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Finishing Off The Complete Roster Hack

#41
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Moog
Could be the save file. I've found another problem, though, one that's even present in the patch that Subtraction shared. Maybe if we can fix it, it'll fix the scrambling problem you're having too.

The draw index does not reset, but the cursor index does. This means if you're scrolled to the bottom, pick a skill, and then try to pick another skill, the text that displays doesn't line up with what it represents (so Fight is actually Empty, Magic is actually Fight, Item is actually Magic, and so on). I think we need to find a way to reset it, that might solve both problems at once. I'm going to take a look through the ASM again, see if I missed something.
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#42
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Haven't read that part of the ASM, but if the code to draw it is a nice self contained routine, couldn't you add a JSR in the scroll code to redraw the whole thing when you hit bottom or when you start back up?

Only mention it as a thought, sometimes at this point of head+table coding, something simple might not get a thought. Course it's worthless if redrawing it from start is nasty or that code is inline with everything, would probably take to much space to add an entire new draw script, I'll shut up now before I say something even more dumb. Good luck finding the fix.


The only true wisdom is knowing you know nothing.
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  • C-Dude (02-06-2020)

#43
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Moog
Your advice was very helpful Catone, thank you.

I looked at where the list is first drawn (the "Handle Gogo" section of C3) and poked it a bit, and I think I've fixed the problem.
Gogo's shifting menu is now memoryless, meaning it won't automatically scroll to the command that was previously in the slot.  This does, however, fix the incorrect pointer problem.  Considering Gogo's actions will likely only be set once by a player, I felt this a fair compromise.

The fix involved removing a fixed value assignment in place of a variable assignment.  Basically, there was an LDA #$00 that was moving the cursor but also changing the index of the list.  When I excised it, the list started presenting from the top each time it was opened.

Attached is the modified patch... just the Gogo parts, not the full roster.  There's only a six value difference, so it should be safe to apply over Full Roster v0.96 for testing.  I've also included my version of the "full roster.srm" just in case that was the problem PowerPanda was experiencing.
Fingers crossed we've finally made it!


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.zip  GogoScroll v1.1.zip (2.9 KB, 1 downloads)
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  • PowerPanda (02-10-2020)

#44
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(02-06-2020, 09:29 PM)C-Dude Wrote: I've also included my version of the "full roster.srm" just in case that was the problem PowerPanda was experiencing.
Fingers crossed we've finally made it!

I think we've made it. I unfortunately can't do full testing right now (new baby in the house), but from what I've seen, it works. .

I did, however, get a chance to test the patch on multiple emulators. The issue I was describing before, which I have attached a screenshot of, appears to be one of ZSNES's weird graphical glitches. It doesn't show up in SNES9X. And yes, I know about Higen and BSNES, but I am a ZSNES guy through and through.

I think that the Full Roster Patch might finally be complete. What I want to do is include it as a rombase file that includes CV Reynold's bugfix compilation, as well as a standalone patch. I think the standalone patch should include "That Damn Yellow Streak" though. We've put so much work into Gogo's menu; seems a shame to leave that simple fix untouched. It might be a while before i have free time, but I can do some testing on this, writing custom events that test out different parts of the functionality and make sure we haven't broken anything else.


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.png  ff6_fr096 2020 02_09 16-23-07.png (7.06 KB, 16 downloads)


Projects:
Divergent Paths: The 3 Scenarios (Completed) - a redo of the 3 scenarios in the original game that gives equal time to each group. Meant to be a basis for future mods.
FFVI: Divergent Paths (In Progress) - a hack built off of the 3 scenarios that changes other events in the same, such as making Leo permanently recruitable, bringing Banon's story closure, and adding 1 more secret character.
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  • Blunderpuggs (02-09-2020), C-Dude (02-09-2020), madsiur (02-09-2020), NPCnextdoor (02-09-2020)

#45
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Moog
I defer to your judgment, as you did the heavy lifting on this project.

It's interesting that ZSNES would cause a tiling bug like that screenshot... though that certainly explains why I didn't see it (switched to SNES9X years ago). Makes me wonder if the way they're emulating puts something in a buffer that the blank tiles are drawing from. I dunno, that's RAM stuff and I haven't any experience with that.

Is the Gogo Portrait fix an inline fix? If so, I see no reason not to include it.

Any which way, I will let you assemble the V1.0 patches. Let me know if you need anything from me.
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#46
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It's a 2-byte change, all contained in line.


Projects:
Divergent Paths: The 3 Scenarios (Completed) - a redo of the 3 scenarios in the original game that gives equal time to each group. Meant to be a basis for future mods.
FFVI: Divergent Paths (In Progress) - a hack built off of the 3 scenarios that changes other events in the same, such as making Leo permanently recruitable, bringing Banon's story closure, and adding 1 more secret character.
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