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Multiple Fonts

12-21-2016, 11:16 AM, (This post was last modified: 12-21-2016, 02:32 PM by Madsiur.)
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RE: Multiple Fonts Patch 1.4
(12-21-2016, 09:02 AM)B-Run Wrote: You need to condense your code into a single .asm or use hard address calls. the JSLs to C0 dont apply in xkas cause it the C1 and C3 files don't see the label declared.

You need to assemble main_EXP.asm where all the files are declared. It will work as it has been debugged and tested multiple times.

According to xkas incsrc documentation:

Assemble included file. There is a 512-deep recursion limit. (e.g. incsrc inside an incsrc inside an incsrc...) - See the macro definitions for why this is here. It will assemble the included file immediately when hit. So if your incsrc is in the middle of the file, that's where it's going. All labels/sublabels/etc. are in the global-scope. So if you have label1: defined in file1.asm, then incsrc file2.asm, file2 will be able to use label1:, and subsequently not be able to redefine it.

(12-21-2016, 09:02 AM)B-Run Wrote: Also, this breaks my battles in CoV =(... probably because I have the 5-digit damage patch already applied. I was hoping this wouldn't affect damage numerals... or if it doesnt, i'll have to figure out the other conflict. CoV would love this patch.

Yes, the 32 000k damage patch will likely not work with the GBA font. You would need to tweak the GBA FWF...

(12-21-2016, 08:28 AM)seibaby Wrote: But Madsiur, I think you're being too generous with your version numbers... :p

Yes, it really should be 1.04 or 1.1.3. However this is just how it went Tongue

Edit: On a side note, the hack should now be bug free, as James White did a full RotDS run with the Font hack applied.


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03-17-2017, 04:20 PM, (This post was last modified: 03-17-2017, 04:25 PM by Madsiur.)
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RE: Multiple Fonts Patch 1.4
Version 1.4.1 uploaded! There was a bug with calculating actors name length, shifting partially or totally the name to the next dialogue line if name was at the end of line. This has been corrected.

The fix take 0 new bytes, it just switch Y for X on a few instructions after $C080E7. Thanks to Gi Nattak and Tenkarider (?) for the bug report!


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03-18-2017, 12:17 PM,
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RE: Multiple Fonts Patch 1.4.1
oh, you must mean the one i caught while streaming ROTDS in insane mode  Tongue


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03-18-2017, 12:46 PM,
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RE: Multiple Fonts Patch 1.4.1
(03-18-2017, 12:17 PM)Tenkarider Wrote: oh, you must mean the one i caught while streaming ROTDS in insane mode  Tongue

Fake news! You're worst than CNN! All this time you were actually playing normal mode because Master Zed new game+ code was resetting the RAM value used to store the difficulty. Unless you went insane from new game and not before new game+, then it is true.


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03-18-2017, 02:07 PM, (This post was last modified: 03-18-2017, 02:10 PM by Gi Nattak.)
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RE: Multiple Fonts Patch 1.4.1
Yeah he started with Insane lol.
And yes Tenkarider that is indeed the instance he is referring to. Both you and recently another player reported it happening, in more cases than just that once. I could never reproduce it on my side here though, no matter what. But, there were other spacing issues I did witness. Anyway very glad this has been fixed!


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03-19-2017, 12:52 PM,
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RE: Multiple Fonts Patch 1.4.1
(03-18-2017, 12:46 PM)Madsiur Wrote: Unless you went insane from new game and not before new game+, then it is true.

Don't underestimate me  Haha that's the whole point of that playthrough btw(no NG+)


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