Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Don Killmi
Pages: 1 2
User Post
Don Killmi

Level: 8

Posts: 21/29
EXP: 1764
For next: 423

Since: 06-27-05

Since last post: 11 hours
Last activity: 11 hours
Posted on 10-25-05 01:15 AM, in Final Fantasy Request - Easy for some Link
Not to be an ass or anything, but the documents are well known, what's the technical difficulty in doing it? It will not take more than 15 mins. of your time...
- The code for extended battle bg and 5-letter character names can be found on the final facelift docs. You can even use them as a starting point.
- B button dash functionality is really simple. See the Final Fantasy Hacking related thread.
- There are already many "mini patches" for FF1. See Disch's animated water tile hack, or his item shop enhancer (which has saved me days of life, i believe) for examples.
If you have any difficulty doing any of this, just ask here, and i will help you.
And no offense, but most of us here do it for the fun.




(edited by Don Killmi on 10-24-05 04:16 PM)
Don Killmi

Level: 8

Posts: 22/29
EXP: 1764
For next: 423

Since: 06-27-05

Since last post: 11 hours
Last activity: 11 hours
Posted on 10-25-05 10:00 PM, in Looking for help/members for upcoming Kid Chameleon hack. Link
That's straight ASCII there. There's no table needed.
I remember someone posted some stuff about Kid Chameleon a long long time ago on Zophar's, but i couldn't find it again. Sorry.
Don Killmi

Level: 8

Posts: 23/29
EXP: 1764
For next: 423

Since: 06-27-05

Since last post: 11 hours
Last activity: 11 hours
Posted on 10-28-05 06:57 PM, in FF Hacking FAQ/Running Q&A Link
A new version of ff++! That's my favorite hack!

Don Killmi, concerning your B-dash hack--
I downloaded x816 and assembled your code with it, and I got the byte sequence:
A5 20 29 40 D0 05 A9 01 85 34 60 A9 02 85 34 60
and I put it over the existing code at $3d6d7. Is that the wrong place? 'Cause it doesn't work for me. Oh well, I fail at ASM :/


I'm really dormento :p

Set a BP for writes to $34 (the address which stores the walking speed). You should find an occurance as soon as you try to move in any direction while in the map.
Instead of setting the speed there (i think it is lda $34, 01) put a JSR to the new routine, at $D6C7.

Assemble the following routine:
.org $D6C7 ;assemble code to run at this (CPU) address
.mem 8 ;setup accumulator and index regs for NES code
.index 8

LDA $20
AND #%01000000
BNE bdash
LDA #$01
STA $34
RTS
bdash:
LDA #$02
STA $34
RTS
-------
Then test. The problem is that i don't have the space to check (and i don't know how) if the player is in overworld map mode.

Grond, i also have a class change system. You can change between 6 classes individualy for each character. Putting it to work for 12 classes would be easy, i think, but the stat growths between 0-6, 1-7, 2-8 etc. would be shared. PM me if interested

I am also working on some special places in the game. I am trying to make more themed areas, like a volcano where the pallete used for the lava animates between a quasi yellow and a orange/red tone. I'm also making a "shrine of forgetting", a place where you go to forget your spells.
As Gavin said, there's so any cool ideas we can do, but there's no space for everything. I'm don't know jack about expanding/changing mapper, but it would rule to have more space to work with.
Don Killmi

Level: 8

Posts: 24/29
EXP: 1764
For next: 423

Since: 06-27-05

Since last post: 11 hours
Last activity: 11 hours
Posted on 10-29-05 07:11 PM, in FF Hacking FAQ/Running Q&A Link
Hey Grond, your hack rules :p It is is my favorite. In some parts, it doesn't even looks like a NES game anymore, and that I would be honored to participate in your project, even if only doing small hacks here and there :p

You really got it to work? Do you remembered to remove all the other jumps to this routine (for example, when you press 'A' when inside town)? If not, you will walk a step every time you press 'A' while inside a 64x64 map (the buzzing sound is invoked at the start and end of opening dialogs).

