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Re: (Incomplete) Telefang English Translation
Posted: Fri Jun 17, 2011 3:48 pm
by Sanqui
Suppose I'll release my Fix Of The Day, as well:
v79:
http://wikifang.meowcorp.us/etc/TPatch79.ips
The single change:
RO78:6FF9 ld a,0B
RO78:6FFB ld (C423),a
RO78:6FFE ret
Fixes the game crashing upon picking up and placing an item again.
Re: (Incomplete) Telefang English Translation
Posted: Fri Jun 17, 2011 4:14 pm
by Kimbles(imported)
Hmm, I've only been using save states so that must have had something to do with it, saving and loading properly makes it show empty spaces like you said. D: (The other glitches were still there, though.)
Tried out v78 a bit... Wild Noriutsugis still explode, but I actually managed to get one this time.

I named it the default and it turned out as Noriutsugi on most screens. XD Naming it seems to have cured its battle issues, too. (Though I think it still said "Noriutsu's number was saved" right before I nicknamed it.)

New default-named Monsteras seem to be working properly now too, both on the stats screen and in battles, but the names are still shortened on the pre-battle Denjuu calling screen.
So it's looking slightly less broken than before. XD I hope we're planning on doing something about the nickname screen though... *sigh*
Here's my .sav, it's for VBA 1.7.2:
http://www.mediafire.com/?e03x9m495i00erz
Re: (Incomplete) Telefang English Translation
Posted: Sat Jun 18, 2011 6:59 am
by andwhyisit
v80:
http://www.mediafire.com/?1k1drpnt000llox
Addresses 1C:578B (7178B) and 1C:57B9 (717B9)
Changed ld b,06 to ld b,10
Apparently in v78 I only broke the character limit for the first name in the Denjuu selection screen. This should fix the limits for the second and third names.
@Kimbles: Can you lend me that save state as well? That way I can find the A and PUNICA and then figure out where the game is pulling the empty names from.
The nickname screen bug on the other hand appears to be emulator-specific (vba in this case) and cannot be reproduced in bgb. I am unable to locate the error as a result since vba lacks a debugger. Any ideas?
Re: (Incomplete) Telefang English Translation
Posted: Sat Jun 18, 2011 1:49 pm
by Sanqui
andwhyisit wrote:The nickname screen bug on the other hand appears to be emulator-specific (vba in this case) and cannot be reproduced in bgb. I am unable to locate the error as a result since vba lacks a debugger. Any ideas?

Not really.
The fix would be VWF-related, though, so I suppose it's up for kmeisthax to do..
Re: (Incomplete) Telefang English Translation
Posted: Sat Jun 18, 2011 3:04 pm
by andwhyisit
Sanky wrote:andwhyisit wrote:The nickname screen bug on the other hand appears to be emulator-specific (vba in this case) and cannot be reproduced in bgb. I am unable to locate the error as a result since vba lacks a debugger. Any ideas?

Not really.
The fix would be VWF-related, though, so I suppose it's up for kmeisthax to do..
No, that's not it. The game is pulling the E6 code directly from SRAM and printing it to the screen instead of that 6-char truncation of the Denjuu's default name that it should be using. The printed "ra" is likely because the tiles are not being overwritten by the 6-char default name truncation because the game either doesn't know how to print E6 to the screen, or ignores it on purpose due to it's lack of a character tile.
If anything it's up for me to do since I was the one who did that hack.
EDIT: All right! It seems that the bug shows up in the latest bgb so I should be able to fix it now.
Re: (Incomplete) Telefang English Translation
Posted: Sat Jun 18, 2011 3:52 pm
by Kimbles(imported)
I think this is the save state...
http://www.mediafire.com/?bc7mf48enfa5dpr
Are the all-caps Denjuu names still in the game? o_O
Re: (Incomplete) Telefang English Translation
Posted: Sun Jun 19, 2011 12:55 am
by andwhyisit
v81:
http://www.mediafire.com/?vmqc4q3vljx5507
- Nickname screen fixed.
Thanks Kimbles.
v82:
http://www.mediafire.com/?bws4rz0h7973b1c
Addresses 4:7F0A (13F0A) and 4:7F2D (13F2D)
Changed:
ld de,C3A1
ld b,06
into:
ld de,CC91
ld b,10
Fixes the Denjuu name not appearing during a phone call.
Oh and I probably should point out that 0560 is the function that prints the names to the screen. In case anyone was wondering.
Also this patch umm.. half fixes the call log in the sense that it pulls the name from the correct address now. But it is still broken in that each character overwrites the one before. o_0;
For example the name "PUNICA" writes "P" to the screen, then it overwrites the "P" with a "U", the "U" with an "N", and so forth. This continues up until the last letter, which so happens to be an "A". Although the game was pulling "PUNICA" from the wrong address at the time the priciple still applies. For instance mine (reading from the correct address) writes ''i" for "Keshi".
Kimbles wrote:Are the all-caps Denjuu names still in the game? o_O
Nope. Unless I missed something.
Although any Denjuu caught in a version prior to v69 (i.e. the Denjuu in your save) would have been auto-nicknamed with their uppercase counterparts and will still appear as uppercase in the current patch.
Re: (Incomplete) Telefang English Translation
Posted: Sun Jun 19, 2011 3:06 am
by Kimbles(imported)
XD yeah, I was just testing it and noticed it didn't work... Using that save state, it's replacing all of the names of Denjuu who called me with the name of the last Denjuu who called, and reduces it to 1 letter on the menu screen like you said. So if the last Denjuu who called is CRYPTO, all of the Denjuu who I try to call show up as CRYPTO during the call, and just O on the recent calls screen. (I think.) That doesn't explain the PUNICA before though, because I don't have a Punica. ;_;
(Now get on the IRC right now! Do iiiit!)
Re: (Incomplete) Telefang English Translation
Posted: Sun Jun 19, 2011 5:37 am
by kmeisthax
Patch v83 is out. This VWFs every other piece of text in the game (that I know about). Even the nickname on the naming screen, which looks weird, but I'm not going to change until we decide if we're going to expand nicknames or not.
Here you see me naming Monstera after my favorite brand of overprescribed children's ADD medicine.
This also means the intro cutscene text ("Finally, we're connected") is properly VWF'd. This also fixes names on the call list, since that was using the status item routine (which assumes the VWF will tell it when to move up HL) with non-VWF styled text (which doesn't call the VWF, so HL never gets moved up).
Detailed patch notes.
Patch v84 is out. This adds a byte at WRAM C7C8, when it's set to 1 it causes all letters to be treated as 8 pixels wide. This isn't actually set by anything, I need to write VWF-Enable and VWF-Disable control codes into the main script interpreter, but it's getting late.
Re: (Incomplete) Telefang English Translation
Posted: Mon Jun 20, 2011 12:42 am
by andwhyisit
Kimbles wrote:That doesn't explain the PUNICA before though, because I don't have a Punica. ;_;
As I said, in the previous patch you likely fought a punica and then after using that save state in v77 this punica's name was left in ram and otherwise unused due to the address it was stored in being depreciated. Except for the call log and phone calls from the status menu, which were incorrectly reading from this address. This was fixed in v82, so no more PUNICA.