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Author Topic: Screenshots  (Read 67901 times)
dormento
Guest
« Reply #1770 on: May 09, 2010, 10:27:53 pm »

Quote from: Grond on May 05, 2010, 11:17:53 pm
Quote from: dormento on May 04, 2010, 11:32:45 pm
Whoa Grond.
Pretty nice, as always.  :thumbsup:
I see you got some clever stuff to work, like the option to forget spells. Things like these remember me that I always have such high expectations of your work, and I am never let down Smiley
Thanks, dormento! And since you're reading this... I'm planning to use a slightly modified version of your old class-change patch for this hack; I assume you don't mind?
Of course not, in fact I'd like it very much Wink
But I don't think I ever got to implement the bank-switching needed to use more space in that routine. I don't have the code at hand, but I remember I didn't got around to removing weapons on job-change, so you could keep "illegal" weapons regardless of the current job. Do you still have the code snippet?
Lin
Guest
« Reply #1771 on: May 10, 2010, 12:05:27 am »

Awesome RedComet. What was the original game?

Anyway, having some fun messing with interactions (sprites/npcs/etc) in Oracle of Ages:
RedComet
Guest
« Reply #1772 on: May 10, 2010, 12:23:52 am »

Dragonball Z: Hyper Dimension. It's only taken me almost 2 years, but I'm almost finished with the damn thing.  :crazy:
Destro
Guest
« Reply #1773 on: May 10, 2010, 09:05:30 am »

Quote from: RedComet on May 10, 2010, 12:23:52 am
Dragonball Z: Hyper Dimension. It's only taken me almost 2 years, but I'm almost finished with the damn thing.  :crazy:

Awesome to hear! I've had the game since '96, and it was my first import purchase, so it holds a bit of a special place for me.  Smiley
Moulinoski
Guest
« Reply #1774 on: May 10, 2010, 09:22:47 am »

Quote from: Lin on May 10, 2010, 12:05:27 am
Awesome RedComet. What was the original game?

Anyway, having some fun messing with interactions (sprites/npcs/etc) in Oracle of Ages:
[img]http://img576.imageshack.us/img576/5791/zeldabosshack.png[/img

Link is strolling along... when Twinrova suddenly attacks! "WTF?" asks Link before being picked up by a Floor Master...

Anyways, awesome!
Grond
Guest
« Reply #1775 on: May 10, 2010, 09:07:34 pm »

Quote from: dormento on May 09, 2010, 10:27:53 pm
Of course not, in fact I'd like it very much Wink
But I don't think I ever got to implement the bank-switching needed to use more space in that routine. I don't have the code at hand, but I remember I didn't got around to removing weapons on job-change, so you could keep "illegal" weapons regardless of the current job. Do you still have the code snippet?

Ah, cool. I don't have any code snippets of yours, I think... just the .ips patch from way back. But I'll post my altered version of the code here so you can give it a look.

This doesn't remove equips for you, but instead just checks them and forbids class change if you have something equipped.

Code:
;;;Begin
  LDX #0           ; clear X reg for indexing

@equipslots
  LDA $6118, X     ; party leader's equip slots
  CMP #0           ; check for no item in slot
  BEQ @nextslot    ; if true, check next equip slot

    CMP #$80         ; otherwise, check for equipped item (#$80 or greater)
    BCS @message3    ; if something equipped here, show message 3 and end

  @nextslot
    INX              ; otherwise, load next equip slot
    CPX #$08         ; see if we've passed the last slot
    BNE @equipslots  ; if not, restart checking procedure (+X)

      JMP @checktail   ; if equip checks clear, go check for tail. Otherwise...

  @message3
    LDA $13          ; show message 3 ("Must remove equipment")
    RTS              ; and end

@checktail
  LDA $602D        ; check Rat's Tail item flag
  BNE @dochange    ; if you don't have it...

