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Acmlm's Board - I2 Archive - - Posts by drjayphd |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 952/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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Allow me to give the new Garbage some dap, too. "Why Do You Love Me" has them in RARE form. (But TV On the Radio is STILL better. 'Specially "New Health Rock"... forgot to mention that EP came with the CD.) |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 953/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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What, no one remembers Midnight Oil? (Actually, is Peter Garrett still off politicking? I thought I saw something about him getting back with the band.) | |||
drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 954/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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Originally posted by ZiffskiOriginally posted by drjayphd I win. 'Sides, still no answer to my question. |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 955/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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Yup. And I can't listen to Huey Lewis and the News or Phil Collins the same way again. (shudder) Haven't read the book, but I do own it. One of these days. | |||
drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 956/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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Neil Patrick Harris is the single greatest person ever. I wanna snort coke off a hooker's ass, JUST LIKE HIM! Seriously, I can't believe the people behind Dude, Where's My Car? were behind this one too. It's smart funny and actually makes some good points about racial stereotypes. |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 957/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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Might I just say the graphics look a little off? There's not really much sense of proportion and they have a really amateurish quality to them (the perfectly diagonal tentacles, f'rinstance). But I know spriting isn't the easiest thing in the world, nor are good graphics really necessary for a good hack. | |||
drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 958/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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Dr. Weil? I remember Kevin Rose (yes, of TechT--erm, G4 fame) going on about him. The link's off his site now, but I wonder what his theories were. | |||
drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 959/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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It's in there... check in the FF1 patches. And since the thread's kind of... well, dead, I WILL post the Bonus Bytes doc, complete with Final Facelift breakdown, in the FF hacking thread. Enjoy. |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 960/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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I'm too lazy to re-edit this. Gentlemen... BEHOLD! Bonus Bytes, rev .1. ------------------------------------------------------------ Default Party: ------------------------------------------------------------ Offsets: Char. 1: $3A0BE Char. 2: $3A0CE Char. 3: $3A0DE Char. 4: $3A0EE Values: Standard:Upgrade (*): 00 = Fighter06 = Knight 01 = Thief07 = Ninja 02 = Black Belt08 = Master 03 = Red Mage09 = Red Wizard 04 = White Mage0A = White Wizard 05 = Black Mage0B = Black Wizard *: Use these at your own risk; they're glitched after class change. Names: Char. 1: $3A0C0 Char. 2: $3A0D0 Char. 3: $3A0E0 Char. 4: $3A0F0 There are four bytes to change there, all set by default at $FF, which is a space. You can change these to whatever... grab a table if need be. Remember, though, this will only give suggested names; you still have to enter the names at selection. There is a way to make those names stick, though. It'll be in here in the next revision. ------------------------------------------------------------ Background Colors: ------------------------------------------------------------ This refers to menus, intro text, etc. The main tipoff for these is that the palette is $0F-$00-$01-$30, which would be, in that order, black, white, blue, gray. The blue, as you probably know, is the background, so change all $01 values for the background. Menu Colors: $3EB3A (thanks, Square! Just one value!) "Equip/Trade/Drop" Menu Color: $3AD8E (highlight for selected option) "Weapon/Armor" Menu Title Highlight: $3AD92 Intro BG Color: $3A12C (This will not change the text fade-in color.) Towns: Ooh, FUN. Each map has a pair of palettes, one for when you're in a room and one for when you're outside. Everything in this series is a standard map, so it goes towns, castles, dungeons. These are the palettes themselves, not just the locations of the $01 