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Messages - DLPB_

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8976
Team Avalanche / Re: Newsflash !
« on: 2011-02-18 03:44:58 »
You also corrected it to the correct movie frame I see....

Nice :P

8977
I have coded the bars to work.  It has taken me learning the basics of a new language over 3 days but I did it :P

Now all we need is the colour changing and someone to look over the graphics and it will actually look pretty damn neat!

 :o

The battle interface, main display is pretty much finished.

https://docs.google.com/leaf?id=0B1JH_wU1qqN4YTU0Mzc2ODktYjRkNC00N2M4LTk3M2EtY2IyMDg4YTQzZDE5&sort=name&layout=list&num=50


Please test, backup your exe and the 2 graphic files first.  Place the graphic files in mods/avalanche/menu

If anyone wants to have a dabble at changing the graphic files, feel free to do so and post me picture.  And yes I am adding 1 pixel to the end of the bars already.

8978
edit: 


is al just a lower 8 bits of eax?

Ah it seems it is... I understand this now... pretty simple idea.

Thanks a lot :) Also, any idea how I would go about that code 2 different ways?

1.  using imul but keeping the sum working (I get leading FF prob cause its multiplying them signed)

2. Using floating point values to scale limitvar

oh and 3.

Why does mul[address] take 4 bytes from the address when the lower register ax, that it uses, is only 16 bit?  If it is storing the result in ax (16 bit), then what is the point of it trying to multiply 32 bit values?

8979
Ok, mul does not like to be passed values unless it is from register or memory address so:

xor eax,eax
mov ax,[edx+ecx+1B]
Mul [00400380]
sar eax, 08
006DD6B4 - 50                         - push eax

works.  00400380 is a spare space in memory and the exe.  And since I am using 93 in 4 different places, it makes sense just to store this number on its own.

Mul will just take 93, multiply it by ax and store in ax.  I dunno why mul works like this, automatically multiplying by ax, whilst imul wants to be fed registers and so forth for knowing where to store.

Perhaps mul ax [address] is better syntax, and I can use mul bx etc?

8980
yup tried that...  not the same issue as before but none the less still comes out wrong.


8981
Thanks!

006DD6A7 - 6B C8 93       - imul 93

<  how does it know which register to multiply?

-----------

Edit.  That code doesn't work, (although changing to 1B was a very good idea cause it sorted the 1 byte issue faster).  imul 93 does not exist...

and the problem with using imul is that it tends to create signed numbers, so far I don't understand how to correct that, which is why I used mul


8982
yes I have sorted it without using floating point, here is what I did

xor eax,eax
mov ax,[edx+ecx+1A]
sar eax,08
mov 93, bx
mul bx
sar eax, 08
006DD6B4 - 50                         - push eax

xor eax,eax

Makes eax 0.

mov ax,[edx+ecx+1A]

Retrieves limitvar and places in ax.

sar eax,08

moves eax 8 bits to right to get limitvar to 1 byte again at ax.

mov 93, bx

Places 93 in bx

mul bx

multiplies bx (93) with ax (current limitvar)

sar eax, 08

right shifts 8 bits to complete the sum.

006DD6B4 - 50                         - push eax

reflects changes.

==========

If anyone has an easier way, please show me.  I tried imul, eax, eax, 93, but it creates an unsigned value.

8983
I may have devised a better way than using floating point scaling, thanks l.Spiro :)  will get back to this soon.

8984
Like all things once you learn how to do things, it looks easy.  For the last 2 days I have been teaching myself basic assembly.  Bear in mind my knowledge of assembly is almost 0.  I will show you the code for the limit break bar in FF7, and explain why I cannot make it fill the needed amount of the graphic I created.   I need the bar to be 147 (93) pixels long at limit break time.

Limit Var.  Limit variable is the current state of a players limit bar.  It is 1 byte long (0-255).  00 is empty, FF is full (limit break).  The actual number sent to code below (at 006DD6A3 ) has 00 at the end (2 bytes).  So FF becomes FF00.


006DD6A1 - 33 C0                      - xor eax,eax
006DD6A3 - 66 8B 44 0A 1A             - mov ax,[edx+ecx+1A]
006DD6A8 - 99                         - cdq
006DD6A9 - 81 E2 FF030000             - and edx,000003FF
006DD6AF - 03 C2                      - add eax,edx
006DD6B1 - C1 F8 0A                  - sar eax,0A
006DD6B4 - 50                         - push eax

006DD6A1 - 33 C0                      - xor eax,eax 
Makes eax equal 0.

006DD6A3 - 66 8B 44 0A 1A             - mov ax,[edx+ecx+1A]
Retrieves the 3 characters limit vars at each loop from an address created by edx+ecx+1A.

006DD6A8 - 99                         - cdq
This seems to change a number into 64 bit?  But why is it here?  See the edit.

006DD6A9 - 81 E2 FF030000             - and edx,000003FF
EDX seems to be 0 by this point anyway? (well that might just because I can only see 32 bit addresses with this debugger)  I need this explaining too.

006DD6AF - 03 C2                      - add eax,edx
No idea what is going on here.

006DD6B1 - C1 F8 09                   - sar eax,0A

This is the crunch code.  It shifts the bits in eax 10 places to the right.  So if a character has FF00 at this point (limit break) it will first look like this:

1111111100000000 

which becomes :  00111111 (63).  The reason it does this is to correct the limitvar number for use for the BAR GRAPHIC, which is precisely what I am trying to edit.  So if a player has a limit break this is what happens>

FF00 becomes 3F, 3F is 63, so bar moves 63 pixels.  I assume that is correct.

006DD6B4 - 50                         - push eax

Reflects changes on the bar graphic.

