11 March 2016 - Forum Rules
Started by Jiggers, January 04, 2019, 05:36:47 AM
@ScrollListDown: LDA #4 STA cursor LDA item_box_offset CMP #$1B BCC :+ JMP @DownReturn : INC item_box_offset JSR WaitForVBlank_L LDA #0 STA menustall STA $2001 JMP ShopSelectBuyItem@ScrollListUp: LDA #0 STA cursor LDA item_box_offset BNE :+ JMP @UpReturn : DEC item_box_offset JSR WaitForVBlank_L LDA #0 STA menustall STA $2001 JMP ShopSelectBuyItem
QuoteIf the screen is already turned on, and I turn it on again, does that harm anything?
QuoteI thought calling WaitForVBlank would wait for... you know, and then do the drawing in that time, so there wouldn't be flickering from the screen turning off at the wrong time?
QuoteBasically, um, how do I get rid of that screen flicker. Should I be setting scroll too?
LDA SellingEquipment ; JIGS - if this is 2, turn screen off to draw CMP #02 BNE :+ JSR WaitForVBlank_L LDA #0 STA menustall STA $2001 DEC SellingEquipment : LDA #$02 JSR DrawShopBox ; draw shop box #2 (inv list box) LDA #<(str_buf+$21) ; load up the pointer to our string STA text_ptr LDA #>(str_buf+$21) STA text_ptr+1 JSR DrawShopComplexString ; and draw it LDA #$1E STA $2001 ; turn screen on if it was off
Quote;; this routine temporarily sets cursor to bytes in the string buffer;; which make it think its pointing to a 41st weapon or armor;; which has its permission bits all set so no one can equip it... ;; which causes everyone to return to normal pose!
Quote from: Jiggers on February 25, 2019, 04:45:30 PMFrom Screen off to Screen on, its 14936 cycles... If I move the DrawShopBox part, it is 11258 cycles. I guess its just too big of a string to draw with the screen off at all.
Quote from: Vanya on February 26, 2019, 10:24:50 PMOne thing that stuck out to me though is that sometimes the pose used by the characters in the shop menu isn't always super clear who changed poses if you aren't paying attention. If it is possible, I suggest that when the poses are updated, that characters that can't equip an item use either the stone palette or switch to the critically injured or death pose.And I know you aren't working on the battle stuff right now, but it stuck out to me once again, like it always does when I play FF1, that there is no way for a character to skip their turn besides using an item with no spell effect. (Which is pretty lame.) So a defend command might be a great addition in the future.
Quote from: Jiggers on February 27, 2019, 08:16:13 PMSo... how should using an item in battle work?My current idea is:Take away the DRINK menu option.Make the ITEMS option open a sub-menu: POTION, EQUIPMENT, WEAPONS, ARMORThen, choosing POTION opens the old DRINK menu.Choosing EQUIPMENT (or EQUIPPED, whatever sounds better), shows a list of that character's items.Choosing WEAPONS will allow scrolling through the weapon inventory...Same for ARMOR. Why move the DRINK menu? Because Battle menus have to be an even number for some reason. While I could just write a new menu routine just for the ITEMS option to only have 3 choices, its easier just to use what's already there. Plus, that makes a spot for having a unique command for each class...I definitely do not like the idea of swapping equipment in battle. From an "I'd have to code it" perspective, anyway. That's just adding a whole other layer of confusion to how stats are handled by magic and equipment... Maybe much later when I'm more confident nothing is broken.What I've done tonight is moved all the weapon, armor, and enemy data into Bank Z, except for the spells weapons and armor cast. Bank C now has 3,219 bytes free. $B00 of Enemy ROM data is stored in RAM (swapped to the other side, where save games are.) This is either temporary... or not. I'll either move all the routines that need to check Enemy ROM data to Bank Z, or swap RAM to have it do that.
Quote from: Jiggers on February 27, 2019, 08:16:13 PMSo... how should using an item in battle work?
Quote from: Jiggers on February 28, 2019, 06:59:12 PMFrom my understanding, once something is drawn to the background, it can't be changed, right?
QuoteThat's how they get a ton of colours on screen at once, changing palettes mid frame-draw, as well as having huge intro screens that use more unique tiles than can be loaded at once?
QuoteSo each time a character is stoned, it would be feasible to undraw the sprite, load the sprite into background tile RAM instead, swap a background palette to grey (or the blues if you want to add in a frozen statue ailment!), draw it where the character used to stand.
Quote from: Jiggers on February 28, 2019, 08:06:43 PMOh, I mean like... if you draw something to the background, then change the palette that was used to draw it, that doesn't automatically change what was already drawn. You'd have to re-draw the background again to apply that palette, wouldn't you?
QuoteAnd there is space for 6 tiles of character!
QuoteI'm just not sure if those tiles have to stay there every time the screen updates...?
Quote from: Lasciel on March 01, 2019, 04:57:08 AMOK, this is going to sound pretty stupid, but how do I apply this to a FF1 ROM, and to which version do I apply it? The NES version, or the GBA Dawn of Souls version?
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