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

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Posted on 05-26-04 06:32 PM, in FF1 port delayed slightly... Link
Because of some hardware that finally arrived (I ordered it about a month ago ).
I think I'll be able to start work on it early next week.

Anyway, since I don't think anyone's read the update in the other thread about this (I had to edit it into a post, since I have the last post in that thread, so it doesn't show up as having anything new), I'll use this post to let everyone know that I can't port it to the Saturn....
I was trying to do a "Hello World" demo, and while in the process of doing that, found out that the Saturn doesn't have any good emulators... they're still very buggy, and none of them have complete emulation of anything except the main processors....
So, it'll be back to the Genesis I guess... at least I found a demo ROM for it that lets me experiment with the FM chip in "real time", to hear the effects of various things... so, that'll at least help get rid of the last problem I had with the Genesis.
NightHawk

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Posted on 05-27-04 11:19 AM, in FF1 port delayed slightly... Link
Originally posted by Kefka
Ya know, you COULD just make a brand new FF type game on the genesis... after all, I can't remember an RPG I liked on that system, and uh... I didn't like FF1 too much truthfully
Hey hey hey!!! Don't forget the Phantasy Star series!!
Best console RPG I've ever played, IMO, was Phantasy Star IV on the Genesis.

And as for making an "FF-like" RPG... sure, I could do that too, but I don't have a good plot ready, among other things

Emptyeye: Yes, I'll still try to include all 3 games... if I can't include all 3 though, I'll drop FF2 first, since it was my least favorite of the series, and I don't even know where the map data is in the ROM (I plan on ripping that out pretty much "as-is" for each game, since I don't feel like remaking the maps from scratch).

Weasel: Well, it kinda progressed out of the hack I wanted to make... I got fed up with some things involved in that (6502 assembler, multiple inconsistent ways of doing identical things, etc.), and so... I'm porting it, and at the same time, I'll be adding all the features I was going to put in my hack
NightHawk

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Posted on 05-28-04 12:30 AM, in FF1 port delayed slightly... Link
Originally posted by Imajin
I liked Phantasy Star II better than IV..
Phantasy Star II was great... but I found Phantasy Star IV first, and PS II's graphics weren't good enough for me after seeing PSIV... I still like it though.


The games used very different stat engines, though... How are going to compensate for that? Especially FF2j (Unless you make FF2j use the FF1 stat progression engine, which would be cool)
Most likely with scripts. I'll probably code a (very) simplified scripting language; probably along the lines of BASIC, to make it easy to code an "assembler" (I use the term "assembler" because there would be a 1:1 relationship between the source document and the codes it would output). Then those scripts would be responsible for handling stats... and even monster AI could be handled with them if I wanted to (it's not like monster AI is very complex in these games, lol).

And I'll be bringing the stat engine in FF1 up to FF3's level, so that'll reduce the number of scripts I'd need, at least, lol.
NightHawk

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Posted on 05-28-04 10:45 AM, in FF1 re-assemblable disassembly Link
Originally posted by Acmlm
Yep, I tried it earlier today and it really works, the whole thing compiles into a working FF1 ROM This definitely makes ASM hacking a lot easier and more efficient (no more NOP+JSR'ing stuff and looking for unused bytes to put code in ), and also helps understanding how the game is coded ...
Hmmm?
Not exactly... the game loads pointers into memory that the debugger doesn't recognize (because it can only load 1 byte at a time, and pointers are 2 bytes), so you'll have to pay attention in some places to either have it load the addresses properly, or (the easier way if you're doing something "quick-n-dirty") you still have to pad things....

And as for understanding how it's coded... great, if you can figure out where the routine is for text in battle, let me know?
NightHawk

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Posted on 05-29-04 01:01 AM, in FF1 port delayed slightly... Link
Originally posted by Kefka
Meh, Phantasy Star series is ok. I still like a lot of SNES RPGs more than Phantasy Star series, but I guess that PS II and IV WERE good and classic. But not as good as CT and FFVI
What's CT?
And PSIV is SO much better than FFVI!
But, I would say that, since as I said... it's my favorite console RPG


Anyway, the computer upgrade is done... I've got a 160GB hard disk now (200GB total ), and my computer's quieter when I'm doing anything intensive (I replaced the cooler on my processor).

So... after I finish re-installing all of my stuff (and I have a lot), I'll be able to get started.
NightHawk

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Posted on 05-29-04 01:11 AM, in FF1 re-assemblable disassembly Link
Originally posted by Disch
Actually... some code still has to be padded with this source, unfortunately. I couldn't get the indirect addressed labels working... so whenever the game did something like

LDA pointer_low
STA $10
LDA pointer_high
STA $11
LDA ($10),Y


I will load from a fixed address (pointer_low and pointer_high). I didn't get those labelled... so if you position of that pointer, it will corrupt some things . I noticed this when removing code in the first half of either bank 1C or 1D... it messes up what graphics are used for the game cursor.

