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Posted: Tue Oct 28, 2008 11:56 am
You can do it, Vika! I believe in you!
(I still say the first one looks strange and the second looks scary.)
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Posted: Tue Oct 28, 2008 11:59 am
Vaida: I'm tweaking the hex code to alter the events that make things do stuff. And when you fail...that happens. :p
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Posted: Tue Oct 28, 2008 12:22 pm
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Posted: Wed Oct 29, 2008 4:33 am
Bwargh. Well, that was a failure. I've got a lot of work to do today, so progress on this won't be so profound today. But the to-do list right now includes getting the rest of the portraits I have ready for importing and revamping and expanding the Castle map. And then I'll hop onto event coding again; I'll be honest, I'm a little rusty on my event coding knowledge. But someone's being nice enough to tutor me in it, so I'll have it down soon, hopefully.
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Posted: Wed Oct 29, 2008 6:46 am
O_O That map turned out funky.
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Posted: Wed Oct 29, 2008 6:49 am
Misuki Marishima O_O That map turned out funky. ((I thought it was an intro.))
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Posted: Wed Oct 29, 2008 6:57 am
That was the product of me transplanting the Athos/Nergal scripted battle data into the beginning of the prologue's event data. And the game freaked out, as you see there.
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Posted: Wed Oct 29, 2008 9:30 am
I wish I would've paid more attention during Programming Class... I'm tempted to do some research and learn about this stuff some more, though, generally I pick up on coding pretty quick... sweatdrop
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Posted: Wed Oct 29, 2008 11:11 am
Well, it's a set of specific codes that the game uses and identifies, it's not really anything established that you'd recognize. Unless you know GBA-ASM language, and I don't. : p Quote: 3D 00 00 00 32 00 00 00 70 5B CC 08 3B 00 00 00 3E 00 00 00 39 A9 07 08 3E 00 00 00 D5 A9 07 08 D5 00 02 00 93 00 00 00 CF 00 00 00 13 08 00 00 01 00 00 00 D6 00 00 00 92 00 00 00 D3 00 00 00 78 00 3F 00 D5 00 02 00 93 00 00 00 02 00 3C 00 CF 00 00 00 14 08 00 00 01 00 00 00 04 00 10 00 8E 00 04 00 92 00 00 00 3E 00 00 00 5D A9 07 08 02 00 20 00 05 00 00 00 8F 00 04 00 93 00 00 00 0D 00 00 00 15 08 00 00 Just the beginning of the prologue's event coding. Basically, that bit calls the CG of Lyn in her hut, gets rid of it, starts the music playing, and calls the first bit of text in the chapter.
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Posted: Wed Oct 29, 2008 11:17 am
((0_o How do people able to read THAT?))
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Posted: Wed Oct 29, 2008 12:53 pm
Trial and error. : p *squees!* Just figured out the callcodes for CGs. Quote: DA 00 00 00 26 00 00 00 04 00 00 00 DB 00 00 00 And if I change that 26 to anything between 00 and 41 (above 41 crashes the game), that gives me...66 possiblilities. : D
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Posted: Wed Oct 29, 2008 12:58 pm
Understanding this code is... *brain explodes*
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Posted: Wed Oct 29, 2008 1:09 pm
Nice! So that means that you can have up to 66 cutscene/portrait things, right? I'm guessing that you can also use your own and place them where you want.
(Edit: I meant CG's...)
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Posted: Wed Oct 29, 2008 1:13 pm
Hm.... *skitters off to test a theory*
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Posted: Wed Oct 29, 2008 1:16 pm
Mewtation And if I change that 26 to anything between 00 and 41 (above 41 crashes the game), that gives me...66 possiblilities. : D o.o 00 to 41 is 41, right? How are there 66? *brain asplode*
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