KingMike
08-09-2005, 11:19 PM
Alright, I've actually looked at Shell Monsters again. Didn't realize there's some crashing aftermath to the save code (the SRAM saves and loads just fine. It's something of a memory leak I guess. I had to juggle variables, and I forgot to clear an important variable when exiting the save routine (which changes whether to use scrolling or paging text clears. Also, I'm going to rewrite the code I had to allow more than 1 save at a time. Going to probably write a "demo" ROM to manipulate a SM SRAM (since I can find a few NES assemblers, but none designed to insert hacks), test it, then copy and paste it back into the SM ROM and link it up with the Start/Continue check, like I had going before I disabled it in the last beta.
Still not sure how I'm going to handle the palette issues. I need to have some windows stretched to the edges of the screen to fit the translations (like the menus that appear when you win an item in a fight, but already you're fully stocked). (and VWF I believe is impossible on CHR-ROM games, besides I imagine pretty slow on the NES. I notice a speed loss on my SNES VWF hacks... (maybe I'll sometime look at my Monster Maker Kids VWF code, too, and get it fixed (I can draw the VWF in RAM fine, but it's hacking the variables that control VRAM & tilemap address where it blows up)...maybe)
Still not sure how I'm going to handle the palette issues. I need to have some windows stretched to the edges of the screen to fit the translations (like the menus that appear when you win an item in a fight, but already you're fully stocked). (and VWF I believe is impossible on CHR-ROM games, besides I imagine pretty slow on the NES. I notice a speed loss on my SNES VWF hacks... (maybe I'll sometime look at my Monster Maker Kids VWF code, too, and get it fixed (I can draw the VWF in RAM fine, but it's hacking the variables that control VRAM & tilemap address where it blows up)...maybe)