pause
QuoteThe vast majority of anything relating to dialogue can be found by searching the disassembly, so you would have found it fairly quickly.
Quote"a tap of thine A Button" is more accurate in this case - I'm pretty sure none of the 7 other buttons on the NES controller actually stop the wheels .
Quote from: laserlambert on June 01, 2020, 12:09:30 PMYep the problem is fixed.
QuoteNot sure if you need a report on other problems but real quick, now when you get an item drop from an enemy it says "the effect of the holy water wears off".
QuoteYou fixed a lot of the apostrophes except I noticed this one.also this changed the possessive apostrophes also like this While it probably looks better the old way, it's still fine this way, however the Jailor's Key isn't changed to match. nor is the Man o' War so either way is fine, whichever fix works for you. if you do fix the possessives back to the old way, there is at least one Rubiss' that should change back as well.
Quote from: laserlambert on June 08, 2020, 08:51:12 AMWeird thing I noticed, if you get a single digit amount of gold, it just says ADVENT in place of whatever number should be there. No real effect on gameplay it seems.Get as in have, not recieve, like if you start the game and buy 3 medicinal herbs you'll have ADVENT gold left
Quote from: abw on June 08, 2020, 07:40:06 PMThis one was my fault - there's an error in the menu upgrades patch that's triggered when your gold amount is only one digit. I've submitted a fix to the patch.Thanks for catching it!
Quote from: laserlambert on June 13, 2020, 10:30:24 PMOK, I saw the update has gone up. I hadn't played much of the last patch before the new one went up on the site, so I did a decent run through of the new one up on RHDN and everything is playable and all, but I discovered some minor glitches.one is there is something up with the end credits where the enix logo glitches, and appears twice, once with a cropped look.next is the use of double quotes, something caused them to flip around the opposite way since the last patch.Here is how they used to look in 1.0:But with the update they changed.I think these are the only 3 times an NPC uses these double quotes, so neither glitch is too big a deal, like the remaining quote misplacement in Dragon Warrior 1, you could probably put a pin in these if you'd like and come back to it later.
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