bytes. Coneria:Indoors:$201C Outdoors:$203C Pravoka:Indoors:$204C Outdoors:$206C Elfland:Indoors:$207C Outdoors:$209C Melmond:Indoors:$20AC Outdoors:$20CC Crescent Lake:Indoors:$20DC Outdoors:$20FC Gaia:Indoors:$210C Outdoors:$212C Onrac:Indoors:$213C Outdoors:$215C Lefein:Indoors:$216C Outdoors:$218C Coneria Castle (1F):Indoors:$219C Outdoors:$21BC Coneria Castle (2F):Indoors:$21CC Outdoors:$21EC Elfland Castle:Indoors:$21FC Outdoors:$22BC Northwest Castle:Indoors: Outdoors: ...and so on. ------------------------------------------------------------ Speeds ------------------------------------------------------------ Walking: $3D088 Ship/Airship Multipliers: $3D08D, $3D096 Warning: Don't set higher than original airship speed, or you'll get palette glitches. If you use different speeds, the game may crash in battle. Their present values are $4A. Changing them to, say, $EA or $0A will speed up or lower their speeds. Canoe: Intro Fade-In: $3A2C8 Currently set at $0F. Setting it lower makes the fade-in go faster. Raising it to, say, $FF builds in a nice bathroom break for your players, because it goes REALLY slow. ------------------------------------------------------------ Black Belt/Master Attributes ------------------------------------------------------------ As you may have heard, the Black Belt and Master have their stats determined differently. Unarmed, their Damage will be double their current level. Without armor, their Absorb will be equal to their level. They also get double the hits of other classes. You can reassign them to other classes, as well. At 2D97A, the code reads "C9 02 F0 05 C9 08 F0". At 32DCF, the code reads "C9 02 F0 04 C9 08 D0". At 3EED2, the code reads "C9 02 F0 04 C9 08 D0". At 3EEF0, the code reads "C9 02 F0 04 C9 08 D0". The $02 and $08 bytes select the Black Belt and Master classes, respectively. Change all of them using the values listed under "Default Party" and you can reassign them to those classes. If you select a value that isn't in the list (ie, anything higher than $0B), no one will get the bonuses. In other words, you can give none, 1, or 2 classes the bonuses. In addition, you can also reassign them to a range of classes. Change all the $F0 bytes to $90. Change all the $D0 bytes to $B0. Now, as long as the first class's value is less than the second class, all classes between the two numbers, including the first number, but not the second, get the bonuses. For instance, if you change the $F0 and $D0 bytes, but not the classes, all classes between Black Belt and Master get the bonuses (Black Belt, Red/White/Black Mages, Knight, Ninja, Master). The doubled hits may not carry over. ------------------------------------------------------------ Hold Magic Switches ------------------------------------------------------------ By default, the Fighter and Thief get no MP until class change. They can gain MP if they start off as Knights or Ninjas, though. Here's how to tweak that. $2DC7D reads "F0 40 C9 01 F0 3C". Change the $01 to whatever class you want to be without MP. So if you don't want the Red Mage to have magic, you'd change it to 03. Just like the Black Belt stats, you can tweak this, to include a range. Here's how. Change the second $F0 byte to read $30: $2DC7D should now read "F0 40 C9 01 30 3C". However, if you're using FFHackster, this WILL be overwritten. Until someone changes that... ------------------------------------------------------------ Text Locations ------------------------------------------------------------ Intro: $37F30 Bridge: $36843 "And so...our world." Item Descriptions: $385BD Spell Descriptions: $38A17 Ending: $368F3 "The Time-Loop...continue to shine..." Character Name Menu: $3A021 Shop Text: $38095 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OK, so here's what I've found: On the Continue/New Game screen: The C 1987 SQUARE & C 1990 NINTEDO offset is: 384B8. The numbers are: 00 - Waits for a button press to display next window of text 05 - Line feed 01 - Blank text window 80 - 0 81 - 1 82 - 2 83 - 3 84 - 4 85 - 5 86 - 6 87 - 7 88 - 8 89 - 9 FF - SPACE NINTENDO in Bridge scene is at 2FF72. C1, E7-EA 2FEB9 The Continue/New Game/Respond Rate text is at 3A263. On the name input screen: The Name Input alphabet is at 3A021. The Select Name text is at 3A0B1. Shop screens: Shop names are at 3805C. The word OK when you buy something is at 380DE. The word RESET at the Inn is at 38211, and POWER is at 38225. Specific Item Descriptions: TENT/CABIN/HOUSE HP/SAVE Message - 387B6 Status Screen Text starts at 388C2. EQUIP/TRADE/DROP is at 38B30. ARMOR for Equip screen is at 38B57. OK, that's normal stuff. Now for fun stuff... Main Menu commands: ITEM - 38956 MAGIC - 3859C WEAPON - 385A3* ARMOR - 385AA *If you want to change this to use standard text, don't use a word that is more than 5 letters long. 385A8 and 385A9 MUST be 01 and FF, respectivly, or it will mess up the menu. It will also cause the word STATUS to vanish. If you ever want to restore it, the default values are CF D0 D1 D2 D3 