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A Guide to Ability Learning
(07-20-2020, 09:55 PM)Mutteo Wrote: Anyway I plugged in all the information you gave me and it seems to be working fine as far as I can tell. I am extremely grateful that you went out of your way to do this for me. It is very much appreciated. I wish I could return the favor somehow, though coding is not my strong suit.
No problem, I was glad to help. You've had the courage to actually attack the animation code (your harp thing), so you've got coding talents that I don't. I understand the hesitation, too, when I started just a year ago (or has it been two?) I wasn't even going to jump into this stuff: I thought it was like learning to speak robot.
As for hacking assembly in hex, there are a lot of documents on the Wiki that will help explain what each op code is actually doing.
https://www.ff6hacking.com/wiki/doku.php...s:doc:snes
If you're going to be doing more coding with hex, try to think of it like a logic flow chart. You've got a few variables (A, X, and Y mostly), you test to see if they've got the value you want, and then you modify or record something. In the case of the dance code above, we're basically doing the following:
A) Making a copy of the "Learn SwdTech" code
B) Replacing JSR $6222 with the block of code found at C26222, since we're in the D0 bank
C) Replacing instances of $E6F490 with our Dance Level table, $D096A2
D) Replacing instances of SwdTech RAM location $1CF7 with the Dance RAM location $1D4C
E) Replacing JMPs with JMLs to the appropriate spots, since we're in the D0 bank
F) Making sure all short jumps (BNE, BEQ, BCC, BCS) are pointing to the starts of the right lines, since we had to insert extra bytes to make room for the JMLs relative to the code we're patterning.
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