Author Topic: Another Topic To Find The Rom  (Read 25023 times)

Agent 12

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Re: Another Topic To Find The Rom
« Reply #300 on: February 15, 2009, 10:23:40 pm »
Whoa...wait 8 hours??  is it possible to do most of it w/o checking out?  Does the data move between patches or is it static.  I planned on doing some bugs stuff and it's changes that move between patched (so it's hard to do offline cause it affects many different locations)

--JP

FaustWolf

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Re: Another Topic To Find The Rom
« Reply #301 on: February 15, 2009, 11:04:07 pm »
Go ahead, I'll try patching the graphics to your improved ROM and make another patch. I guess this counts as canceling my check out. Should be static between ROMs, judging from the fact that the graphics locations are the same in the original ROM and the latest CE-patched ROM.

Agent 12

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Re: Another Topic To Find The Rom
« Reply #302 on: February 15, 2009, 11:07:47 pm »
:)

Thanks!  I've been out of town and reading the bug reports in the other thread and being able to do nothing about it has been torture!!

If the data is static I think you can probably do the changes to any rom and make an IPS patch to just patch in the changes to my new and improved rom :)  of course triple check that everything goes smoothly (you can have lunar IPS dump a log of the hex it changes and make sure it's in the right spot).

--JP

Oh yea check out!  This beta is about to get punched in the face JP style

EDIT:  WOW i just saw the ship.  When I read your first message I was like...well is the scrolling going to be worth and and boy it was!  Great job chrono'99!

« Last Edit: February 16, 2009, 01:30:46 am by jsondag2 »

Agent 12

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Re: Another Topic To Find The Rom
« Reply #303 on: February 16, 2009, 04:05:08 am »
Check in...

Check out the awesome alliteration in the filename.

--JP

Agent 12

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Re: Another Topic To Find The Rom
« Reply #304 on: February 16, 2009, 05:13:50 am »
Check in,

Basically same as the old file but with a fixed dalton's map.

--JP

Chrono'99

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Re: Another Topic To Find The Rom
« Reply #305 on: February 16, 2009, 06:01:14 am »
Mmh, apparently when the player has six characters, the last reserve PC sometimes gets assigned to the 7th slot instead of the 6th, even though there's no visible gap in the party menus. I fixed this by putting a conditional: if reserveslot6 > 6 (the number corresponding to Magus) then use reserveslot7 instead. This should cover all possibilities.
« Last Edit: February 16, 2009, 06:03:58 am by Chrono'99 »

FaustWolf

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Re: Another Topic To Find The Rom
« Reply #306 on: February 16, 2009, 03:22:41 pm »
Check out and in. Zeal at Night graphics assembled in Temporal Flux. I haven't applied Chrono'99's flux file yet, since I'm not experienced at working with flux files. Someone wanna take care of that and re-check in?

Also attached is a log file produced when I patched to json's latest ROM, to help track any difficulties that might have arisen. If the tile assembly for Zeal at Night overwrote anything, I think it would be more tile assembly, and the other overworlds check out okay, so I think the patch worked fine.

Chrono'99

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Re: Another Topic To Find The Rom
« Reply #307 on: February 16, 2009, 06:10:52 pm »
One of the colors on the clouds appears black in the game, even though they look fine in TF. This will need fixing, but it's a great work in any case, FaustWolf! It's truely impressive :)

(Note that I turned off the overlay effect for this screenshot, but I'll tweak it later to make it faintly blue.)
« Last Edit: February 16, 2009, 06:12:47 pm by Chrono'99 »

FaustWolf

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Re: Another Topic To Find The Rom
« Reply #308 on: February 16, 2009, 06:38:47 pm »
Damn, I'll take a look. Chrono'99, could you toss a savestate my way in the general vicinity of Zeal?

Chrono'99

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Re: Another Topic To Find The Rom
« Reply #309 on: February 16, 2009, 06:54:59 pm »
Sure:

FaustWolf

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Re: Another Topic To Find The Rom
« Reply #310 on: February 16, 2009, 08:07:44 pm »
God, the scrolling skyline on the Zeal map is gorgeous -- don't you guys dare touch that, I'll add more stars horizontally. Now that I know more about the vertical scrolling, I'll add some more cloud layers underneath too.

Are you guys absolutely sure you actually want to correct the palette used on the cloud layer? It sure looks crappy with the blue overlay off, but it creates some (possibly nice) cloud shading that might enhance the nighttime feel when the overlay is on.


I'll still change the palette if you want, I just wanted you to give it a second look.

Agent 12

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Re: Another Topic To Find The Rom
« Reply #311 on: February 16, 2009, 08:17:21 pm »
I'll let someone else comment on the "shading" but can you tell me why this shading happened without you knowing about it? It's always scary when something happens unexpectedly in this business.

