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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Don Killmi
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Don Killmi

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Posted on 06-27-05 09:14 PM, in FF Hacking FAQ/Running Q&A Link
Whee!
I managed to add a B-button dash, like the remake versions.
I used the space freed when i removed that annoying noise that plays when you open/close a dialog window. Who would've thought that noise would come out usefull? --

I also added a way to class-change to any class.
You put the character you want to change classes at the lead of the party.
You talk to the Priest of Dharma/Bahamut/whatever
Your character gets changed to the next base class.
It follows the standart character order:
Fighter -> Thief -> Black belt -> RedMage -> WhiteMage -> BlackMage.
Now i need to find a way to make intelligence matter when casting spells. It wouldn't make sense to have a black belt cast NUKE with the same proficiency as a black mage.
Does anyone know if magic is factored at all when casting spells?
Has anyone made a working MP system (like the origins and GBA versions? It would make more sense than having class change with the spell charge system.
Thanks in advance.
Don Killmi

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Posted on 06-28-05 02:18 AM, in FF Hacking FAQ/Running Q&A Link
At first i tried using some space of the last song in memory (the "death" theme), but as soon as i stepped out of town i would get a black screen. Turned out the game copies something else to that area in RAM. So, using space previously allocated to music for asm hacks is a no no.
Of course i removed the references to the sound routine
First strobe the joystick, then i jumped to the free space.
one thing i learned is that you can strobe by doing:
LDX #$01
STX $4016
DEX
STX $4016

instead of

LDA #$01
STA $4016
LDA #$00
STA $4016,
thus saving 1 byte. I never actually cared for that kind of optimization, but when you are short on a few bytes, everything counts. Are there any problems for strobing the joystick like that? It should be essentially the same, but who knows...

Then, i just checked $20 and CMP'ed it to #$40 (b button).
then i set $34 by either 2 or 1, depending if the button was pressed or not.
One thing i need to find is where int the memory the number of the current map is stored. If i knew that, i could prohibit bdash in the overworld.
Character data in RAM starts at $6100.

To make the job change whenever i wanted, i messed with the story completion variables. I just set a bp where bahamut aknowledged you, and went from there.

Really cool, i didn't think it would be easy like that.
Don Killmi

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Posted on 06-29-05 03:11 AM, in FF Hacking FAQ/Running Q&A Link
...but had to impliment an extended and convoluted hack to prevent the B button from rapid-firing and doing other nasty things throughout the rest of the game...

Where exactly? I haven't seen any problems so far, but who knows... i need to test it more.

Also, would any have already implemented a working MP system, ala Dawn of Souls? My hack as it is would make way more sense with an MP based system.

The mages always get fixed level spell charges at fixed levels. (eg. get an lv8 charge at lv 24). So, if you had a character which was a black belt all along, then change him to black mage at level 23 and level up once, his spell list will be empty except for that one lv8 charge. I want to change that, and i think an MP system is my best bet. Pure mages would get more MP than red mages (who would have more 'average' stats), and knight/thief/bl.belt wouldn't get any MP at all. Spell costs could be fixed by level (eg. lv1 = 1MP, lv2 = 3MP, lv3 = 6MP, lv4=..., lv8 = 25MP).
To make class change even more worthwhile, i would have to modify spells to actually use the caster's intelligence. I remember there was a thread on the GameFaqs FF1 board which had several fixes and detailed how intelligence was supposed to be used, but the game loads from another address instead of it (always zero), so the intelligence stat was basically worthless. I had the thread backed up, but i don't have it anymore (poor HD). If anyone still have it, it would be most appreciated. (dormento at gmail removethis dot com).

Edit:
I have a problem.
I was editing the Coneria town map in FFHackster. Things were going well, and all of a sudden, i couldn't enter town anymore (i would get a black screen). Does anybody know of bugs when editing maps? I didn't modified the palette, and i still had ~450 KAB...




