Pony Fantasy VI Remake - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Dragons' Den (https://www.ff6hacking.com/forums/forum-13.html) +--- Thread: Pony Fantasy VI Remake (/thread-3106.html) Pages:
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RE: Pony Fantasy VI Remake - DrakeyC - 06-27-2017 Yes, please. RE: Pony Fantasy VI Remake - Everything - 06-27-2017 Code: ; fix the animation script to just use one frame RE: Pony Fantasy VI Remake - DrakeyC - 06-28-2017 Yup, looks great, thanks! RE: Pony Fantasy VI Remake - DrakeyC - 07-04-2017 So, this is another more complex one, regarding equipment that boosts HP and MP by percentages. A lot of equipment pieces in my hack boost HP or MP to encourage party diversity (unicorn, pegasi, and earth ponies have different stat specialties, their exclusive equipment boosts their specialized stats). Looking at this coding, would it be possible to set Bit 15 to the 12.5% boost? That way, when a 12.5% equipment piece, and a 25% equipment piece, are used together, they trigger the 50% boost, giving further incentive to use the specialized equipment together for a stronger combined boost. Or I am misunderstanding the code and the game doesn't check for these bits across different equipment pieces? http://datacrystal.romhacking.net/wiki/Final_Fantasy_VI:ROM_map/Assembly_C22#C2.2F283C_apply_equipment_boost_to_HP_or_MP Code: (Apply percentage boost to HP or MP. Bit 14 set = 25% boost, RE: Pony Fantasy VI Remake - assassin - 07-04-2017 it merges the original flags into Variable $11D5 across equipment. then C2/0F7D and the functions below it choose the best flag, and set one or both bits seen in your post. you'd have to rewrite C2/0F7D and friends to factor multiple flags into their decision. RE: Pony Fantasy VI Remake - DrakeyC - 07-04-2017 So it wouldn't be as simple as just "change the bytes for 50% boosts to the ones for 12.5% and vice-versa" ? RE: Pony Fantasy VI Remake - assassin - 07-04-2017 you'd still have to rewrite C2/0F7D et al, this time to make their flag setting cumulative; they currently exit after putting their first flag value in A. you'd also need to swap entries in the C2/2859 pointer table (not hard). the C2/0F7D rewrite i was alluding to in my previous post wouldn't mark flags cumulatively, but rather return 80h if it detected both 12.5% and 25% original flags set. C2/2859 would be untouched. see, C2/0F7D does two things: - takes 3 possible input bits regarding HP or MP, and outputs a 2-bit value in Bits 6-7 (which become Bits 14-15). - outputs to Bits 6-7 regardless of whether input is coming from $11D5 Bits 2-4 (HP) or Bits 5-7 (MP). also, either reworking method would require rewriting Bank C3 code to use the new system. anyway, here's a longer C2/0F85 that might work: Code: LSR or if we could find a way to zero the top half of A before calling C2/0F7D (+2 bytes), we could drop the "bra try_125" thru "lda #$00" (-5 bytes). RE: Pony Fantasy VI Remake - DrakeyC - 07-04-2017 Okay, nevermind then, if the coding rewrites would be that substantial and need new coding in an entirely different bank then I think it's a bit much for a relatively minor gameplay tweak. Thank you for explaining it, though. RE: Pony Fantasy VI Remake - assassin - 07-04-2017 come to think of it, i believe Bank C3 calls C2 for this, as i'm not finding any $D85008 or $D85009 references in the former bank. so it shouldn't be too involved; just this one function. a similar-sized way to what i posted would be to use a data table: Code: hirom one advantage is the code and data don't require contiguous free space. RE: Pony Fantasy VI Remake - DrakeyC - 07-04-2017 Okay, I guess I'll try it, presuming that's an assembly code. EDIT - Asar says it's improperly put together, so if it's not assembly then what is it? |