If you have any difficulty whatsoever, i made a small IPS i can send you. I just didn't because I am a lazy bum.
If you still want it, just post here and i will send you an email. I can't host.

And afaik, the b-dash as it is doesn't affect encounter rates, in fact you encounter the same quantity of monster. It is determined by steps, and not time.
You can evem mess with the speed, but anything above 04 (i think) will yeld graphical glitches.

Don Killmi

Level: 8

Posts: 25/29
EXP: 1764
For next: 423

Since: 06-27-05

Since last post: 11 hours
Last activity: 11 hours
Posted on 10-29-05 07:14 PM, in Late night diversion. Link
Martyr? Please don't tell me Sargon dies...
Shogonite brings tears to my eyes... Really...
Don Killmi

Level: 8

Posts: 26/29
EXP: 1764
For next: 423

Since: 06-27-05

Since last post: 11 hours
Last activity: 11 hours
Posted on 10-30-05 07:09 AM, in Looking for help/members for upcoming Kid Chameleon hack. Link
...ASCII is harder than it looks...

How?
Don Killmi

Level: 8

Posts: 27/29
EXP: 1764
For next: 423

Since: 06-27-05

Since last post: 11 hours
Last activity: 11 hours
Posted on 10-30-05 08:35 PM, in FF Hacking FAQ/Running Q&A Link
Do you travel to another dimension or whatever? I thought about doing something like this sometime ago... The only places in common where the parts of the world that hadn't been engulfed by the ocean (the northern ice melted because of a big ass bombardment).

If you ever need help, be it in the form of small hacks or ideas, please contact me
I'de more than willing to help.
Don Killmi

Level: 8

Posts: 28/29
EXP: 1764
For next: 423

Since: 06-27-05

Since last post: 11 hours
Last activity: 11 hours
Posted on 11-01-05 08:32 PM, in Turbo Pascal.exe Link
Programmer friendly but Not user friendly.
How? You can create "user-unfriendly" crap with any language known to men
Most programs look quite similar
Again, could it be that all crap programs are similar in that they're crap?
Visual Basic wasn't meant to program games back in the day when the difference in speed between it and others was noticeable. But you can do nifty things in VB that would take ages to do in MSVC++, for example.
The truth is, VB trades excellence in speed/ for excellence in design/rapid development/ease of use. Debugging a visual basic program is the easiest thing ever (compared to gdb, for example). It doesn't mean it can't be used to make games and stuff, just that you would be best served with c/c++ (with some asm sprinkled here and there). I would never ever program a small database management program with c/c++ or pure asm, seeing that VB makes things so much easier.

Oh, and Delphi is good. mainly because of self contained executable programs, opposed to VB's program + runtimes (which aren't that big, nowhere near the size of the .NET runtimes, for example).
Don Killmi

Level: 8

Posts: 29/29
EXP: 1764
For next: 423

Since: 06-27-05

Since last post: 11 hours
Last activity: 11 hours
Posted on 11-02-05 01:20 AM, in Final Fantasy X for NES Link
Chill people. That's not a fake. It's called "Concept Art", or a "mock-up".
People do it all the time to test new ideas and see how it will look. In this particular case, they just wanted to show a possible overdrive animation because it was cool, nothing else. No need to go "zOMG FaEK!!1one" because of a simple image.
Besides, the game is shaping up nicely. I wish them the best of luck. And i wish i knew japanese .

Edit: the Schpune mocking is because of that 'special build' Disch released along with a rom demo with a high definition image with many colors (photo quality), the catch being that it only ran in Schpune. He did that to kinda 'protest' about people whose NES demos rely on emulator bugs, not caring if the game will run in a real NES (therefore, not being a NES program at all).


(edited by Don Killmi on 11-01-05 04:24 PM)
Pages: 1 2
Acmlm's Board - I2 Archive - - Posts by Don Killmi


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.015 seconds.