Author Topic: Colliseum V 2.0  (Read 1542 times)

Agent 12

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Colliseum V 2.0
« Reply #15 on: September 08, 2005, 07:45:17 pm »
So do they squeeze in two extra characters on the right or are there just two people who are not visible?

Also if you add two characters, exit, and then press Y again is it full?

--jp

Janus Zeal

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Colliseum V 2.0
« Reply #16 on: September 09, 2005, 04:32:11 pm »
Yes, they scqueeze the two extra characters over onto the right.

JZ

ZeaLitY

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Colliseum V 2.0
« Reply #17 on: September 10, 2005, 08:09:27 pm »
I'm going to keep track of my reports in this post.

EASY

-The Mud Imp ran away instead of dying at the end. You might change the enemy so the player won't get an easy win because it fled.
-The savestate I'm testing with is at the Magic Kingdom in the storyline. The End of Time screen won't let me substitute my players back in to form a full party. You could just automatically add Lucca and Marle back at the end, since by the time the Coliseum is available (End of Time), they'll already be in for good.

MEDIUM

-The Tubster on Level 6 is a pretty weak enemy just because he only has one attack (two actually, but the second is VERY rare). You could bump him down a few notches and let the Goon replace him.
-The Black Omen enemies are still awarding high-end items like HyperEthers. We could just have something in the events to automatically deduct one of the item an enemy gives, but we can't do that for charms.

HARD

-Should the Omnicrone Spekkio go before the Pink Nu?
-OUCH! We'll have to make sure the Super Armor really lets a single player beat this difficulty. If he can't, we might have to tone it down somewhat.

OVERALL

-Since the music track is a little short, we could use it for the first room, something else for the second, and Great Battle (used with Masamune in Denandoro Mts.) for the level 7 monster.
-Sometimes the battles just don't start at the very beginning, but I can't isolate why. It's only happened like 2 times out of 10.

Janus Zeal

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Colliseum V 2.0
« Reply #18 on: September 10, 2005, 11:06:22 pm »
I don't even believe "Super Armor" can help a single player defeat 2 Pink Nus. Hallation followed by anything means automatic death, and thus far I've yet to go through the Colisuem without this happening once.

Agent 12

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Colliseum V 2.0
« Reply #19 on: September 11, 2005, 06:18:42 pm »
I'm in the process of having a single player hard difficulty's 7th fight be a different enemy, I have like 10 people staying at my apartment this weekend so it'll probably be next week sometime.

--jp

Agent 12

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Colliseum V 2.0
« Reply #20 on: October 05, 2005, 02:11:32 am »
long time no post.....I am one horribly small problem away from actully playing through my rom myself for the final debug.....

 I made a couple new items by adding them under Strings-->Items-->Index 232/233.  And they work fine with receiving them, or using "get item number" function and even appearing under items in the actual rom.  But I use the {line break}You got 1 {item}!{null} code when I receive the item and it does a weird thing where it says "you got 1" and then it like scrolls through every item (i think it might be just bows even, but it's really fast).  

I would just make a whole new string and hard code my item in by putting something like "you received one diamond key", but I can't  cause I am having them receive it at the snail stop (and a few other locations that have already used every index).  Any ideas?

Thanks in advance

Exodus

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Colliseum V 2.0
« Reply #21 on: October 05, 2005, 05:45:31 pm »
EDIT: Actually, your text is fine.

You must be screwing up the arbitrary in the event coding.

You've gotta place a return in the arbitrary0 line, from memory.

I'm not certain, because I never was good with event coding anyway, and the project is essentially on hiatus until more is understood about bitmath.

Geiger

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Colliseum V 2.0
« Reply #22 on: October 06, 2005, 02:41:03 am »
the project is essentially on hiatus until more is understood about bitmath.

Start here.  You might want to look for more sources also.  You should learn how to count in hexidecimal also, and memorize a few key values.

