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GrayShadow's 'Giving Gogo Magic' code
04-18-2016, 10:41 PM
This is the RAM (memory) not the ROM so everyone playing your game would have to change it. If the screenshot was taken at game start you've got a problem, if it was taken after sabin's recruitment it is normal its value is not 00. If I understand the code correctly, I don't think 0x17 is a valid value (bit 0, 1, 2, 4 set) meaning he would know blitzes 1, 2, 3 and 5... skipping 4. I'd check the integrity of this data in your hack:
I would also change the following RAM values to $1A3D, $1A3E and $1E3F instead of $1E3A, $1E3B and $1E3C here as mentioned previously. The org value is where the code start:
Code:
Data: Bitfields to add SwdTechs/Blitzes
C0/A22C: 00 (none)
C0/A22D: 01 (Pummel/Dispatch)
C0/A22E: 03 (Aura Bolt/Retort + above)
C0/A22F: 07 (Suplex/Slash + above)
C0/A230: 0F (Fire Dance/Quadra Slam + above)
C0/A231: 1F (Mantra/Empowerer + above)
C0/A232: 3F (Air Blade/Stunner + above)
C0/A233: 7F (Spiraler/Quadra Slice + above)
C0/A234: FF (Bum Rush/Cleave + above)
I would also change the following RAM values to $1A3D, $1A3E and $1E3F instead of $1E3A, $1E3B and $1E3C here as mentioned previously. The org value is where the code start:
Code:
org $C0BE17
LDA $E6F564 ; Initialises Strago's known lores at recruit.
STA $1E3A ; Strago's known lores, byte 1
LDA $E6F565
STA $1E3B ; Strago's known lores, byte 2
LDA $E6F566
STA $1E3C ; Strago's known lores, byte 3
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