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Topic: Screenshots (Read 67901 times)
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dormento
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« Reply #1770 on: May 09, 2010, 10:27:53 pm » |
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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 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 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?
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Lin
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« Reply #1771 on: May 10, 2010, 12:05:27 am » |
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Awesome RedComet. What was the original game? Anyway, having some fun messing with interactions (sprites/npcs/etc) in Oracle of Ages:
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RedComet
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« Reply #1772 on: May 10, 2010, 12:23:52 am » |
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Dragonball Z: Hyper Dimension. It's only taken me almost 2 years, but I'm almost finished with the damn thing. :crazy:
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Destro
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« Reply #1773 on: May 10, 2010, 09:05:30 am » |
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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.
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Moulinoski
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« Reply #1774 on: May 10, 2010, 09:22:47 am » |
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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!
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Grond
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« Reply #1775 on: May 10, 2010, 09:07:34 pm » |
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Of course not, in fact I'd like it very much 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. ;;;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
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dormento
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« Reply #1776 on: May 11, 2010, 12:17:35 pm » |
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Nice. 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.
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Grond
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« Reply #1777 on: May 11, 2010, 08:12:46 pm » |
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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 - 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.
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Zeemis
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« Reply #1778 on: May 11, 2010, 11:11:38 pm » |
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Are the sprites going to change? Cecil looks a lot more like Bartz imo.
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evo
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« Reply #1779 on: May 18, 2010, 04:27:02 am » |
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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 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¤t=staroceanpreview.flvregards evo a.k.a. ocean
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« Last Edit: May 18, 2010, 04:35:37 am by evo »
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justin3009
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« Reply #1780 on: May 18, 2010, 08:56:33 am » |
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Although it's not in English, I'm so friggin glad someone is translating Star Ocean Blue Sphere. That game most definitely deserves it.
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Nightcrawler
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« Reply #1781 on: May 18, 2010, 10:02:07 am » |
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« Last Edit: May 18, 2010, 11:58:30 am by Nightcrawler »
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KingMike
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« Reply #1782 on: May 18, 2010, 10:44:33 am » |
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Does your site have any anti-hotlinking or something? Image didn't work.
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RedComet
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« Reply #1783 on: May 18, 2010, 11:22:14 am » |
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Impressive NC. :thumbsup:
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Penance
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« Reply #1784 on: May 18, 2010, 11:53:45 am » |
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That Generic Dumper looks exciting and so very helpful.
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