OTISFOLKS@aol.com | 4 Jul 2005 16:35
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Need a custom build(very simple)

Hey, I'm in need of a custom build of the current stable game.exe release.  
(I would do it myself, but QBASIC doesn't work with my computer)  pkmnfrk 
offered to help, but he is unable to compile the source properly.

The changes I need are simply: The 'normal' attack formula set to atk - def, 
rather than atk - def/2; and the elemental resistance formula set to Damage/2, 
as opposed to Damage*.12.  If anyone needs the exact location of these lines 
in the source, i can check it again, but nevertheless, any help is appreciated.
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Mike Caron | 4 Jul 2005 16:44
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Need a custom build(very simple)

This is a patch for the changes. Anyone who uses QB4.5 is elegible to
make this build.

On 7/4/05, OTISFOLKS <at> aol.com <OTISFOLKS <at> aol.com> wrote:
>  
> Hey, I'm in need of a custom build of the current stable game.exe release. 
> (I would do it myself, but QBASIC doesn't work with my computer)  pkmnfrk
> offered to help, but he is unable to compile the source properly. 
>   
> The changes I need are simply: The 'normal' attack formula set to atk - def,
> rather than atk - def/2; and the elemental resistance formula set to
> Damage/2, as opposed to Damage*.12.  If anyone needs the exact location of
> these lines in the source, i can check it again, but nevertheless, any help
> is appreciated. 
> _______________________________________________
> Ohrrpgce-motherhamster.org mailing list
> ohrrpgce <at> lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
> 
> 
> 

--

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Mike Caron
Final Fantasy Q
http://finalfantasyq.com
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[Bug 86] New: Foot offset is not taken into account when culling npcs to draw onscreen

http://HamsterRepublic.com/bugzilla/show_bug.cgi?id=86

           Summary: Foot offset is not taken into account when culling npcs
                    to draw onscreen
           Product: OHRRPGCE
           Version: 20050519 Quaternion
          Platform: Other
        OS/Version: other
            Status: NEW
          Severity: normal
          Priority: P3
         Component: NPCs
        AssignedTo: ohrrpgce <at> lists.motherhamster.org
        ReportedBy: teeemcee <at> gmail.com

When there is a foot offset, npcs at either the top or bottom (depending on
whether the offset is positive of negative) are not drawn if they are only a few
pixels onscreen (less than the footoffset)

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[Bug 87] New: Hero stuck on Attack B frame on attacking dead recorded enemy

http://HamsterRepublic.com/bugzilla/show_bug.cgi?id=87

           Summary: Hero stuck on Attack B frame on attacking dead recorded
                    enemy
           Product: OHRRPGCE
           Version: 20050519 Quaternion
          Platform: Other
        OS/Version: other
            Status: NEW
          Severity: normal
          Priority: P3
         Component: Battles
        AssignedTo: ohrrpgce <at> lists.motherhamster.org
        ReportedBy: teeemcee <at> gmail.com

When a hero's chained attack targets a recorded target which has died, the hero
attacks nothing but its frame changes to Attack B.

Might be specific to attacker animation Dash-in.

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[Bug 86] Foot offset is not taken into account when culling npcs to draw onscreen

http://HamsterRepublic.com/bugzilla/show_bug.cgi?id=86

teeemcee <at> gmail.com changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|NEW                         |RESOLVED
         Resolution|                            |FIXED

------- Additional Comments From teeemcee <at> gmail.com  2005-07-07 06:38 -------
committed a patch to subversion

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TeeEmCee | 7 Jul 2005 09:21
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Need a custom build(very simple)

I can compile with QB4.5 using DOSBOX. However, game.exe crashes on
exit. We've discussed it before, so I search the archives. How handy!

http://lists.motherhamster.org/htdig.cgi/ohrrpgce-motherhamster.org/2005-May/000335.html

According to myself, it only occurs if a battle was fought. OK, just
checked that's true. So, like TMC did, I increased the stack by 50
bytes and it went away. Sending to JSH.

Since I was compiling with QB4.5 and got the error, this may mean that
the stack needs to be increased for the official build as well.