So yeah... some things still need to be padded if changed .
That's basically what I was saying... you were a bit clearer about it though.

Here's a few addresses that get loaded that way, for anyone that's interested (all in bank 1D):
$A011
[these next 3 are the "New Game"/"Continue"/"Response Rate" strings]
$A253
$A25C
$A265
$A8FB
$A977
$A97F
$AC9C

Those are all the ones I got around to changing in that bank.
NightHawk

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Posted on 05-29-04 01:25 AM, in FF1 port delayed slightly... Link
Originally posted by Kefka
To answer your question, CT is that game with the red haired kid who is constantly oppressed with hugging and kisses from a tomboy princess and is good friends with a geekish girl that can repair robots from the post-apocalyptic future that even has a pink robot with a bow in the factory remains, and she and the repaired robot are apparently robot lovers and then you go way back in time when dinosaurs were apparently smarter than humans and then you beat up the cause of all this and run into a guy from the distant past who goes to his original time which was before A.D. and then dresses up as some sage guy and ruins his past and then still fails to whoop ass so you have to do it for him and then you can beat this one level 3 times and its the level before when you HAVE to face the final guy and then you end up kicking ass some more and win and you find out everyone is in your bloodline the end!

Understand?
Actually, no I didn't, until you edited that spoiler in.

And now that I know what you were talking about... never played it, so it's kinda tough for me to compare it to another game
NightHawk

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Posted on 05-29-04 03:42 PM, in FF1 re-assemblable disassembly Link
Originally posted by Parasyte
Labels can be used in this case. X816 syntax supports a few wonderful features just for code like this:

LDA STA $10
LDA >myLabel
STA $11
LDA ($10),Y

The use of RAM addresses isn't so important, but they could also be labeled, or otherwise symboled in the source.

EDIT: It may require "LDA #
Yes, it requires the #. If you don't have the #, you should get a warning from the assembler (without the #, it should be interpreted as zero-page addressing).
NightHawk

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Posted on 05-29-04 03:55 PM, in Language opinions: English Link
Originally posted by ChibiTaryn
I prefer a lot of English/Australian spellings to things, and I prefer the English/Australian dictionary to the US one. For example, I find words like "burglarize" and "addicting" to be THOROUGHLY irritating, because they DO NOT exist in the British or Australian dictionaries. I find "burglarize" to be funny and "addicting" to just be plain WRONG. The correct words in our language are "burgle" and "addictive".
Well, in American English "burgle" isn't a verb, so it's kind of funny for us to hear that
As far as "addicting"... I don't get too upset with it, although "addictive" is correct, as you said... but it doesn't irritate me NEARLY as much as people saying "hanged" instead of "hung"!!
NightHawk

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Posted on 05-29-04 09:04 PM, in For the drinkers.... Link
I've been tipsy exactly once... on my wedding night, lol.
My new brother-in-law kept stuffing alcohol into me... a glass of red wine, some schnapps, a grand marnier, and I don't remember what else....

Other than that, I drink maybe a half glass of red wine every 3rd month or so... I've never felt much of a need for alcohol.


As for what being "drunk" means... I'd say it's whenever you'd say or do anything you wouldn't normally say/do.
NightHawk

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Posted on 05-31-04 07:16 PM, in FF1 port delayed slightly... Link
Originally posted by Felix
And third, of all the systems, you're using Sega Saturn? Might I ask why?
Actually, no, I'm using the Genesis now.
As for why... it's the most widely emulated console, with the most documentation, that I'm interested in coding for... every other emulated console was disqualified for at least one reason (lack of GOOD emulators, lack of docs, Square's already released FF's on that console, etc.). So... basically, it's what was left after everything else was eliminated as an option. *shrugs*


Originally posted by Emptyeye
Here's a delightfully random question:

You seem to be writing the engine and (I would presume, I may be wrong) design tools for this yourself. Why not just make it PC-based? It would also eliminate the problem with the music programming.

Of course, there's probably something I'm missing here.
Well, at the time I made the decision, Disch had that FF Tribute thing going... I thought that a PC port would be redundant... if he's serious about not picking it up again... I could look into it, if people wanted.... *shrugs*
NightHawk

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Posted on 05-31-04 07:22 PM, in FF Hacking FAQ/Running Q&A Link
Originally posted by Blue Antoid
Just curious. Has the text parsing routine been located? It'd be nice to be able to jam in extra functionality for printing the names of party members in standard dialogue, which I'd have to imagine would be fairly feasible with a modest amount of ASM knowledge.