    LDA $11          ; ...show message 1 ("Need Tail")
    RTS              ; and end

  @dochange
    JSR @classbump   ; otherwise, go perform class change and return here
    LDA $12          ; show message 2 ("Class change successful")
    RTS              ; and end

@classbump
  LDX $6100        ; party leader's class
  INX              ; bump it to the next class
  CPX #$0C         ; see if we've passed the last class
  BNE @storeclass  ; if not, proceed to store it

    LDX #0           ; otherwise, load first class

  @storeclass
    STX $6100        ; store new class
    INC $56          ; set flag to reenter map (to draw new class gfx)
    RTS              ; and return
dormento
Guest
« Reply #1776 on: May 11, 2010, 12:17:35 pm »

Nice. Smiley
Quote
This doesn't remove equips for you, but instead just checks them and forbids class change if you have something equipped.
This is quite an elegant solution to this particular problem.
But I see that the routine above takes at least something like 60 bytes, and the game is quite packed as it is. How/where did you get the space needed?
Edit: cause I remember the B-button dash, for instance, takes the place of the message box sound effect, so that space could not be used.

If you need any help, drop me a line.
Grond
Guest
« Reply #1777 on: May 11, 2010, 08:12:46 pm »

Quote from: dormento on May 11, 2010, 12:17:35 pm
This is quite an elegant solution to this particular problem.
But I see that the routine above takes at least something like 60 bytes, and the game is quite packed as it is. How/where did you get the space needed?
Edit: cause I remember the B-button dash, for instance, takes the place of the message box sound effect, so that space could not be used.

If you need any help, drop me a line.
Strangely enough, it fits back into its existing space with a bit free left over. I just split it between the original "Talk to Bahamut" routine and the old actual class-change routine by means of a JMP command.

And actually, I think FF1 has a fair bit of free space and unused code, text, and graphics compared to many other NES games. I'm pretty sure FF2 and especially FF3 have much less in the way of unused areas. Though again, having a commented disassembly available helps point these things out.

...
But now that I've been looking over my coding up there again, I realize that I should've checked for the Tail first, and for equipped items only after that. Oh well, I guess I'll have to fix it at some point Smiley

-


Main menu, showing new "low-profile" mini-map. It replaces the Crystals display when you press select, with the hand-cursor becoming a location indicator. Indicator is currently static, but I plan to make it flicker so that it doesn't obsure the view as badly.
Zeemis
Guest
« Reply #1778 on: May 11, 2010, 11:11:38 pm »

Are the sprites going to change?
Cecil looks a lot more like Bartz imo.
evo
Guest
« Reply #1779 on: May 18, 2010, 04:27:02 am »

Hacking on star ocean blue sphere is still in progress, done some DTE/MTE, still a lot to code...

Video shows that the actual hack works just fine also on the real gbc Smiley
Some screens with a LOT of text (like objects menu) suffer from a little slowdown (not a lot, it's ok). that's a "limitation" of the platform. I think the code is already the fastest possible. i can avoid to use some calls and use some more macros but i'll do that when i'm sure everything will fit the available space, and still a lot of code is needed :thumbsup:

http://s1007.photobucket.com/albums/af193/ocean1_/star%20ocean%20blue%20sphere%20-%20translation%20project/?action=view&current=staroceanpreview.flv

regards
evo a.k.a. ocean
« Last Edit: May 18, 2010, 04:35:37 am by evo »
justin3009
Guest
« Reply #1780 on: May 18, 2010, 08:56:33 am »

Although it's not in English, I'm so friggin glad someone is translating Star Ocean Blue Sphere.  That game most definitely deserves it.
Nightcrawler
Guest
« Reply #1781 on: May 18, 2010, 10:02:07 am »

« Last Edit: May 18, 2010, 11:58:30 am by Nightcrawler »
KingMike
Guest
« Reply #1782 on: May 18, 2010, 10:44:33 am »

Does your site have any anti-hotlinking or something?
Image didn't work.
RedComet
Guest
« Reply #1783 on: May 18, 2010, 11:22:14 am »

Impressive NC. :thumbsup:
Penance
Guest
« Reply #1784 on: May 18, 2010, 11:53:45 am »

That Generic Dumper looks exciting and so very helpful.
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