TMC

On 7/5/05, Mike Caron <caron.mike <at> gmail.com> wrote:
> This is a patch for the changes. Anyone who uses QB4.5 is elegible to
> make this build.
> 
> On 7/4/05, OTISFOLKS <at> aol.com <OTISFOLKS <at> aol.com> wrote:
> >
> > Hey, I'm in need of a custom build of the current stable game.exe release.
> > (I would do it myself, but QBASIC doesn't work with my computer)  pkmnfrk
> > offered to help, but he is unable to compile the source properly.
> >
> > The changes I need are simply: The 'normal' attack formula set to atk - def,
> > rather than atk - def/2; and the elemental resistance formula set to
> > Damage/2, as opposed to Damage*.12.  If anyone needs the exact location of
> > these lines in the source, i can check it again, but nevertheless, any help
> > is appreciated.
> > _______________________________________________
(Continue reading)

Bob the Hamster | 7 Jul 2005 13:50
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Crash on exit?

On Fri, Jul 08, 2005 at 02:21:45AM +1200, TeeEmCee wrote:
> I can compile with QB4.5 using DOSBOX. However, game.exe crashes on
> exit. We've discussed it before, so I search the archives. How handy!
> 
> http://lists.motherhamster.org/htdig.cgi/ohrrpgce-motherhamster.org/2005-May/000335.html
> 
> According to myself, it only occurs if a battle was fought. OK, just
> checked that's true. So, like TMC did, I increased the stack by 50
> bytes and it went away. Sending to JSH.
> 
> Since I was compiling with QB4.5 and got the error, this may mean that
> the stack needs to be increased for the official build as well.
> 
> TMC

When I was working on resolving the out-of-memory problem that I 
introduced in bug 84, I did not expereince any errors on exit after 
battles. That was on Win 98. Is this only happening on DOSBOX and/or Win 
XP?

---
Bob the Hamster

TeeEmCee | 7 Jul 2005 20:19
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Crash on exit?

Odd. I can't get it to crash anymore. Except under DOSBOX, where it
likes to throw up "game.exe is already running" messages. Maybe that's
what I saw the first time. I'll shout if I see it reappear and can
confirm it.

On 7/8/05, Bob the Hamster <Bob <at> hamsterrepublic.com> wrote:
> On Fri, Jul 08, 2005 at 02:21:45AM +1200, TeeEmCee wrote:
> > I can compile with QB4.5 using DOSBOX. However, game.exe crashes on
> > exit. We've discussed it before, so I search the archives. How handy!
> >
> > http://lists.motherhamster.org/htdig.cgi/ohrrpgce-motherhamster.org/2005-May/000335.html
> >
> > According to myself, it only occurs if a battle was fought. OK, just
> > checked that's true. So, like TMC did, I increased the stack by 50
> > bytes and it went away. Sending to JSH.
> >
> > Since I was compiling with QB4.5 and got the error, this may mean that
> > the stack needs to be increased for the official build as well.
> >
> > TMC
> 
> When I was working on resolving the out-of-memory problem that I
> introduced in bug 84, I did not expereince any errors on exit after
> battles. That was on Win 98. Is this only happening on DOSBOX and/or Win
> XP?
> 
> ---
> Bob the Hamster
> _______________________________________________
> Ohrrpgce-motherhamster.org mailing list
(Continue reading)

[Bug 84] Constants for gen()/general()

http://HamsterRepublic.com/bugzilla/show_bug.cgi?id=84

------- Additional Comments From Bob <at> HamsterRepublic.com  2005-07-07 21:05 -------
Okay, based on the patch in attachment 45 I made a series of changes that made
game.bas small enough to open in the QB editor again. It could probably stand to
be a little smaller, but that can wait for another day.

Now to start actually using the GEN constants.

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TeeEmCee | 8 Jul 2005 05:04
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Battles

Since battles are both the most buggy and least touched by the
programmers aspect of GAME, I've set out to tackle of a few of the
bugs. The variable names in bmods.bas are so cryptic that I've had to
investigate what all of them do before even beginning. I'll probably
put this up on a page on the wiki.

Also, the RPG format documentation has holes, is outdated and not
neatly sorted. I'll work on it as I go along, because half the cryptic
things that happen point to offsets in undocumented data structures.

But, a question. Is the difference when setting the attack bitset
"Automatically choose target" and using the "Random focus" targetting
setting, after being handled completely differently simply that the
bitset has a 33% chance of spreading with an "optional spread" target
setting? In that case, "Random focus" sounds completely unneeded. The
random target choosing for "random focus" also appears to be very bad.

Also, they seem to handle noifdead (which also appears to be wrongly
named) differently. The target setting goes through 'gottarg:' which
sets ltarg() and then sets noifdead to 0. I can see that these are to
stop an enemy from being hit if they died since target selection, but
I really can't figure out whats going on.

TMC


Gmane