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Post by superbus on Mar 2, 2004 11:06:17 GMT -5
They have the patch at Zophar, but make sure to run AdAware afterwards.
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TheEnd
FESSer
Seisen no Keifu all the way~
Posts: 1,587
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Post by TheEnd on Mar 2, 2004 11:30:32 GMT -5
They have the patch at Zophar, but make sure to run AdAware afterwards. Is that really needed if you have a firewall?
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Post by superbus on Mar 2, 2004 12:36:01 GMT -5
I would. Zophar's bad when it comes to cookies.
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Post by Rolf on Mar 16, 2004 17:04:00 GMT -5
I need help...I put the patch in the same folder as my emulator, and it doesn't work. Could someone please help me?!
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Post by superbus on Mar 16, 2004 20:16:03 GMT -5
Is it in the same folder as the ROM itself? Is it renamed to be the same exact name as the ROM? In other words, does it look like this (or something along these lines)?
ROM=Fire_Emblem_4.smc PATCH=Fire_Emblem_4.ips
If it doesn't, then there's your problem.
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Post by HelpMe on Mar 17, 2004 0:16:46 GMT -5
ive followed the instructions, and i have the following:
fire_emblem_genealogy_of_holy_war.smc (ROM) fire_emblem_genealogy_of_holy_war.ips (patch)
but when i open up the game, it doesnt translate anything at all
im so POed that i cant use the patch. could anyone help me? (btw i have lots of stuff cluttering my folder because ive DLed it like 5 times)
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Post by HelpMe on Mar 17, 2004 0:19:04 GMT -5
umm.... nevermind i got it to work
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Post by DarkTwilkitri on Apr 6, 2004 8:22:56 GMT -5
As requested by Jay - Behold! His files are now available for download by all and sundry again. darktwilkitri.thegreatbeyond.net/fehack/j2e/fe4-0%5b1%5d.50.9.1-jay.tar.bz2I need to update some of the stuff in fehack to make it more obvious that they're there, but that isn't easy to do at the moment... once I get back into the _real_ operating system (Windows 2000) I'll take a look at doing that. That's where all my files are in any case, and I don't really feel like having to mount the drive so I can access them in Ded Rat... besides, the less time I spend in Linux the better, methinks. I only reinstalled it so I could see if I could get the project working... I could, so that's good. Although there are some confusing errors, but I'll worry more about them later. Now I need to look at altering the dumper to take Control 2As into account so that the ending scripts can be done. Dunno how I'm going to go at that... Before I do that, I'm going to test whether the apparently-compliant file I dumped awhile back works, now that I can.
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Jay
FESSer
Posts: 3
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Post by Jay on Apr 6, 2004 11:22:44 GMT -5
...once I get back into the _real_ operating system (Windows 2000) I'll take a look at doing that. That's where all ... _real_ operating system? windows 2000? Dude, you're serveral days past April fools. You should give cygwin (http://www.cygwin.com/) a try. I also gave a hint here: fessforum.proboards11.com/index.cgi?board=fewholywar&thread=1049243819&action=display&start=58 on how to build it with cygwin. You won't have to locate the packages anymore cause I included them this time! Have fun!
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Post by DarkTwilkitri on Apr 6, 2004 23:33:03 GMT -5
Unfortunately, Cygwin is a mite too big for me to download over 56k. In any case, since I have Linux on my computer, there's really no reason to use Cygwin I'm not getting into a dispute over stability or anything. I'm well aware that Linux purportedly has less bugs et al in it than are in Windows... I've never had any trouble with Windows (Me & 2000, anyway. 98SE was a disaster) in any case. I just don't like the interface. In time I may come to like it, which is why I believe it's a good idea to use as little as possible... [edit]Ah, in all that, I forgot. I had one of the tags wrong ([TWinBot] instead of [TWinBtm]). That's fixed now. I haven't uploaded the latest version of the dumper because I assumed that the Uni still wouldn't allow ftp to non-local sites... but it seems that it does. In any case, I don't have it with me. Happily enough, I did have the new copy of the battle scripts, though. darktwilkitri.thegreatbeyond.net/fehack/scripts/JTECbattlescripts.txtI ran a test, and yes, it seems to work (I got DiMaggio to say something during his battle talk). You might want to rename it though (fe_battle, or something) to make it match up with the other script files, but I don't think that there's any reason to.... I see now why the weapon names et al don't work properly. Interesting. What I should do now is dump JTEC versions of all the scripts I've got which can be, now that I know they work (or seem to). Fun, provided one likes spending ages searching for pointers
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Post by DarkTwilkitri on Apr 7, 2004 8:27:10 GMT -5
