Author Topic: 8th Playable Character Possible?! (Updating!)  (Read 123299 times)

idioticidioms

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #315 on: March 15, 2009, 11:15:18 pm »


Here's the VRAM for the main menu screen. It looks like if we bump up the save portraits and character portraits, there will be enough room for the 8th one without issue.

Edit: Got the character portraits moved, although it's glitchy. Save portraits still need to be moved.

02FC90-2: 1F 80 02

Edit 2: Save portraits moved in VRAM.

02FC9F-A0: 00 1B

This leaves enough room in VRAM for the save menu portraits to load.

3FE55C-63: B4 B8 BC C0 C4 C8 CC B0

Modifies the loaded save portraits to match the new location.

02FC90-2: 1D 00 03

Final adjustment of menu portraits. Still doesn't have the proper image being loaded.

I'm glad you guys know what you're doing, because judging by the screenshot, I'm guessing not many other people do, lol.

Mauron

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #316 on: March 16, 2009, 01:23:22 am »
I found a poor solution to getting portraits in.

Code: [Select]
Load Portrait Disassembly:
$C2/EC38 08 PHP
$C2/EC39 E2 30 SEP #$30
$C2/EC3B AE 46 0D LDX $0D46  [$7E:0D46]
$C2/EC3E BF 70 CE FF LDA $FFCE70,x[$FF:FD4E]
$C2/EC42 85 00 STA $00    [$00:0000]
$C2/EC44 A0 06 LDY #$06
$C2/EC46 C2 30 REP #$30
$C2/EC48 A6 61 LDX $61
$C2/EC4A A5 00 LDA $00    [$00:0000]
$C2/EC4C 9D 00 00 STA $0000,x[$7E:2EDE]
$C2/EC4F 1A INC A
$C2/EC50 9D 02 00 STA $0002,x[$7E:2EE0]
$C2/EC53 1A INC A
$C2/EC54 9D 04 00 STA $0004,x[$7E:2EE2]
$C2/EC57 1A INC A
$C2/EC58 9D 06 00 STA $0006,x[$7E:2EE4]
$C2/EC5B 1A INC A
$C2/EC5C 9D 08 00 STA $0008,x[$7E:2EE6]
$C2/EC5F 1A INC A
$C2/EC60 9D 0A 00 STA $000A,x[$7E:2EE8]
$C2/EC63 1A INC A
$C2/EC64 85 00 STA $00    [$00:0000]
$C2/EC66 8A TXA
$C2/EC67 18 CLC
$C2/EC68 69 40 00 ADC #$0040
$C2/EC6B AA TAX
$C2/EC6C 88 DEY
$C2/EC6D D0 DB BNE $DB    [$EC4A]

It can be replaced with smaller portraits, with just a few modifications.

Code: [Select]
Modified Load Portrait Disassembly:
$C2/EC38 08 PHP
$C2/EC39 E2 30 SEP #$30
$C2/EC3B AE 46 0D LDX $0D46
$C2/EC3E BF 70 CE FF LDA $FFCE70,x[$FF:FD4E]
$C2/EC42 85 00 STA $00    [$00:0000]
$C2/EC44 A0 05 LDY #$05
$C2/EC46 C2 30 REP #$30
$C2/EC48 A6 61 LDX $61
$C2/EC4A A5 00 LDA $00
$C2/EC4C 9D 00 00 STA $0000,x[$7E:2EDE]
$C2/EC4F 1A INC A
$C2/EC50 9D 02 00 STA $0002,x[$7E:2EE0]
$C2/EC53 1A INC A
$C2/EC54 9D 04 00 STA $0004,x[$7E:2EE2]
$C2/EC57 1A INC A
$C2/EC58 9D 06 00 STA $0006,x[$7E:2EE4]
$C2/EC5B 1A INC A
$C2/EC5C 9D 08 00 STA $0008,x[$7E:2EE6]
$C2/EC5F 1A INC A
$C2/EC60 EA NOP
$C2/EC61 EA NOP
$C2/EC62 EA NOP
$C2/EC63 EA NOP
$C2/EC64 85 00 STA $00    [$00:0000]
$C2/EC66 8A TXA
$C2/EC67 18 CLC
$C2/EC68 69 40 00 ADC #$0040
$C2/EC6B AA TAX
$C2/EC6C 88 DEY
$C2/EC6D D0 DB BNE $DB    [$EC4A]


Gemini

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #317 on: March 16, 2009, 08:04:08 am »
Move the small portraits where the Japanese 8x8 font begins, then move the bigger ones where the small ones used to be. This should give you plenty of space, tho I'm not sure what you can do with the OAM palettes.

