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KingMike
07-04-2002, 11:16 PM
<font color='#000000'>I was trying to re-orient the battle screen menus to accomidate longer names (namely, single-spacing the item and magic menus to make the lists one column, as opposed to the two columns currently used).
I did manage to single-space the cursor:
http://www.emuxhaven.net/~kingmike/dante1.jpg
However, the game still registers "Cure Grn" and the line below it as the same spell choice. It doesn't appear to recognize each keypress as a different spell.
So, I figured, maybe the game has each of the 10 possible spells coded to different cordinates of the screen.
Then, there comes the next problem:
http://www.emuxhaven.net/~kingmike/dante2.jpg
This is still a valid selection, it activates spell 6 (Burning).
I don't understand why ASCII would map a spell to a coordinate outside the window. I'm stumped of what I should check next. Then again, this game just throws a bunch of miscellaneous crap right after the window data, which controls this kind of thing, so I'm not sure what kind of numbers I should be looking for.

Alternatives:
- Expand the window's vertical dimensions. Problem: Only the original window area is cleared when the window is closed.
- Expand the window enough for a translation of sample game data. Though this wouldn't allow a full 16-character DTE-powered name, which would be a problem if the game ever became properly supported in emulators, which I'd still like to make my translation workable if such a thing happened.
- The above, but include some sort of auto-name-truncating routine if possible (I may have to do that with the name/HP/MP windows on the main field command menu.</font>

KingMike
07-07-2002, 08:38 PM
<font color='#000000'>Good news. Cutting will not be necessary. I've gotten the game to successfully read every line as a different spell (though I have no idea why my last hack was successfull, just glad it was). Next, I'll have to make the cursor stop at the appropiate spots (though fortunately, it allows too much room, instead of not enough, so this should be more of a cosmetic fix then a necessary one) and make the text display single-spaced.
Then, my agenda on this game:
-Battle screen Item list (hopefully more of the same)
-Status window on field command screen
-Name/text input screen (should be easy to hack)
-Scenario edit menu (positioning of text)
-Possibly add a small dictionary for repeated terms (to further free space) if necessary
-Other menus
-Sample game script dumping
-Modify VWF font some more
-VWF text insertion
-Script insertion

Still a long way, but that's the plan of attack.</font>

ChrisRPG
07-12-2002, 12:48 PM
<font color='#000000'>Hey its looking good King Mike! &nbsp;http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif &nbsp;Glad to see you got the cursor thing worked out.</font>