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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Jade update | |
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Lenophis

Super Koopa
Level: 44

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Since: 03-15-04
From: Duluth, MN

Since last post: 4 hours
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Posted on 03-15-05 11:23 AM Link | Quote
Wait...nobody here cares about a FF2 utility... *shrug* Does not matter, progress anyway!



This is a new feature that I'm working on, and one I hope other utilities pick up on. *cough* Right now, I have everything working up to this point, and the text blanking is all that remains. I'm having a hard time on how I want to approach the text blanking. Right now, it's just the names I'm blanking (doing this in order). My first approach was to blank each section of data, although it was a hardcoded section.

Bad.

My second approach was based on the pointers, but my calculations might be off and blanking could stop too early/late based on a fluke. (I would be blanking an entire section based on pointer calculations, which could cause a fluke blanking.) I'm thinking on trying another approach based on the pointer calculations, so hopefully it works out.

Anyway, just wanted to let everyone know where Jade stands right now.
MathOnNapkins

Math n' Hacks
Level: 67

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Since: 03-18-04
From: Base Tourian

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Posted on 03-15-05 12:04 PM Link | Quote
Cool. You're not making an editor for the DoS FFII as well, are you?
Lenophis

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Since: 03-15-04
From: Duluth, MN

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Posted on 03-15-05 12:09 PM Link | Quote
Originally posted by MathOnNapkins
Cool. You're not making an editor for the DoS FFII as well, are you?

Have you ever tried to open a GBA rom in the last Jade beta? Try locking the rom... *twiddle*
dormento

Shyguy
Level: 17

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Since: 03-15-04
From: Esteio - Brasil

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Posted on 03-15-05 09:16 PM Link | Quote
Leno you meanie, i care damnit!
This gonna rox.
BTW, after clearing the maps, are you recompressing everything and freeing space? This 'clear everything' command might probve to be usefull so we can shift the starting of the map data a few bytes down and squeeze 1 or 2 more maps. If the overworld is made smaller (and thus better compressed) it's totally possible.
Are by any chance 'x. char. joins the party' scripts embeeded in the main dialogue script? Or are they hardcoded?
Man, this is really getting interesting. Congration.
Lenophis

Super Koopa
Level: 44

Posts: 416/830
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Since: 03-15-04
From: Duluth, MN

Since last post: 4 hours
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Posted on 03-16-05 08:24 AM Link | Quote
Originally posted by dormento
Leno you meanie, i care damnit!
This gonna rox.
BTW, after clearing the maps, are you recompressing everything and freeing space?

My method of clearing the maps is like so:
The map data: (whatever tile is selected) + 0x80 (to signify compression), 00 (run of 255 tiles), 0xFF (end of the run)

The pointers are also adjusted to match this, so you can have an entire world of one tile. The auto-map looks really plain after that too.... :p After that, every byte from the end of the new map until it's original end is all set to 0. Stops at 0x7C4E, then there's some data I haven't figured out yet. Could be more overworld map data (pre Pandemonium and post Pandemonium most likely)


Are by any chance 'x. char. joins the party' scripts embeeded in the main dialogue script? Or are they hardcoded?
Man, this is really getting interesting. Congration.

Hardcoded most likely. I never saw any oddball bytes in the dialogue.
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