--JP

EDIT:  I hope i'm not coming off as ungrateful cause I really truly am, I'm just being safe rather than sorry.....i do feel bad always sort of like...getting in your way haha. 

FaustWolf

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Re: Another Topic To Find The Rom
« Reply #312 on: February 16, 2009, 08:35:01 pm »
No, I know what you mean. For now, I simply attribute it to our inexperience dealing with overworld palettes. I literally made an educated guess at the rules by which they function, but I'm just surprised it doesn't show up in Temporal Flux. If I decompress and the palette is different from what I inserted, then we have a problem.

Also, json, I really am going to hold off on further sprite insertion until bug testing is satisfactorily complete -- judging from the Guardian soldier's graphics pack, we'll run into the need to repointer upon inserting the Porre Pvt over the Laruba Tribe Chief (aka {21} Prehistory Old Man). The prehistory old dude has a graphics pack of length 0x5CA, whereas the graphics pack used for middle ages soldiers (not to be confused with Knights) and the like is 0x886. If you guys have satisfactory temp sprites for the Porre Pvt and Porre Sgt, I'll fix up the Zeal at Night map and then start beta testing / video captures.

justin3009 and I tried doing graphics work and coding simultaneously in different ROMs when I needed to use unused space for his Chrono Trigger Ultimate Edition project, and when we combined our work justin had to re-move stuff. I don't want that happening to you guys if it's avoidable.

EDIT: Waitaminute, why is Porre Sgt any different from GI Jogger or the medieval soldiers? Can we just repalette the medieval soldier and use {21} Prehistory Old Man's sprite header? I guess that's what '99 had in mind, maybe.
« Last Edit: February 16, 2009, 08:37:41 pm by FaustWolf »

FaustWolf

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Re: Another Topic To Find The Rom
« Reply #313 on: February 16, 2009, 10:02:49 pm »
It's not the palette, that's fine and conforms to the other palette shifts as far as I can tell. I'm going to need to check the subtile graphics pack for the clouds and stars, because something weird's up. Upon close inspection, the graphics are actually pretty whacked out compared to the clouds I inserted. Just what you wanted to hear, json.  8)

No cause for alarm, whatever the problem is seems to affect only the graphics pack I inserted. Hopefully it's just something I did.

Agent 12

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Re: Another Topic To Find The Rom
« Reply #314 on: February 16, 2009, 10:16:36 pm »
FW, some of the log file is kind of confusing me.....There were changes

This is from the log:

3744FE     34D    No     00002662-000029B3      352

This is from the NA Offsets guide:
37366F   3748B7   TXT   N   Dialogue (Huffman compressed)   2004.11.09

the log:
318405     E43    No     0000181A-00002661      E48

NA Offsets guide
300000   35EE01   MAP   Y   Location maps (6 bytes of data precede tile information)   2006.12.20


Those are some pretty big changes do you know what they could be from?

--JP

EDIT:  I went through each of the changes most of them make sense, but some of them have me confused,


Change 1/2/3/4:
03D938       1    No     00000005-0000000A        6
03D9FA      12    No     0000000B-00000021       17
03DA2C       1    No     00000022-00000027        6
03DA34      BD    No     00000028-000000E9       C2

03CE44   03DFFF   PAL   Y   Overworld palettes   2004.04.28
Change 5:
053CC9     857    No     000000EA-00000945      85C

040000   059A55   GFX   Y   Overworld tiles   2004.04.28

Change 6:
06602A     9A5    No     00000946-000012EF      9AA

0629EC   066A38   TASM   Y   Overworld L1/2 tile assembly   2004.04.28


Change 7:
06C26A     29E    No     000012F0-00001592      2A3

06BAC5   06C356   MAP   Y   Last Village Map   2004.08.20


Change 8:
06C508      6F    Yes    00001593-0000159A        8
06C577     266    No     0000159B-00001805      26B

06C357   06C7F6   MAP   Y   Kingdom of Zeal Map   2003.07.03
Change 9:
06FF0F       1    No     00001806-0000180B        6

06FF00   06FF1F   PTR   N   Pointers to Overworld L1/2 tile assembly (first at 0629EC)   2004.06.21

Change 10:
06FF35       3    No     0000180C-00001813        8

06FF20   06FF3F   PTR   N   Pointers to Overworld maps (first at 066A39)   2004.06.21


Change 11:
318356       1    No     00001814-00001819        6
318405     E43    No     0000181A-00002661      E48

300000   35EE01   MAP   Y   Location maps (6 bytes of data precede tile information)   2006.12.20
Change 12:
3744FE     34D    No     00002662-000029B3      352
37484B      67    Yes    000029B4-000029BB        8
3748B2     2DE    No     000029BC-00002C9E      2E3
37366F   3748B7   TXT   N   Dialogue (Huffman compressed)   2004.11.09


« Last Edit: February 16, 2009, 10:38:35 pm by jsondag2 »