01 FF. Unknown Use Text WARRIOR @ 38281 EQUIP/TRADE/DROP @ 38C4D, 38CDF ARMOR @ 38C74, 38C8A, 38CFF STONE @ 38AAE, 38BA0 WEAPON @ 38CD5 I'm thinking that at least one of those STONEs is for when a character is petrified, but I haven't been able to test that yet.... Open the FF1 ROM in your hex editor and go to the addresses listed below. In each location you'll find an 01 (representing blue). Simply change all of these 01s to whatever color value, in your case you'll use 0F for black. $3a12c $3a2e3 $3ad8a $3ad8e $3ad92 $3eb3a 3AD8E = menu color for "Equip" "Trade" "Drop" 3AD92 = color for "Weapon" "Armor" The color for the text is immidiatly after (3AD8F, 3AD93). http://www.zophar.net/trans/docs/paletdat.html Default Party Info Char. 1: 3A0BE Char. 2: 3A0CE Char. 3: 3A0DE Char. 4: 3A0EE Classes 0 - Fighter 1 - Thief 2 - Black Belt 3 - Red Mage 4 - White Mage 5 - Black Mage 6 - Knight 7 - Ninja 8 - Master 9 - Red Wizard A - White Wizard B - Black Wizard The default names are at the following offsets: Char. 1: $3A0C0 Char. 2: $3A0D0 Char. 3: $3A0E0 Char. 4: $3A0F0 The default names all have $FF values for the 4 bytes in the original ROM, which of course, represents empty text. The C 1987 SQUARE & C 1990 NINTEDO offset is: 384B8. The numbers are: 80 - 0 81 - 1 82 - 2 83 - 3 84 - 4 85 - 5 86 - 6 87 - 7 88 - 8 89 - 9 FF - SPACE The Name Input alphabet is at 3A021. The Select Name text is at 3A0B1. The Continue/New Game/Respond Rate text is at 3A263. Shop names are at 3805C. The word OK when you buy something is at 380DE. The word RESET at the Inn is at 38211, and POWER is at 38225. Main Menu commands: ITEM - 38956 MAGIC - 3859C WEAPON - 385A3* ARMOR - 385AA *If you want to change this to use standard text, don't use a word that is more than 5 letters long. 385A8 and 385A9 MUST be 01 and FF, respectivly, or it will mess up the menu. It will also cause the word STATUS to vanish. If you ever want to restore it, the default values are CF D0 D1 D2 D3 01 FF. Specific Item Descriptions: CROWN - 3860A CRYSTAL - 3861C KEY - 38649 SLAB - 3867B ROD - 386B1 AIRSHIP - 386D0 MADE IN LEFEIN OOHH - 3870F CUBE - 3875D OXYALE - 3878E TENT/CABIN/HOUSE HP/SAVE Message - 387B6 Status Screen Text starts at 388C2. EQUIP/TRADE/DROP is at 38B30. ARMOR for Equip screen is at 38B57. Unknown Use Text EQUIP/TRADE/DROP @ 38C4D, 38CDF ARMOR @ 38C74, 38C8A, 38CFF STONE @ 38AAE, 38BA0 WEAPON @ 38CD5 Bypass N A S I R Checksum by Vagla Do either one of these: 3CFEF- A900 -or- 3CFEF- 2900 There's really no difference. Both feed it 00, which is what the hack requires (one does it by loading the current value as 00, and the other ANDing the current value to 00). I really wonder why it was so hard for anyone to figure this out, since it's been an issue for years. I simply dumped the RAM, found out where N A S I R was in it, and watched for reads to that data in FCEUd when entering a town. It brought me to a line of code very near the code at 3CFEF, and a few opcodes down was a BEQ which was the source of all of the trouble. It branches on 00, which is what it gets from its checksum if it's true, so I just changed the EOR #$AE (checks to make sure the values sum to $AE) to LDA #$00/AND #$00. Thus, it always branches, simple as that. More Bytes! by Dark Steak Offset 0x3A12C is for the starting screen background. Offset 0x3A2E3 is for the fade-in text on the starting screen. While the blue doesn't look all that bad (for the fade-in) against most colours, the effect just isn't quite the same. This one staying the same as the others isn't as critical. Offset 0x3EB3A is the "general background." Nearly all of the normal sub-screen, the item screen, magic screen, most of the weapon and armor screens, status screen, party select windows, and party lineup screen backgrounds (all of them) are determined by this byte. What's fun is how this colour over-rides the starting screen background in block chunks behind the fading-in text. Those two must be the same, or it looks...off. Offset 0x3AD92 is on the weapon and armor screens of the main sub-screen. This controls a block of the background in the upper window where the hand-pointer starts, and stays behind most of what word the hand is pointing at. Must be the same as the rest of the sub-screen background or it looks just plain icky. Offset 0x3AD8E is also on the weapon and armor screens. This goes as the main part of the background on the box in the upper-lefthand corner, where is says either weapon or armor. This also looks amazingly bad if it's not the same as the rest of the sub-screen. The Black Belt/Master's fist's palette determiner is at 0x32DE4. The palette for the lit Orbs is from 0x3AD88 to 0x3AD8B. Name select screen's red window's background is at 0x39C7E. Shop Title window's palette is from 0x3EB84 to 0x3EB87. Current money in shop window's palette is from 0x3EB88 to 3EB8B. $32ACB-$32AD0: Code changes affecting printing of blank space and status string in battle character windows; supports 5 character player names. CB - 0A CC - 20 CD - FC CE - AA CF - A0 D0 - 0B $32B17: Code change affecting printing of text in battle character windows and possibly others; supports 5 character player names. 