(edited by Don Killmi on 07-04-05 01:38 PM)
Don Killmi

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Posted on 07-02-05 09:29 PM, in More Fortuna Screenshots? Link
Still looking good as ever.
The screenshot with the hills and bridges: It all looks kinda flat. Mybe you could vary a bit the mountain tiles so it doesn't look too much flat...
The battle window borders too...
Don Killmi

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Posted on 07-04-05 10:24 PM, in This was found...as a result of music finds... Link
Omg Leno you rock!
One step closer to a full fledged FF2 hack.
Good Job!
Don Killmi

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Posted on 07-05-05 02:25 AM, in A rather odd and disgusting find in Megaman Battle Network 5 Link
Doesn't that game have a mechanism to prevent people inputting silly and/or offensive words as names?
Does the ROM you looked have an intro?
Don Killmi

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Posted on 07-21-05 03:12 AM, in In-Game Screens!! Link
Someone's layout is fscking the page. Please fix.
Firefox 1.05.
Don Killmi

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Posted on 07-28-05 09:49 PM, in I need some help. Link
The emus DD mentioned are pretty much the best ones.
It's worth to note, though, that Nintencer has pretty good support for some mappers even FCEU doesn't emulate. For example, the Street Fighter IV pirate (the finest fighting game you'll find on the NES).
Don Killmi

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Posted on 08-16-05 01:36 AM, in Inserting/importing music into NES rom Link
Yeah. A long time ago, Disch showed a ogg with a spiffied Final Fantasy's town music. That was kinda cool.
Don Killmi

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Posted on 09-05-05 07:46 PM, in Goodbye, destiny Link
It's a shame you had to cancel it. It was looking really good.
Plus you we could play with a dude that could kick skeleton arse while wearing sandals.
Congrats nonetheless, and i wish you luck in your future projects.

BTW, there's a perfectly fine castlevania 1 editor...
Don Killmi

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Posted on 09-13-05 12:58 AM, in DXOII Images Link
Very good. Really
I'm still amazed at the music though. Really catchy, especially Hylis and Shogonite. That short Hylis piece you sent me a long long time ago on IRC is still on my playlist .
Don Killmi

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Posted on 09-28-05 10:54 PM, in Holy hell, FF2 is lovely! Link
That's pretty amazing mr. Leno dude.

Btw, did you ever get to fight the emperor with only Richard alive?
It had never happenned to me, but i was playing your hack the other day and i was being beaten to hell and back by the monsters. Turns out the game doesn't let you continue. Weird

Edit: Btw, about the spherical map, my guess is that it draws the tiles on the fly like FF1, using the first color of the palette of that particular tile. The sphere rotates very slowly, but it isn't that bad, seeing as you can see pretty far away in the map.


(edited by Don Killmi on 09-28-05 01:57 PM)
Don Killmi

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Posted on 09-30-05 10:42 PM, in FF Hacking FAQ/Running Q&A Link
Below i post my b button dash code, just in case anyone want's to add it to their hacks. makes some parts of the game a little bit less annoying.
I used the space previously allocated to the routine which plays the annoying dialog menu noise, which i think is a double plus

; B button dash, just like the WSC, PSX & GBA versions
; uses the space freed by the annoying noise played when a dialog box opens
; who would've thought that annoying noise would come to be usefull?
; Much thanks Gavin (i think) for locating that particular piece of code.

;problems: still works at the world map (a minor one)

; MAX SIZE 21 bytes
.org $D6C7 ;assemble code to run at this (CPU) address
.mem 8 ;setup accumulator and index regs for NES code
.index 8

LDA $20 ;this address contains the buttons pressed
AND #%01000000 ;tests if B button is pressed
BNE bdash ;branches with 2 bytes only (1 byte address)=good!
LDA #$01 ;normal speed
STA $34 ;use this speed to walk
RTS
bdash:
LDA #$02 ;double speed
STA $34
RTS


Edit: Oops, i forgot to say it is assemblable with x816 (x112f.exe), the best NES assembler, IMHO. I still need some info about how to take the INT stat into account when casting spells. Any help would be much appreciated.


