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Namingway hack

#1
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I put Namingway in the middle of south Figaro! The downside to this hack is that I put some code in the middle of the scene where you are supposed to get Terra back, so the game will be weird if I go there Laugh.

http://www.youtube.com/watch?v=nMU9WMV3f...kTpnEF9T2U=


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[-] The following 1 user says Thank You to Lockirby2 for this post:
  • Gi Nattak (04-10-2012)

#2
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I see you made use of the casewords to see who is in the party and then call the rename screen depending for which character the bit is set. Interesting idea. With a Namingway sprite it would be a really cool hack. It's really cool to see someone else doing events.

You could move your code in the F1 bank as an example by calling the code with the B2 command, you only need 4 bytes in the event area (CA/0000 to CC/FFFF) then you call the rest of the code with B2. I did a tutorial on that. That solution would allow you to create events without erasing actual event code.
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#3
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The only problem that I am having with that solution is that, when I use BE to call the caseword thing, it only gives one bit to call the bank and one bit to specify which character I'm checking for. For example, with BE 01 48 98 *01* I'd check to see if character 0 (Terra) is in the party, then go to *1*9848 (or CB9A48) if she is. Unfortunately, I'm not sure how to call the F1 bank with this command because, if I used BE 01 48 98 27, I'd be checking if character 2 (Cyan?) was in the party and then going to D19848. If you know what my problem is it would be greatly appreciated.


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#4
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oh btw.. fraps works great with recording zsnes.. (all you gotta do is allow triple buffering) and NICE rename hack
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#5
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(03-30-2012, 12:04 PM)Lockirby2 Wrote: The only problem that I am having with that solution is that, when I use BE to call the caseword thing, it only gives one bit to call the bank and one bit to specify which character I'm checking for. For example, with BE 01 48 98 *01* I'd check to see if character 0 (Terra) is in the party, then go to *1*9848 (or CB9A48) if she is. Unfortunately, I'm not sure how to call the F1 bank with this command because, if I used BE 01 48 98 27, I'd be checking if character 2 (Cyan?) was in the party and then going to D19848. If you know what my problem is it would be greatly appreciated.

You only need one B2. Let'S say you write B2 A0 20 27 it would mean call code at F1/20A0. You start counting at CA/0000 for the high byte. F1 is therefore 27 and F3 is 29. After that you stay there so you could have your DE. I think after a caseword check you have to immediately do a C0 on the event (caseword) bit of the character ( ex: C0 XX YY 35 30 27). So if event (caseword) bit YY XX is clear/set, jump to F1/3035, if not continue reading the code in F1 after.

These are the caseword bits but I think you already know those:

Code:
1A0 B4:0 Multipurpose, Terra-related bit;
1A1 B4:1 Multipurpose, Locke-related bit;
1A2 B4:2 Multipurpose, Cyan-related bit;
1A3 B4:3 Multipurpose, Shadow-related bit;
1A4 B4:4 Multipurpose, Edgar-related bit
1A5 B4:5 Multipurpose, Sabin-related bit
1A6 B4:6 Multipurpose, Celes-related bit
1A7 B4:7 Multipurpose, Strago-related bit
1A8 B5:0 Multipurpose, Relm-related bit
1A9 B5:1 Multipurpose, Setzer-related bit
1AA B5:2 Multipurpose, Mog-related bit
1AB B5:3 Multipurpose, Gau-related bit
1AC B5:4 Multipurpose, Gogo-related bit
1AD B5:5 Multipurpose, Umaro-related bit
1AE B5:6 Multipurpose, actor 14-related bit
1AF B5:7 Multipurpose, actor 15-related bit
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#6
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this is a great idea I hope u manage to fix all the issues


"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

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#7
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Well, I'd sure like to get ahold of a patch once its finished. But I understand there are some tweaks to be made.
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#8
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I got all of the bugs worked out now, thanks Madsiur. There's no need for another video because it looks exactly the same, but it doesn't glitch anything up now. There's a download link here: Objection! http://www.4shared.com/file/mDrl0oaz/Namingway.html If there's any problems I'll try to fix it; I did test the hack for every character, but something may have slipped through the cracks.


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#9
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This is a cool hack! There's a few things I'd like to know first about it before I could consider using it.

- How's the patch meant to be applied? Header, no header?
- What exact address(s) are being affected?
- What dialog boxes are being used for the dialog (in USME), and also how many extra bytes of dialog if any does this patch use?
- What NPC are you using for Namingway - is it a pre-existing one on the maps, or a new/added NPC?

Thanks.


We are born, live, die and then do the same thing over again.
 

#10
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This patch is meant to be applied to a headered ROM.
The addresses affected are: F105FC-F10654, F106E0-F108B9 and CA9F06-CA9F0F
The text boxes needed to be used are 3099-3113. 3083-3098 are empty spaces. It uses 211 bytes of text space.
Namingway himself is an NPC added to both South Figaro maps.
Thanks for reminding me to put this stuff down.


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