17 - 05 $39C3F-$39C54: ???Code change related to 5-character names? 3F - A0 40 - 00 41 - BD 42 - 02 43 - 61 44 - 99 45 - 5B 46 - 00 47 - E8 48 - C8 49 - C0 4A - 05 4B - D0 4C - F4 4D - EA 4E - EA 4F - EA 50 - EA 51 - EA 52 - EA 53 - A9 54 - 5B 55 - 85 $39CEF-$39D06: Code change ensures all 5 characters of name are copied properly from party creation dialogue to game. CEF - A9 CF0 - 05 CF1 - 48 CF2 - BD CF3 - 01 CF4 - 03 CF5 - 99 CF6 - 02 CF7 - 61 CF8 - E8 CF9 - C8 CFA - 68 CFB - 38 CFC - E9 CFD - 01 CFE - D0 CFF - F1 D00 - EA D01 - EA D02 - EA D03 - EA D04 - EA D05 - EA D06 - EA $39D70-$39D8A: Makes default names stick. 70 - 64 71 - 85 72 - 65 73 - A9 74 - 05 75 - 85 76 - 62 77 - 20 78 - 02 79 - 9C 7A - 20 7B - B0 7C - 9F 7D - 20 7E - 7D 7F - 9F 80 - EA 81 - EA 82 - EA 83 - EA 84 - EA 85 - EA 86 - EA 87 - EA 88 - EA 89 - EA 8A - EA $39DEC: Code change - use 0xCC (a dash character) when you erase characters from your name. EC - CC $39E22: Allows five-letter names in naming window. 22 - 05 $39E2E: Code change; enter 5 characters into the right place in memory when choosing name 2E - 01 $39EA5-$39EC2: Code changes affect positioning of names in party select dialogue NOTE: Older copies of this document tell you to change they byte at $39EBF to A5, which is wrong, and will cause the window to mess up after you finalize the name of the first character. They proper value to change the byte to is 85. Thanks go out to Dark Steak for discovering what the problem was, and the fix. A5 - A1 A6 - 9E A7 - A5 A8 - 1F A9 - 18 AA - 69 AB - 10 AC - 85 AD - 1F AE - 60 AF - EA B0 - EA B1 - A6 B2 - 1F B3 - BD B4 - 0C B5 - 03 B6 - 85 B7 - 38 B8 - BD B9 - 0D BA - 03 BB - 85 BC - 39 BD - A9 BE - 0F BF - 85 C0 - 3C C1 - A9 C2 - 12 $39F07-$39F1A: ??? Code change related to display of names in party select dialogue? 07 - A0 08 - 00 09 - BD 0A - 01 0B - 03 0C - 99 0D - 5B 0E - 00 0F - E8 10 - C8 11 - C0 12 - 05 13 - D0 14 - F4 15 - CA 16 - CA 17 - CA 18 - CA 19 - CA 1A - EA $39F26: Code change displays names in party select dialgoue by reading them from correct place in memory 26 - 5B $39F8F-$39FA8: Code change copies all 5 characters for display while editing name 8F - A0 90 - 00 91 - BD 92 - 01 93 - 03 94 - 99 95 - 5B 96 - 00 97 - E8 98 - C8 99 - C0 9A - 05 9B - D0 9C - F4 9D - EA 9E - EA 9F - EA A0 - EA A1 - EA A2 - EA A3 - A9 A4 - 00 A5 - 85 A6 - 3F A7 - A9 A8 - 5B $39FF7: Lengthens name window in naming screen. F7 - 07 $3A02B-$3A0FC: Default party, names, naming window. 2B - A4 2C - FF 2D - A5 2E - FF 2F - A6 30 - FF 31 - A7 32 - FF 33 - A8 34 - 01 35 - 8F 36 - FF 37 - 90 38 - FF 39 - 91 3A - FF 3B - 92 3C - FF 3D - 93 3E - FF 3F - A9 40 - FF 41 - AA 42 - FF 43 - AB 44 - FF 45 - AC 46 - FF 47 - AD 48 - 01 49 - 94 4A - FF 4B - 95 4C - FF 4D - 96 4E - FF 4F - 97 50 - FF 51 - 98 52 - FF 53 - AE 54 - FF 55 - AF 56 - FF 57 - B0 58 - FF 59 - B1 5A - FF 5B - B2 5C - 01 5D - 99 5E - FF 5F - 9A 60 - FF 61 - 9B 62 - FF 63 - 9C 64 - FF 65 - 9D 66 - FF 67 - B3 68 - FF 69 - B4 6A - FF 6B - B5 6C - FF 6D - B6 6E - FF 6F - B7 70 - 01 71 - 9E 72 - FF 73 - 9F 74 - FF 75 - A0 76 - FF 77 - A1 78 - FF 79 - A2 7A - FF 7B - B8 7C - FF 7D - B9 7E - FF 7F - BA 80 - FF 81 - BB 82 - FF 83 - BC 84 - 01 85 - A3 86 - FF 87 - C2 88 - FF 89 - BE 8A - FF 8B - C4 8C - FF 8D - C5 8E - FF 8F - BD 90 - FF 91 - F3 92 - FF 93 - F6 94 - FF 95 - EF 96 - FF 97 - FF 98 - 01 99 - 80 9A - FF 9B - 81 9C - FF 9D - 82 9E - FF 9F - 83 A0 - FF A1 - 84 A2 - FF A3 - 85 A4 - FF A5 - 86 A6 - FF A7 - 87 A8 - FF A9 - 88 AA - FF AB - 89 AC - 01 AD - 01 AE - 99 AF - 45 B0 - 3F B1 - 1A B2 - 3A B3 - 53 B4 - 44 B5 - A4 B6 - FF B7 - B1 B8 - A4 B9 - 34 BA - 00 BB - B1 BC - 26 BD - 3E BE - 00 BF - 8C C0 - A8 C1 - A6 C2 - F3 C3 - FF C4 - 0D C5 - 09 C6 - 0D C7 - 08 C8 - 50 C9 - 3A CA - 08 CB - 06 CC - 38 CD - 40 CE - 02 CF - A2 D0 - A4 D1 - B1 D2 - AA D3 - FF D4 - 0D D5 - 0D D6 - 0D D7 - 0C D8 - 50 D9 - 5A DA - 97 DB - 98 DC - 38 DD - 60 DE - 04 DF - 99 E0 - B2 E1 - B5 E2 - B2 E3 - B0 E4 - 0D E5 - 11 E6 - 0D E7 - 10 E8 - 50 E9 - 7A EA - 9D EB - 9E EC - 38 ED - 80 EE - 05 EF - 99 F0 - A4 F1 - AF F2 - B2 F3 - B0 F4 - 0D F5 - 15 F6 - 0D F7 - 14 F8 - 50 F9 - 9A FA - 9C FB - 8E FC - 38 $3DEEE-$3DF06: Code change; copies all 5 characters of name for display in party screen. EEE - A0 EEF - 00 EF0 - BD EF1 - 02 EF2 - 61 EF3 - 99 EF4 - 5B EF5 - 00 EF6 - E8 EF7 - C8 EF8 - C0 EF9 - 05 EFA - D0 EFB - F4 EFC - EA EFD - EA EFE - EA EFF - EA F00 - EA F01 - EA F02 - 20 F03 - 3E F04 - E0 F05 - A9 F06 - 5B $3F2FA-$3F308: Eliminates border between windows. 2FA - 18 2FB - 0A 2FC - 12 2FD - 20 2FE - E2 2FF - F3 300 - A9 301 - 01 302 - 8D 303 - 38 304 - 00 305 - A9 306 - 01 307 - A2 308 - 18 $3F39D-$3F3A8: Extends battle BG. Combined with the above offsets, fixes top of window. 