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todo.md

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TODO

Testing reinsertion with the better dumper

  • Mouth control codes are probably getting messed up during encoding - people end lines with their mouths open.
    • Every line has to be even, since the mouth flaps open/closed with each letter.
  • Really need to capture all the [FlipWidth] codes, since if I'm not aware of them, I can't get rid of them/cancel them out.
    • It's ok, probably - there are only a few missing, and they're all in the SYSTEM files, so relatively easy to find.

Name entry

  • "I is always capital" bug is back, or was never fixed?
  • 7th character doesn't get highlighted when it's up next to get written.
  • "StockmanF " is the default name due to the 6->8 char change, gotta fix that.
    • That a6 byte appears to be part of the save file. What does it mean? Can I replace it with a hard-coded thing?
      • All sorts of things go wrong when I change the value. Instant game over on entering battle, sprites change, cut scenes are misaligned, etc.
      • It has something to do with the party composition I think.
    • What comes in the buffer right before the name?
      • Something important. Maybe the location name? (Could put a limit on that if so)
    • Could I relocate the player name to somewhere totally different in the save file? Like, 0x3f0 or so?
      • Would need to check if this area is used in combat or shops or anything.
  • All-blank letters should return Stockman rather than continue to be all-underscores.

General

  • It'd be nice to double all the text speeds.
    • Current implementation: Every text speed is set to the maximum non-instantaneous speed.
    • But the default speed is kinda slow... No control code to alter it. I'd need to insert them before each string...
  • Replace english substrings with [NAMEXY] control codes where possible, since they show up in a different color & look nice.
    • This is half-implemented, but I need a closer look. Stockman is becoming "bban"
      • Oh, it's trying to print the 02 17 as characters. I probably repurposed the code that displays them correctly
      • In that case I might as well just add color-changing codes around each name instead of trying to implement that.
        • NAME.TOS is not necessary to reinsert at all at this point, might just blank it in the final version.

Fun stuff

  • How about that debug mode?
    • D_FLAG is 00 in production, -1 (FF?) in debug mode.
      • This segment is at 6000:c00.
      • c00: D_FLAG (yep)
      • c01: DEMO_MODE
      • c02-c03: CPU_
      • c04: DOS_F
      • c05: _CYCLE SCR_CYCLE
      • c06: INTER
      • c07: TIMEC
      • c08: directional keys (KEYBUF)
      • c09: 40 on space (SPACE)
    • Cool! Set 6000:c00 to FF to enable debug mode.
      • All Items lets you add any item to the inventory, one at a time.
      • Variables... AAA-ZZZ are all set to 0. Any way to edit these rather than just view them?
        • Their meaning is probably the one described in one of the docs. AAA-ZZZ list looks familiar. Same for Noise Pollution.
        • HENSU.DOC.