(Of course, maybe that wouldn't be a good idea, considering I'd just feel it neccessary to keep implementing stuff I don't have the talent for, like extra conditional pointers and whatnot. I swear, EarthBound has spoiled me like none other. There are over 200 unique control bytes in the primary text format alone... )
It already has that feature, and more. The text parsing routine is responsible for printing party member names, the gold count, stats, etc.
The text parsing routine NORMALLY used is at $3DE46, I think, but it uses a different routine for printing spell names in battle (oddly enough, it uses the normal one for the magic screen outside of battle). I don't know where the other routine is, or if there are more....
NightHawk

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Posted on 06-01-04 01:18 AM, in Few questions about cheap computers... Link
Originally posted by Yiffy Kitten
3. I don't know whom you heard this from, but whoever said this was talking out of their ass. In fact, the OPPOSITE is true - for example, Intel P4s and Celerons CAN'T run some stuff AMDs can, but NOT vice-versa (x86-64 is an AMD ONLY thing as of right now).
True, but unless he's using Linux, that's not an issue right now, since the only 64-bit version of Windows for x86 is still in beta (and who knows how long it'll take MS to actually finish it...).
NightHawk

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Posted on 06-01-04 10:41 AM, in FF Hacking FAQ/Running Q&A Link
Originally posted by Imajin
Hm, are you saying that it's possible to have a character's name in dialouge? How?
In the text string where you want a character's name, insert $10 (for character 1; for other characters you'd use $11/$12/$13), followed by $00. That'll print that character's name.
You can also print their class by $10 (or $11/$12/$13) followed by $01.
$10 ($11/$12/$13) can be followed by any value up to up $42 (higher values act just like $42), and each one does something different.


Oh... in the menus where you choose a specific character (like the magic screen outside of battle, or the character status screen), $10 is replace with the appropriate code for the chosen character.
NightHawk

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Posted on 06-02-04 10:47 AM, in Subs vs Dubs Link
I don't have a fixed preference... DBz I saw dubbed first, and that was fine.
Love Hina I saw subbed first, and that was okay (although later I found a version with better subtitles, that made more sense in some places)... but then later I saw Love Hina dubbed... and it just sounded so wrong; the voices were totally different, and of course the names were pronounced differently too (which sucked because I'd been using the names to learn how to pronounce Japanese, lol).

So, basically I seem to prefer whichever one I see a particular show in first... I can live with subtitles easily enough, since I'm a fast reader, and of course I don't mind hearing it in my own language, as long as the voices aren't too bad.
NightHawk

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Posted on 06-02-04 02:10 PM, in File-sharing freeze-ups... Link
Originally posted by neotransotaku
isn't zonealarm a firewall program or something, if so...then maybe it has to do with a severe bug zonealarm has with filesharing now?
Zonealarm is a firewall, yes.
It doesn't necessarily have to be a bug though... have you checked what ports zonealarm is blocking?
You may have to manually open some ports in order for those programs to work.
NightHawk

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Posted on 06-03-04 11:55 PM, in Language opinions: English Link
Originally posted by FreeDOS
About the whole spelling issue...

I prefer colour over color, because of how it's pronouced. It's not COL-OR, it's more COL-OAR, so naturally, colour looks better.
I pronounce it more "cuh-lrr", and I usually hear it that way too (even from some Brits).
NightHawk

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Posted on 06-06-04 11:51 AM, in Former President Reagan dies at 93 Link
I was very sad to hear about this... although I agree with some previous posters; it's better in a way... his suffering (and outside of the grieving, the suffering of his family because of his condition) is over.
NightHawk

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Posted on 06-07-04 10:24 AM, in Drawing, and well, stuff Link
Originally posted by Lenophis
Bonus points to anyone that can figure out which monster it does come from.
VampThorn
NightHawk

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Posted on 06-07-04 08:46 PM, in NTFS + other drive issues Link
Originally posted by neotransotaku
The limit of FAT32 is 32GB, so that is why your drive responds crap on FAT32 with 200GB.
Bah. FAT32 can be used on partitions as large as 2TB, it's just terribly inefficient for such large drives.
The 32GB FAT32 limitation is an artificial one, introduced in Win2k (although if you create a >32GB FAT32 partition with some 3rd-party tools, Win2k and WinXP will work with it just fine).



As for the floopy, if it can't read a disk, then

(1) the IDE cable is upside down
IDE cable?
You mean the floppy cable, right?


Anyway, as others have said, format the drive as NTFS... much better for large partitions.
Oh, and you'd probably want to turn off indexing on the drive, since most people don't use the search feature often enough to make it worthwhile.
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