9D - 08 9E - 84 9F - 9B A0 - 20 A1 - A0 A2 - F3 A3 - 20 A4 - A0 A5 - F3 A6 - EA A7 - EA A8 - EA $3F3E0-$3F3E7: Sets character window width (name, HP) in battle. E0 - 07 E1 - 86 E2 - 3C E3 - A2 E4 - 07 E5 - EA E6 - 86 E7 - 3D $3F64C-$3F653: Fixes the bottom part of the battle window. 4C - EA 4D - EA 4E - EA 4F - A9 50 - FE 51 - EA 52 - EA 53 - EA $3FC79: Code change; displays all 5 characters of name in battle character windows 79 - 05 Oh yeah, and if you see a lot of EA's in a change, you should know that EA is just the NOP code (no operation, ie. do nothing). This means there is a bit more room to squeeze code in. $0039A-$0039F: Palette changes for outdoors $003B2-$003C7: Palette changes for party members on map $03221-$0322B: Palette changes for battle background(s) $0323A-$0323B: Ditto? $035A0: ??? $04012-$07E81: ??? $085A5: Graphics fix. $09013-$0908F: Graphics fix. $090A6-$0950F: Graphics fix. $09557: Graphics fix. $09567-$09587: Graphics fix. $095B7-$0974C: Graphics fix. $097A5: Graphics fix. $097B7-$097BF: Graphics fix. $097D0-$09C0F: Graphics fix. $09D12-$09D1E: Graphics fix. $09D30-$09D5F: Graphics fix. $09D71-$09D8F: Graphics fix. $09DB2-$09DCE: Graphics fix. $09DF3-$09E0F: Graphics fix. $09E34-$09E4E: Graphics fix. $09E75-$09E8F: Graphics fix. $0A313-$0A70F: Graphics fix. $0A916-$0A938: Graphics fix. $0A950-$0A98A: Graphics fix. $0A996-$0AA0F: Graphics fix. $0AB10-$0AFOF: Graphics fix. $0C040-$0C04F: Graphics fix. $0C070-$0C09F: Graphics fix. $0C0B0-$0C0CE: Graphics fix. $0C105-$0C10D: Graphics fix. $0C105-$0C14F: Graphics fix. $0C132-$0C14F: Graphics fix. $0C132-$0C19F: Graphics fix. $0C170-$0C19F: Graphics fix. $0C170-$0C1CF: Graphics fix. $0C1B0-$0C1CF: Graphics fix. $0C1F0-$0C22F: Graphics fix. $0C250-$0C2CF: Graphics fix. $0C2F0-$0C32F: Graphics fix. $0C351-$0C3AE: Graphics fix. $0C3F1-$0C40F: Graphics fix. $0C431-$0C44F: Graphics fix. $0C460-$0C4DE: Graphics fix. $0C4F0-$0C50F: Graphics fix. $0C530-$0C54E: Graphics fix. $0C560-$0C57F: Graphics fix. $0C5A0-$0C5DD: Graphics fix. $0C5F0-$0C60F: Graphics fix. $0C630-$0C68E: Graphics fix. $0C730-$0C76F: Graphics fix. $0C7B7-$0C80F: Graphics fix. $0CAB2-$0CACF: Graphics fix. $0CBB2-$0CBCD: Graphics fix. $0CC71-$0CC98: Graphics fix. $0CCA8: Graphics fix. $0CD70-$0CDAC: Graphics fix. $0CFB7-$0D00F: Graphics fix. $0D4D1-$0D4EF: Graphics fix. $0D5D2-$0D5ED: Graphics fix. $0D63A-$0D65A: Graphics fix. $0D668-$0D66B: Graphics fix. $0D7B7-$0D80F: Graphics fix. $0DAB2-$0DACF: Graphics fix. $0DBB2-$0DBCD: Graphics fix. $0DC11-$0DC2F: Graphics fix. $0DD12-$0DD2D: Graphics fix. $0DE31-$0DE58: Graphics fix. $0DE68: Graphics fix. $0DF31-$0DF6C: Graphics fix. $0DFB7-$0E00F: Graphics fix. $0E2B2-$0E2CF: Graphics fix. $0E3B2-$0E3CD: Graphics fix. $0E7B7-$0E80F: Graphics fix. $0EAB2-$0EACF: Graphics fix. $0EBB2-$0EBCD: Graphics fix. $0EFB7-$0F00F: Graphics fix. $0F612-$0F627: Graphics fix. $0F710-$0F712: Graphics fix. $0F720-$0F723: Graphics fix. $0F7B7-$0F80F: Graphics fix. $0FAB2-$0FACF: Graphics fix. $0FBB2-$0FBCD: Graphics fix. $0FFB7-$1000F: Change Japanese characters to miscellaneous characters (tent, tail, etc.) never displayed in battle $10010-$10088: Slight bug fix to Coneria map - the wrong tile was being used to the upper right of fountain $10194-$101FF: Slight bug fix to miscellaneous maps - get rid of spurious isolated tiles; helps w/ compression $10200-$181F8: Slight bug fix to miscellaneous maps - get rid of spurious isolated tiles; helps w/ compression $181FA-$181FF: Slight bug fix to miscellaneous maps - get rid of spurious isolated tiles; helps w/ compression $18200-$1ACAA: Slight bug fix to miscellaneous maps - get rid of spurious isolated tiles; helps w/ compression $1C02C: Graphics fix. $1C060: Graphics fix. $1C070: Graphics fix. $1C080: Graphics fix. $1C090-$1C0AB: Graphics fix. $1C0B6-$1C0BE: Graphics fix. $1C0D8-$1C0EA: Graphics fix. $1C100-$1C11D: Graphics fix. $1C136-$1C228: Graphics fix. $1C7B7-$1C80F: Graphics fix. $1CFB7-$1D00F: Graphics fix. $1D57E-$1D79D: Graphics fix. $1D7AB-$1D80F: Graphics fix. $1D826-$1D913: Graphics fix. $1DFB7-$1E00F: Graphics fix. $1E020-$1E11F: Graphics fix. $1E134-$1E22E: Graphics fix. $1E340-$1E38F: Graphics fix. $1E3A0-$1E451: Graphics fix. $1E45C-$1E4AF: Graphics fix. $1E4C0-$1E50F: Graphics fix. $1E520-$1E7AF: Graphics fix. $1E7B7-$1E80F: Graphics fix. $1E820-$1E91F: Graphics fix. $1E987-$1E98F: Graphics fix. $1E99F: Graphics fix. $1E9C0-$1E9DB: Graphics fix. $1ED85-$1EF99: Graphics fix. $1EFB7-$1F00F: Graphics fix. $1F0A0-$1F0EA: Graphics fix. $1F0F8-$1F0FA: Graphics fix. $1F108-$1F10C: Graphics fix. $1F118-$1F11C: Graphics fix. $1F7B7-$1F80F: Graphics fix. $1F935-$1FA2C: Graphics fix. $1FB30-$1FD08: Graphics fix. $1FD20: Graphics fix. $1FD30-$1FD5B: Graphics fix. $1FFB7-$2000F: Graphics fix. $20020-$2011F: Graphics fix. $20231-$20565: Graphics fix. $207B7-$2080F: Graphics fix. $20931-$20A18: Graphics fix. $20FB7-$2100F: Graphics fix. $21061-$2111F: Graphics fix. $21232-$2132F: Graphics fix. $21342-$21387: Graphics fix. $213A2-$213E4: Graphics fix. $21400-$2143F: Graphics fix. $21460-$21794: Graphics fix. $217B7-$2180F: Graphics