But here is the key question.  How do I program this to make the bar 147 pixels at FF00?  Well, you cant without knowing what the f*ck you are doing.  And I don't.  In a nice high level language you would just multiply limitvar by a nice number like 0.4 to make it around 100 at limit break time.

So... can anyone explain this to me in laymans terms or rewrite the code above so that it will do this?

Thanks :)



edit:

in fact I can nop 006dd6a8 to 006dd6b0 without anything changing. [l spiro has explained this... it is all just a rounding operation]

8985
006DD6B4 for limit bar
006DD5CC for green time bar
006DD57B for yellow time bar

<  There are 3  times?  Inactive, active and moving.  So should be 4 code caves.  I am not sure how you code them for eax register, especially since altering them appears to move all 3 bars to the same length (regardless of what progress they have)?

I remember you knowing how it is done....

Perhaps send me a patch, the current address for codecaves now starts at :  0000037d / 0040037d, because I added a few others to sort the menu :)

8986
Yeah my model is for another story (it isn't zack) :)  I am in a similar position in that I need help with placing model into game.  But anyway, hopefully both of our projects will be given a lease of life :)

8987
Well it is nice to see some people here who aren't foaming at the mouth at the suggestion.  venture out to a few other forums, and you soon suss there are people out there who want to burn you at the stake for suggesting Cait does not fit into the story and is poorly written. 

The fact is, suspension of disbelief can only go so far, and when I see that story coupled with a robot cat on top of a white bouncing stuffed toy, controlled by reeve, I mean, what more do I need to say? I always get "but a talking dog doesn't" responses to that, but if you understand why and how a story works, such a question never goes across your synapses.

Anyone who can suspend disbelief to that and think that is good storytelling, I cannot understand.  The task now is for someone who understands modelling to replace him and if they can do it with Zax, I would be very grateful if they could do it with the model I have here made in blender.

I think ridding us of Cait useless Sith is the last part of the Jigsaw and anyone who wants to add in such a mod is all right by me.  8)

Sad to say that the 3 people I have asked about doing this have all declined because they have succumbed to mindless fanboyism.  :)  Flimsy excuses about how they don't understand why I am doing it, that they don't have the time, to saying plainly that they refuse because they think it isn't right to edit out that bouncing white travesty.

In fact when I rack my brain to find something positive to say about Cait, about the only thing I come up with is his ultimate limit break, but even that heralds a disaster should the face not line up right.

8988
No I like that :)  I certainly missed that X had done the same.

8989
I cant agree that looks better  :P

http://www.jordanfinley.co.uk/wp-content/uploads/2011/01/600full-final-fantasy-x-screenshot.jpg

X agrees with you somewhat though.  So we will take that to a vote at the end.  Either way, this is a massive improvement.  I just need aali and Kranmer now to add the finishing touches.

8990
1.  That is how they are on FFX, and there isnt much difference even with 1 pixel separation to be honest.  Doesnt make much difference though I will demonstrate it later time.

2.  The names are actually probably too low rather than too high.  If I place them higher it looks equally as bad.  Have a go at editing the pictures and see what you can do.

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/345.jpg

8991
Yes I think there is room to experiment with that.  This is the *finished* one, and by that I mean it is completed but graphics can be altered.



 There are obv a few things wrong here:

1.  The inner bars are not bright enough and need to be better coloured.  This can be fixed but need aali help.

2.  The character names are not right aligned.  Not sure what can be done, I am guessing with a lot of ballache, aali can sort that?  I hope he will :P

3.  The inner bars are not yet extended.  Kranmer knows what the sh*t is there and will sort it.

cleaned



8992
Completely Unrelated / Re: Man vs Computer
« on: 2011-02-15 00:23:31 »
I wouldn't bet on it.  IBM cheated Kasparov out of that chess game with behind the scenes intimidation and the way they pretended it was for science when really it was a big ego profit booster.  They refused a rematch, and kasparov destroyed Deep Blue in game 2.  Computers are still number crunchers, which is why they perform so badly at Go.

8993
:P the inner bars already had them :)  It is just against the other background it isn't noticed  8-)

8994


Working on the bar.

8995
that can happen but it looks crap.  All these ideas work but if they don't look good then there is no point. :)  It isn't even needed, you know when it has ran out, cause the animation isnt there any longer.

8996
I think given it is a status, it should be obvious.  The barrier status isnt really needed at all and if I added that too it would be cluttered beyond belief. I am sure kranmer is going to want to experiment on his own interface too and maybe he will find a way to make it work...

8997
Yes it is possible to place a bar behind it (edit graphic and then tweak the exe to know it is there), but the problem is, it will probably have to be 2 bars, 1 for ATB and 1 for limit.  Might look a bit messy, but it can be done.  I will experiment later.

The help bar needs to go (the text needs to stay) , and so do the borders probably, I will look into that too.  It is going to take a bit of time to work it out graphically.

edit:



somethin like that?

I am working on it:

  I will change these bars to look better.

8998
With kranmer's values, I have successfully placed all the commands on the left, although to be honest I have a feeling I will have to edit some of the graphics a bit and test some new stuff out to make it look better.

I have turned my attention to experimenting with FFX interface.  Below is how it is looking. 




There are a few things that will need addressing.

1.  The character names are left aligned and this need to be right aligned.
2.  The time and limit bars are not long enough (kranmer has a fix for this)
3.  The Numbers, I would prefer to be slightly transparent, we will see how that goes.
4.  HP and MP need to be on every line, but with a bit of editing of the graphic file, this is doable.
5.  The time and limit bar may need a tweak to their colours.  Gets a bit messy at the moment.

All in all though, it is taking shape.

How it will look:



edit:

and yes it is all being moved to the right at the end.


8999
It is still on the cards.  I am a bit busy!

9000
Fuck zack,  I need new character Skoll replacing over Cait.

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