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Battle Event: Locke and the Merchant/Officer

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Here's something that might help. At the beginning of a battle, the game does a check to see if Locke is wearing the soldier uniform, and then it forces the green palette to load. If you want to disable this behavior, just dummy out this code.

Code:
C1/3E06: BD AE 2E     LDA $2EAE,X     ; character graphics
C1/3E09: C9 0E        CMP #$0E
C1/3E0B: D0 12        BNE $3E1F       ; branch if not brown soldier
C1/3E0D: BD C6 2E     LDA $2EC6,X     ; actor index
C1/3E10: C9 01        CMP #$01
C1/3E12: D0 0B        BNE $3E1F       ; branch if not locke
C1/3E14: AD A0 1E     LDA $1EA0
C1/3E17: 29 08        AND #$08
C1/3E19: F0 04        BEQ $3E1F       ; event bit for when locke is a green soldier
C1/3E1B: FA           PLX
C1/3E1C: 7B           TDC             ; force palette 0 to get green soldier
C1/3E1D: 80 05        BRA $3E24

Also, I noticed earlier in this thread that folks were trying to figure out how to change the graphics for a character other than Locke. There are a couple of lines in the battle events that can be modified so that a different character will be affected. One for the green soldier event and one for the merchant event. Command C7 0C xx yy in an animation script changes character xx's graphics to yy. If you want these to affect a character other than Locke, just change the 01 to the character that you want.

Code:
D0/A79B: C7 0C 01 17              change actor 1 (Locke) graphic index to 23 (Green Soldier)

D0/A81B: C7 0C 01 13              change actor 1 (Locke) graphic index to 19 (Merchant)
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RE: Battle Event: Locke and the Merchant/Officer - by Everything - 04-20-2016, 01:24 AM

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