Ex:

0x01 = 1
0x02 = 2
0x04 = 4
0x08 = 8
0x10 = 16
0x20 = 32
0x40 = 64
0x80 = 128 or -128
0xC0 = 192 or -64
0xFF = 255 or -1

---T.Geiger

Agent 12

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Colliseum V 2.0
« Reply #23 on: October 06, 2005, 11:59:33 am »
alright I figured out how to fix the item problem.  Before you use {item} you have to store the value of your item into memory a memory address (7f0200 if memory serves correct).  I really should have looked at other code before I posted that sorry.

haha, i remember when bit math was so confusing....sigh I've taken to many CS classes

--jp

Exodus

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Colliseum V 2.0
« Reply #24 on: October 06, 2005, 06:00:34 pm »
I do know hex, but bitmath is like, I don't know... Finding a needle in a haystack, I guess would be a good cliche to use?

JLukas

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Colliseum V 2.0
« Reply #25 on: October 06, 2005, 06:26:13 pm »
It's a bit (no pun intended) easier to understand when you apply the numbers to "real world" situations.

Here's an earlier post where I explained the bit usage that determines if a party member is locked into a slot in the status screen:

Quote from: JLukas


Address: 7F01DF

Bits:

80 Crono
40 Marle
20 Lucca
10 Robo
08 Frog
04 Ayla
02 Magus


Set the bit to lock a character.  84 would lock Crono and Ayla.  More examples:

16 = lock Robo, Ayla and Magus
E0 = lock Crono, Marle, Lucca
98 = lock Crono, Robo, Frog


Agent 12

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Colliseum V 2.0
« Reply #26 on: October 12, 2005, 03:56:46 am »
Hurrah

I am currently beta testing through what may be the penultimate version.   No major errors seem to be found, just a few cosmetic things.

I am really just posting because remember that {value 16} from oh so long ago? I replaced it with my {value 8} and could not find any major differences when I was just doing quick test, but when I'm actually playing through the game it acts differently...it looks like it's the sum of 7E0200 and some other memory value...the other value has something to do with a battle, maybe exp?

I say this because when I talk to my "BP checker" (she says you have {value 16} BP") before a fight she says the correct value (20 for the sake of argument), then I go  fight and talk to her again and she says I have 533..obviously way to much.  Then I buy something say for 5, and it still decreases what SHE says down to 527.  

I know that it is the sum of 7E0200, because even when I have 527 BP I can't buy something that is more than my actual BP (once again 20 for my case) but I can still buy something less than 20.

I fixed it by switching back to good ol {value 8}....but perhaps this can help us crack the mystery of {value 16}.

Keep an eye out for the release of my coliseum, I'd release it soon but Have been told to wait until after symphonic.

cheerio,

--jp

JLukas

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Value commands
« Reply #27 on: October 12, 2005, 08:28:49 pm »
Are you using only 1 byte for BP (in other words, is 255 is the max BP you can obtain?)  If it's only 1 byte you should use the {value 8} command.  If you're using 2 bytes for BP, then you must use {value 16}

{value 8} is 1 byte, it uses memory address 7E0200

{value 16} is 2 bytes, it uses memory address 7E0200 and 7E0201

To fix your problem, after the battle is won and the BP is received, use a memcpy command to copy the value from your BP memory address (7F0052 from looking at the changelog thread) to 7E0200.  Very similar to the current HP solution from earlier.

The {value 8} and {value 16} simply displays the contents of the memory address(es) in decimal.  If you had

7E020011 and
7E020101

for example, the text will appear "You have 273 BP" if you were using {value 16} and "You have 17 BP" if you were using {value 8}

Agent 12

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Colliseum V 2.0
« Reply #28 on: October 15, 2005, 09:44:29 pm »
Second run through for bug testing resulted in no errors.  I had a pretty big worry when I realized I had left a loop hole to get Crono back after he died but I managed to fix it (kind of a creative fix too).  Hm....so it's probably gunna be released soon.  I want to thank everybody here for putting up with me I came in here with literally no hacking experience but y'all put up with my stupid questions and helped me push the project along.  I'm gunna polish up the text and then when I get the OK (after symphonic) I'll release it.

Thanks again

--jp

JLukas

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Coliseum bug fixes
« Reply #29 on: October 24, 2005, 10:03:47 am »
jsondag2 I sent you a PM about the bug fixes.