(edited by Don Killmi on 09-30-05 01:44 PM)
(edited by Don Killmi on 09-30-05 02:07 PM)
Don Killmi

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Since: 06-27-05

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Posted on 10-01-05 09:31 PM, in FF Hacking FAQ/Running Q&A Link
Thanks SX, i've run into that bug a lot too. When doing something as simple as adding some buildings to a town, i would trigger it and render some work unusable. I've never got the "garbled graphics" crash, only a black screen.

Btw, it is amazing how FCEUXD makes asm hacking easy. It has never been so easy.
Just found this, and it was a 1 min. job. (Overly commented, asm newbie here)

This routine controls how much damage you receive when you step on lava tiles

$C863:BD 0B 61 LDA $610B,X @ $610B = #$00 ;loads the high byte of HP
$C8660 07 BNE $C86F ;branches if not zero
$C868:BD 0A 61 LDA $610A,X @ $610A = #$17 ;low byte of HP
$C86B:C9 02 CMP #$02 ;compares to prevent underflow (else you could end up with a lot of HP)
$C86D:90 11 BCC $C880 ;branches if carry clear
$C86F:BD 0A 61 LDA $610A,X @ $610A = #$17 ;loads the low byte into memory
$C872:38 SEC ;sets carry
$C873:E9 01 SBC #$01 ;damages the party
$C875:9D 0A 61 STA $610A,X @ $610A = #$17 ;stores back into place
$C878:BD 0B 61 LDA $610B,X @ $610B = #$00 ;loads high byte
$C87B:E9 00 SBC #$00 ;subtract with carry
$C87D:9D 0B 61 STA $610B,X @ $610B = #$00 ;stores back

This stuff here can be used to set a healing spring, a ressurrection place (kinda like ff2), make the damage higher, etc.etc. With 26 bytes, you can do something, jump somewhere (i need to learn bankswitching sometime) then jump back.

Amazing, and very, very easy.
Don Killmi

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Posted on 10-06-05 10:12 PM, in FF Hacking FAQ/Running Q&A Link
Nice info Sliver X.
One thing i would like to know is if you (by you i mean all you DXOII people) had to edit several different places to have just one working character? I mean, the info is scattered through the ROM or is it just a few addresses (with the number of working characters)?
Don Killmi

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Posted on 10-10-05 10:14 PM, in Megaman 3 Remix 0.10 Beta (unoffical name) Link
Not to hijack the thread, but that font looks like "Viner Hand ITC".
Don Killmi

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Posted on 10-15-05 08:51 PM, in Dragoon X Omega II Final Soundtrack Link
Man, you are relly gifted with this music stuff
I really liked number 5: Where Darkness Lies. I take it its a final quest theme?
And it seems you changed the prelude from the last nsf, nice...
Btw, will the last two sound effects stay in? They're the same as normal FF1.
It's odd how you have all the music new (and even the other 2 sound effects) and don't have these ones changed...
Don Killmi

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Posted on 10-18-05 01:31 AM, in I've got alot of information gathered now Link
GRATE.
I would seriously think about contributing this to the wikiRAM, or the crystal thingie.
Don Killmi

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Posted on 10-21-05 10:33 PM, in FF Hacking FAQ/Running Q&A Link
Wtf? I posted the entire routine, you just need to setup a bp to reads to $34 (i think) and go from there...
It's really easy.
I have a rom with the common improvement hacks already inserted (5 letter names, extended battle bg, etc...) so i don't need to do it every time i start something different. You should consider it. No ASM knowledge is required at all to do these hacks, the docs that come with ff improvement/remix/whatever have all of this in detail. You just need to fire a hex editor anb enter the data...
Don Killmi

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Posted on 10-24-05 08:42 PM, in Excite Bike Editor in the works! (screen shots) Link
Brainfuck
That's not brainfuck.
This is Brainfuck:
http://www.muppetlabs.com/~breadbox/bf/
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