fix. $21FB7-$2200F: Graphics fix. $22344-$2243F: Graphics fix. $22450-$2249F: Graphics fix. $224B0-$2256B: Graphics fix. $227B7-$2300F: Graphics fix. $23131-$231C2: Graphics fix. $231D0-$23400: Graphics fix. $23410-$2346E: Graphics fix. $237B7-$2380F: Graphics fix. $23FB7-$2400F: Graphics fix. $24410-$2444A: Graphics fix. $247B7-$24A47: Graphics, font fix. $24A52-$24A67: Font fix. $24A72-$24A87: Font fix. $24A92-$24AA7: Font fix. $24AB2-$24B07: Font fix. $24B12-$24B17: Font fix. $24B22-$24B27: Font fix. $24B32-$24B37: Font fix. $24B42-$24B47: Font fix. $24B52-$24B57: Font fix. $24B62-$24B67: Font fix. $24B72-$24B77: Font fix. $24B82-$24B87: Font fix. $24B92-$24B97: Font fix. $24BA2-$24BA7: Font fix. $24BB2-$24BB7: Font fix. $24BC2-$24BC7: Font fix. $24BD2-$24BD7: Font fix. $24BE2-$24BF4: Font fix. $24C04-$24C07: Font fix. $24C15-$24C26: Font fix. $24C44-$24C87: Font fix. $24C93-$24DEF: Icons. $24DFD-$24E57: Icons. $24E62-$24FFD: Icons, borders. $25010-$2514E: Graphics fix. $25173-$251B7: Graphics fix. $251D6-$2554F: Graphics fix. $2555C-$2555F: Graphics fix. $2556C-$2560F: Graphics fix. $25624-$25626: Graphics fix. $25631-$2568F: Graphics fix. $256A4-$256A6: Graphics fix. $256B1-$2574F: Graphics fix. $25766: Graphics fix. $25772-$2577F: Graphics fix. $25790-$25798: Graphics fix. $257A3-$257B6: Graphics fix. $257C1-$257C2: Graphics fix. $257D1-$2594F: Graphics fix. $2597A: Graphics fix. $25996-$259AE: Graphics fix. $259BA-$25A0F: Graphics fix. $25A37-$25A88: Graphics fix. $25AB1-$25B2F: Graphics fix. $25B41-$25B5D: Graphics fix. $25B77-$25B98: Graphics fix. $25BB4-$25EE1: Graphics fix. $25FC6-$25FCF: Graphics fix. $25FDF-$2614F: Graphics fix. $2615C-$261AF: Graphics fix. $261C7-$2680F: Graphics fix. $28012-$281FF: Pointer changes corresponding to text changes. $28200-$2B60F: Text changes. $2B645-$2B6F3: Enemy attack text changes. $2B701: Meaningless change to unused memory 2b6f5 - 2b70f. $2B714-$2B906: Pointer changes correspnding to item, weapon, armor, spell, and class text changes. $2B911-$2BFD0: Item description, weapon, armor, item, spell, class, status text. $2CC51-$2CC53: Effect text. $2CC6E-$2CF5A: Effect text. $2CF68-$2CFF8: Pointer changes corresponding to battle message changes. $2D4F2-$2D95E: Enemy names. $2E024-$2E026: ??? $2E03D-$2E048: ??? $2EFC0-$2F00F: Enemy names. $2F610-$2F7AF: Graphics fix. $2FBB0-$2FBBF: Graphics fix. $2FBF0-$2FC0E: Graphics fix. $30339: ??? $303C1: ??? $30B7F: ??? $31019-$3101D: ??? $31FCF-$31FED: Changes cursors in battle magic and battle item menus. $32ACB-$32AD0: Code changes affecting printing of blank space and status string in battle character windows; supports 5 character player names. $32B17: Code change affecting printing of text in battle character windows and possibly others; supports 5 character player names. $36876-$368BD: Bridge text. $369C3-$369C6: Changes "CHAOS" in the ending. $36A2A-$36A36: Changes "LIGHT WARRIORS" in the ending. $36BF2-$36BFE: Changes another "LIGHT WARRIORS" in the ending. $36CEC-$36CF7: Changes yet another "LIGHT WARRIORS" in the ending. $36D0F-$36DD6: Removes the end of the ending. $37620-$3762B: Changes orbs to crystals in menu. $37651-$3774F: Changes orbs to crystals in menu. $37771-$3780F: Changes orbs to crystals in menu. $37F35-$38020: Changes the opening. $3805D-$3809A: Changes shop titles. $380DA-$380DC: Changes "Gold" in shops to "Gil". $38103-$38104: Changes "will" to use the "il" tile instead of "i" and "l". $38146: Shop text. $38163-$38164: Shop text. $38172: Shop text. $3817E: Shop text. $381BD: Shop text. $38219-$3821A: Shop text. $38243: Shop text. $38272: Shop text. $38295-$38299: Shop text. $382A7-$382AD: Shop text. $382FB-$38302: Shop text. $384B8-$384D8: Copyright text. $38514: Pointer change to point to Item in Item/Magic/Weapon/Armor/Status command text. $3852E-$3853A: Pointer changes to point to Item text. $38594-$3860F: Menu, item description text. $3861B-$38623: Item descriptions. $38635-$386A4: Item descriptions. $386AF-$38761: Item descriptions. $3876D-$387B3: Item descriptions. $387C2-$387DA: Tent save text. $387F9-$38822: Cabin save text. $38830-$38857: House save text. $3888D-$388B5: Pure/Soft potion text. $388C3-$38A15: Changes status screen text. $38A2A-$38A6D: Heal/Pure magic text. $38A88-$38AC1: Warp/Soft magic text. $38AD8-$38AD9: Exit spell text. $38B0C-$38B41: Magic inappropriate, "Equip/Trade/Drop" text. $38B58-$38B5B: "ARMOR" label. $38B6B-$38C5E: Magic, "Equip/Trade/Drop" text. $38C74-$38C9C: Armor, save text. $38CD4-$38CEF: "WEAPON", "Equip/Trade/Drop" text. $38D00-$38D03: "ARMOR". $39C3F-$39C54: ???Code change related to 5-character names? $39CEF-$39D06: Code change ensures all 5 characters of name are copied properly from party creation dialogue to game. $39D70-$39D8A: Makes default names stick. $39DEC: Code change - use 0xCC (a dash character) when you erase characters from your name. $39E22: Allows five-letter names in naming window. $39E2E: Code change; enter 5 characters into the right place in memory when choosing name $39EA5-$39EC2: Code changes affect positioning of names in party select dialogue $39F07-$39F1A: ??? Code change related to display of names in party select dialogue? $39F26: Code change displays names in party select dialgoue by reading them from correct place in memory $39F8F-$39FA8: Code change copies all 5 characters for display while editing name $39FF7: Lengthens name window in naming screen. $3A02B-$3A0FC: Default party, names, naming window. $3A264-$3A280: "Continue", "New Game", "Battle Speed" on main menu $3A9BF: Code change; in the shops use plain old L character to show magic level instead of the duplicate L character. $3AC5C-$3AC5E: Changes various shop window locations and sizes. $3B4AF-$3B4BC: ??? $3B7D2: ??? $3B82C-$3B839: ??? $3B9ED-$3B9F7: Code change displays MP instead of MAGIC in party screen. $3BA52: Code change displays L character for player level instead of the duplicate L character. $3BAC6-$3BAC8: Positioning and size of gold menu in party screen. $3BE8E-$3BE92: Changes Weapon/Armor Equip/Trade/Drop windows $3DEEE-$3DF06: Code change; copies all 5 characters of name for display in party screen. $3EBB6: Spacing in Magic menu? $3ECED: Spacing in Weapon/Armor equip menus? $3ED29-$3ED3F: Fixes characters which pop up from changing $3ECED? $3ED52: Fixes border which is altered from $3ECED? $3ED60-$3ED65: Changes "E-" to "eep" in equip menus. $3EF90: Code change accounts for length of item names so items are displayed properly $3EF9C: ??? Code change affects display of items in item window? $3EFB7-$3EFBC: Code change ensures proper display of items. Specifically, store item quantity digits in appropriate memory, accounting for new item name length. $3F2FA-$3F308: Eliminates border between windows. $3F39D-$3F3A8: Extends battle BG. Combined with the above offsets, fixes top of window. $3F3C9-$3F3CE: Unused memory marked as "Unused" $3F3E0-$3F3E7: Sets character window width (name, HP) in battle. $3F414-$3F41C: Sets palette for divider bar. $3F64C-$3F653: Fixes the bottom part of the battle window. $3F7D1-$3F7D6: Code displays spell quantity in battle for first 4 spell levels $3F829-$3F82E: Code displays spell quantity in battle for last 4 spell levels $3F857-$3F8A4: Code displays spell list in battle $3F8F6: ??? $3F9F7-$3FA17: Shortens battle options, damage windows. $3FA22-$3FA2E: Lengthens enemy name window. $3FA49-$3FA5F: Decapitalizes/squishes options (Fight, Item, etc.). $3FC79: Code change; displays all 5 characters of name in battle character windows $3FC9E: Code change; displays all 9 characters of monster in battle |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 961/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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I am an evil, evil man, for I stopped off at a used CD place WHILE ON THE JOB. Finished covering a lacrosse game (we got the living shit kicked out of us, so the game ended really early), stopped in, got on the highway... and bumped THIS. * Elliott: U.S. Songs * G. Love and Special Sauce: G. Love and Special Sauce * Marvelous 3: ReadySexGo * Primal Scream: Vanishing Point Not my usual haul, but I WAS on the clock, people. EDIT: Hey, why NOT thrift at work too? CD: * The Special Goodness: Land Air Sea * Grandaddy: Sumday Reckids: * Joan Jett & the Blackhearts: I Love Rock & Roll * The Knack: Get the Knack * Propaganda: A Blatant Attempt To Influence Your Musical Taste (compilation that features some Joe Jackson and the Police... live songs and a Joe Jackson song that wasn't released until the 2001 reissue of Look Sharp!) * Sarah Vaughan: Great Songs From Hit Shows * Tears for Fears: Songs From the Big Chair (edited by drjayphd on 04-20-05 04:04 PM) |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 962/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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To be fair, he joined after it was mandatory, got out of it, and has been carrying on about his opposition to the Nazi party. However, I've got the distinct feeling he'll bomb the Catholic church back to the Middle Ages with his staunchly conservative... nay, right-wing philosophies. As he farts dust, though, maybe they'll do this again in a few years and get it right. Even if I wasn't too excited about the candidates, in spite of the fact that, well, I ain't exactly going to be Pope material based on my beliefs. (ahem) |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 963/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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Originally posted by iamhiro1112 I still don't understand the whole Gil hard-on. Can't games exist in their own universe? (Assuming this is coming from another FF.) None of the stories are related, really, aside from a couple of minor recurring characters, why change the nomenclature? |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 964/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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Bad