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The 15th Man Project: ASM Thread
09-11-2013, 04:34 PM
Hey Mad, I thought of something for the equipment. Why not shove off the "Spec active when imp" bit to the empty byte 0, bit 7. That way you don't have to split up the equip data. Might simplify things for you.
Edit: just checked... if you remove the "no equip" restriction on Banon (properties 0E), he can be requiped with imp gear, so the game already knows how to use the extra bits there. Our best bet is probably to move Banon to another property slot and fix its call in the event code, then put Iris in slot 0E. Then all you have to do is fix the imp code to work with byte 0 bit 7 in a few places and we should be golden.
Edit: just checked... if you remove the "no equip" restriction on Banon (properties 0E), he can be requiped with imp gear, so the game already knows how to use the extra bits there. Our best bet is probably to move Banon to another property slot and fix its call in the event code, then put Iris in slot 0E. Then all you have to do is fix the imp code to work with byte 0 bit 7 in a few places and we should be golden.
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FFVI - Children of Vector: http://www.ff6hacking.com/forums/showthr...p?tid=2386
Monster AI Upgrade Patch: http://www.ff6hacking.com/forums/showthr...p?tid=2673
MMMMMagic 2.0: http://www.ff6hacking.com/forums/showthr...p?tid=3330
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