Mauron

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #318 on: March 17, 2009, 03:39:31 am »
I spent a few hours on the portraits, and got them working at normal size in the new location.

400000-400064 has the modified portrait routine, and 00F2F0-00F2FF has the data (now two bytes) that controls what image is loaded. I'll upload a patch sometime tomorrow.

Edit: New patch. I have up to event 030 checked for Ayla's use of {CronoNick}
« Last Edit: March 18, 2009, 04:09:16 pm by Mauron »

justin3009

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #319 on: March 18, 2009, 08:25:21 pm »
Perfect!  Works very well!

Vehek

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #320 on: March 19, 2009, 07:58:50 pm »
The commands I said to "increase by $40" back in August weren't adjusted correctly.

To get Gaspar to appear again, you'll have to change the modified code at 02CAA3 back to its original form.

Edit: Fixing the commands for the sprites on the tech menu caused menu icons to be overwritten by PC graphics.
« Last Edit: March 19, 2009, 08:33:32 pm by Vehek »

justin3009

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #321 on: March 19, 2009, 08:59:06 pm »
- Pretty close, this is what I end up getting with.

skylark

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #322 on: March 19, 2009, 09:30:21 pm »
Ngyaaaa!

Schala doesn't look right in neon green! :shock:

I'm sure the bugs'll be worked out eventually... ^^;

teaflower

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #323 on: March 20, 2009, 11:02:46 am »
I'm actually fond of the green Schala. A nice change from her usual blue. But in any event, it does look very nice so far. I mean, think about it! We have all of the original 7 characters working, a semi-functioning 8th, Gaspar on the main screen, and more progress than one would ever think!

Let's just hope nothing bad happens, like justin's computer EXPLODING or something along those lines.

justin3009

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #324 on: March 20, 2009, 12:06:17 pm »
I'd rather have my computer explode then Vehek or Mauron to go missing.  They're the brains of the project, I just kind put things together and throw it out there.

Mauron

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #325 on: March 20, 2009, 12:27:12 pm »
If anyone's the brains of the project, it's Vehek. I'm just picking things up as I go along.

And no exploding computers, mister. I won't allow it.

Edit: I just fixed Melchior {00} while keeping 8thy/Schala intact.

0044A1 - C1 25
0044C4 - C2 25
0044E5 - C3 25
00450E - C4 25
004519 - C0 25
02F55C - C0 25

Quote
24F000   24F022   DATA   N   PC sprite data (5 bytes each)   2004.04.01

That data is moved to 2425C0.
« Last Edit: March 22, 2009, 06:45:33 am by Mauron »

justin3009

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #326 on: March 21, 2009, 10:18:53 pm »
I can't change 02F55D - C0 25 because if I try to, I can't enter any menu at all.

Edit: I think it's 02F55C XD, woops.

Edit 2:
Quote
Edit: I just fixed Melchior {00} while keeping 8thy/Schala intact.
- Huh?  Did we have an issue with Melchior?
« Last Edit: March 21, 2009, 10:23:12 pm by justin3009 »

Mauron

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #327 on: March 22, 2009, 07:10:36 am »
I can't change 02F55D - C0 25 because if I try to, I can't enter any menu at all.

Edit: I think it's 02F55C XD, woops.

Oops, you're right. The rest of the values I needed to change from the notes I had written down, and I absentmindedly did that one too.


Quote
Edit 2:
Quote
Edit: I just fixed Melchior {00} while keeping 8thy/Schala intact.
- Huh?  Did we have an issue with Melchior?

There was one with the original sprite.

Quote
24F000   24F022   DATA   N   PC sprite data (5 bytes each)   2004.04.01
24F023   24F522   DATA   N   NPC sprite data (5 bytes each)   2004.04.01

The normal Melchior used is the first sprite packet from the NPC data, but we needed those five bytes for the 8th character. As a workaround we used a different slot for him instead.

justin3009

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #328 on: March 22, 2009, 10:06:45 am »
Ah, I sees.  I'll keep all of this in my notes just in case.

justin3009

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Re: 8th Playable Character Possible?! (Updating!)
« Reply #329 on: March 22, 2009, 11:00:30 am »
02F4F9 - Changing this to 16 will make Schala's Palette appear after you select someone in the tech menu, but by doing this, you screw up her palette in the Character Replacement screen...