news: The graphics are unafraid to suck with GUSTO. Good news: I like the idea with the enemy AI. Just dial it back a bit... you've GOT to have some easy-ish fights early on to build up. EDIT: Darth Setzer, have my babies. :> (edited by drjayphd on 04-22-05 07:21 PM) |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 965/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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Even then, though, a pharmacist, say, provides a public service. A REALLY FUCKING IMPORTANT one, too. When we're talking about public health, you kind of forfeit any opportunity to do your job according to your own morals. You suck it up and be a professional, or if birth control/EC is that repugnant, you find another line of work. It's that simple. Pharmacists, who are the big examples here (kind of like how discussions of gay rights/marriage/etc. inevitably conjure up images of sweaty man-sex) will be doing their communities a grave disservice if morals were allowed to interfere in the job. You get a prescription, you fill the fucking thing. (edited by drjayphd on 04-22-05 07:18 PM) |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 966/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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(clinks bottles together) Come out and plaaayyyeeeaaayyyy... Screenshots were leaked, but now I can't find them (Rockstar said to cease, desist, and just generally STOP IT ALREADY). Aw peas. Anyway, seems they might be doing this game, based on the WHOMP-ASS 1979 movie of the same name, because they are allegedly planning on remaking the movie too. Further info here. |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 967/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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Chiefs, easy. Assuming their offense (read: Priest Holmes) is right, all they need is the defense to be merely adequate. I think they've gotten that far now, since they realized it behooves them to send out players that Don't Suck. | |||
drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 968/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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Originally posted by iamhiro1112Originally posted by Admiral KefbarOriginally posted by iamhiro1112 Unless the pharmacist in question IS the only one there. And he won't refer you to another pharmacy. Nor will he give you your prescription back. (Yes, this has actually happened. Back when I first heard about these bills.) Sure, you can go back to your doctor to get another one, but that's an unnecessary expense. The pharmacist's job is not to decide what medication you need. That's what the doctor is for. Birth control pills are prescribed for other purposes, ya know, like treating endometriosis. Is that on the prescription? It may not be, as far as I know, not being the proud owner of a uterus and all. So as far as they know, you might actually be getting it for non-birth control reasons. |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 969/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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It's not necessarily that they rely on Holmes, but he's so good that he enables the passing game, which in turn opens up the ground attack even MORE... They just weren't nearly as good without him as they were with him, is all. And the Lions taking ANOTHER WR... yeaaaaah. Next thing you know, the Broncos are going to take ANOTHER freaking running back in the thir-oh, wait, bad example. |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 970/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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The movie came out in 1979... plot goes like this. * All the gangs in NYC declare a truce and hold a summit. Seeing as if they all combined their membership, they'd outnumber the cops 5:1... (ahem) * The organizer, who's also the head of the city's biggest gang, the Gramercy Riffs, gets shot and killed. You'd think it would be obvious who did it, as damn near everyone in attendance honored the no-weapons rule (including the Warriors, our intrepid protagonists)... but... * The Warriors get blamed for it. * Consequently, they have to make it back to Coney Island, their turf, without getting torn limb from limb. * Mayhem ensues. This would actually work REALLY well as a Final Fight-style game. I mean, take a look at some of the gangs. (The Baseball Furies?!) Not only that, but in the movie, they were essentially unarmed and fought hand-to-hand. No, they don't go through ALL 100,000 gang members... hey, they wanted to make it out ALIVE. |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 971/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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Originally posted by Emperor Ziffatine ...I think he meant NES. |
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Acmlm's Board - I2 Archive - - Posts by drjayphd |