~Non-Trivial Update~ I am on [glow=red,2,300]FIRE[/glow] today. Okay... I've gone through all of my dumps... and I've finally managed to get every pointer type. I isolated three variations that have to be dealt with. Constant Bank pointers, as in the Death Scripts or the Chronology, rely on the bank being given somewhere else and only use the lower 16 bits. Examples are here. darktwilkitri.thegreatbeyond.net/images/deatharray.pngThe death array stores the character number, then the address in Constant Bank style. darktwilkitri.thegreatbeyond.net/images/chronoarray.pngThe chronology stores lots of formatting and other stuff as well as the Constant Bank addresses. I bookmarked the addresses so you could see where they were :P To fix this, really all that needs to be added is some form of tag at the start of the script file which tells the parser which bank to use. That should be easy. Next is the ASM type, in which pointers are created in memory via ASM commands. An example is here. darktwilkitri.thegreatbeyond.net/images/asmpointer.pngWhereupon it loads 00 8D into the accumulator, then stores this at DP 25, then loads B3 DC into the accumulator, then stores that at DP 24. So you end up with the address B3 DC 8D at DP 24 (ROM: 0D:DEB3). Again, these should be fairly easy to deal with. It's just a matter of including a tag to alter the way in which the pointer is extracted and replaced. Finally, we have the dreaded 2A style. This is _only_ used by the ending script. Controls inside text blocks can redirect to other text blocks. The problem with this is that since the earlier text blocks are written out first, they have no way of knowing where the later ones are going to be written in order to update the pointer. I have no idea how I'm going to go about doing this. Maybe it'll have to run a preliminary pass where it determines the locations of the text blocks, then updates all the control 2As, then does the real pass. One good thing about the 2As is that the dumper doesn't need to be altered to dump the text, I guess. In any case, only the Battle Scripts dump and the Game Over & Demos dump are made up entirely of Standard Pointers. Battle Scripts already have a JTEC version, so I'll get to writing out a ppt file to dump the JTEC version of the Game Over & Demos file shortly... then I'll have to look at updating programs. Holidays start tomorrow, so hopefully I'll get all the modifications I need to make done by the end of them.#nosmileys
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Post by leo_dragon_knight on Apr 7, 2004 11:37:35 GMT -5
I thought we wernt sopposed to double post... i didn't understand a thing you said exept for you fixed some talking.
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Post by DarkTwilkitri on Apr 7, 2004 22:24:43 GMT -5
I thought we wernt sopposed to double post... i didn't understand a thing you said exept for you fixed some talking. It depends on the context. Double posting is evil if you double post to, for example, clarify an error in your previous post, or to answer multiple posts instead of putting all the answers into the one post. If you have a genuine reason for wanting people to notice another post, if you're on a edit-bumps board you can just edit and the thread will get bumped to the top. This board does not do that, however, so if you make any sort of non-trivial update no-one will realise its existence if you use modify. [edit]Of course, it also depends on the amount of time. If I had posted that information straight after I had posted the last post, that would have been improper, regardless of content. Such as the edit at the bottom of this post.[/edit] The main point of that post was that as far as I know I've basically figured out all of the non-standard ways in which text is pointed at. Therefore, I just need to alter my dumper and Jay's parser a bit (or a lot, in the case of 2A) and the entire dialogue (or close to it) should be able to be edited. [edit]I almost forgot. Jay, if you read this, would you mind typing out a short description to go in the same directory as your archive? I can't really think of how I would go about describing it, sorry... [edit2] Hmm, I was just thinking about the ASM pointers. It's entirely possible that something along those lines is what's causing the problems with the codes which are supposed to display the names of characters in the second generation. If that's the case, I might be able to repair that problem... noting the key word 'might', of course. It's just too bad that the controls which do it aren't like Control 2D (jump to assembly at Al Am Ah address), so I can't just go straight there and look. I'll have to do some searching around, but that should only take me minutes, if that, provided what I'm thinking of is right.
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Post by General Marcus on Apr 9, 2004 17:38:10 GMT -5
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Jay
FESSer
Posts: 3
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Post by Jay on Apr 9, 2004 21:45:01 GMT -5
Thought so. These will require the same hack used with all the other items and stuff.
Yep, this one's a difficult one since I didn't expect that to happen. The idea is correct, use "labels" (like in assembler) to mark addresses. You probably won't need to run it through 2 passes cause that'll complicate the parser. What you prob want to do, is to resolve all references on-the-fly when encountered. If there is a undefined reference (one in the future), record the address of where the undefined reference is and when you encounter the reference in the future, then patch up the addresses. That's a cheap way of implementing a 1 pass assembler.
Here's my idea.... Mark labels with [label XXXXX]. eg.
# 0x318971: # @@3244700@@ [label mytextblock] [TWinTop][DlgOpn]['Mideel' 0007] [TWinBtm][DlgOpn]['Edin' 0017] [TWinTop] # Mideel Blah blah blah [exit]
and then in some other script, mark a pointer with [resolve XXXXXX] (plz think of better name)
# 0x318a74: # @@3244782@@
[TWinTop][DlgOpn]['Sigurd' 0001] [TWinBtm][DlgOpn]['Noish' 0002] [TWinTop] # Sigurd [resolve mytextblock] [exit]
where [resolve mytextblock] will output 2A XX XX XX where the XX XX XX is whereever mytextblock is relocated.
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