Archive for May, 2008

Battle Hacks Done

16 years ago by Mato , 226 Comments »

Finished off the last remaining battle hack now — had to write a VWF routine for the final battle. Wasn’t too bad, was able to use a lot of code we already wrote. Obviously I won’t post pics of it in action here, but man oh man does stuff look good now.

We can now fully cross off everything on the battle hack list! I’m sure there might be little tiny things here and there we might run across during detailed testing, but we’ve already done lots of testing so I don’t think we’ll see many problems with battles anymore.

Hurray! There’s very little hacking left to do!

Another VWF already??

16 years ago by Mato , 46 Comments »

A very, very quick update this time around 😛 Late in the game, special battle boxes that have 3 lines show up. These also needed to be hacked to have a VWF. Luckily for us, it was almost another instance where I could copy-paste existing code and then tweak a few things and voila. Only took an hour, too 😯

So that pushes this item on the to-do list to 50% now:

Hack special text boxes and other important things that appear later in the game. This will be a real pain.

The only thing left to hack battle-wise is a similar text routine used at the end of the game. It’s a little bit different than the normal battle text stuff, but let’s hope the coding is basically the same. If so, some more copy-pasting-tweaking may be possible.

(sorry for no pics — this stuff all involves end-of-game spoilers)

Another Big Hack Finished

16 years ago by Mato , 76 Comments »

Just a very quick late-night update. Finished the main battle VWF, finally got the “you got too many items” stuff to use a VWF too now. It was pretty easy actually, I was able to copy and paste most of my code for the main main battle text and then just a few tiny changes here and there.

Some pics of it in action.


So that means another big hurdle is crossed off the to-do list finally!

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Menus Done

16 years ago by Mato , 206 Comments »

After an intense battle, we’ve finally overcome one of the bigger hacking obstacles that’s been bothering us for months now. I’ll skip all the details, but I finished hacking a big thing on the to-do list:

Allow for item names that are at LEAST 18 letters long. We’re stuck at 8 or 9 letters right now and that’s absolutely unacceptable. This also affects PSI names and skill names, so this is pretty important overall anyway.

To be more precise, it wasn’t just item names, it was all non-sprite menu text. We spent weeks on the sprite text, this time we had to also hack the non-sprite text because the original programmer had way too many limitations set in place. Short story is that originally, the game only allowed for 160 non-sprite letters on a menu screen at any one time. That’s not a lot — if you had 16 items, they could only have 10 letters in their names. After hacking, it theoretically allows for 640 letters, way more than we’ll ever need.

Menus have always been a mess, so there’s been a lack of videos of the menus in action. But now that they’re pretty much done (minus tweaking and cosmetic and various tiny bug fixes), here’s a short video. Boring, but that’s how menus are.

More pics and info follow too.

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Menus Improvements and De-Crashification

16 years ago by Mato , 144 Comments »

Kind of a small update this time around, no big news or anything. It’s nice to have things a bit nice and relaxed sometimes I think, though 8)

Shortly after the last update, I was like, “Here, I should just do those custom control codes now while I’m messing with this stuff and get it out of the way.” Within an hour or two Jeff and I had greatly improved and polished the menu text and menu hacks. Here are some random pictures of things as they are now.


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The List Gets Shorter

16 years ago by Mato , 276 Comments »

Some more progress on multiple fronts.

The biggest news is that Jeff did some kickass work on this task on the to-do list:

Figure out how to re-order some of the things used in what we call “menus1″, so that “Nut XX DP Sell?” can be changed to something like, “Sell this Nut for XX DP?” The game hard-codes this arrangement and it’s lame in English. This will be surprisingly difficult.

This was made easier because all our weeks’ working on sprite text taught us what a few key subroutines do. So what we first expected to be a nightmare wasn’t that bad actually. Jeff got right to work on it and kicked its butt, as you can see in these before and afters.


  • Before

  • After

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Progress on Multiple Fronts

16 years ago by Mato , 270 Comments »

Even though we just got done with that hellish sprite text hack, things aren’t gonna get themselves done, so Jeff and I’ve been hard at work on other hacks that need doing.

First, Jeff’s been taking a look at some of the menu messages that need fixing, reordering, repositioning, and all that stuff. This all ties in really closely with the sprite text hack, so it’s fitting that this is one of the next things we work on. He had to redo the entire routine, which is pretty impressive. Anyway, you can see the before and after here.


  • Before

  • After

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