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Need some assistance with my hack, maps, events, graphics
12-16-2013, 10:19 PM
(12-16-2013, 10:10 PM)JCE3000GT Wrote: On monsters physical damage instead of the random 56-63 could the range be widened to say 16 to 84?
It's entirely possible. It may present a case where the physical damage dealt by two of the same enemies would vary drastically, but if you're okay with that, implementing the new range should be quite easy.
Quote:As for defense, is it possible to do something similar to the physical damage to use Stamina and Defense?
Yep, that should be quite easy as well.
Quote:I hope you don't mind all my questions. Just trying to learn.
Not at all. I'm a helper. 0:-)
12-16-2013, 10:37 PM
12-17-2013, 12:53 AM
That kind of damage could make things very interesting JCE. That could potentially wipe parties out easily in long dungeons if you get a few nasty hits.
12-17-2013, 01:21 AM
12-17-2013, 01:37 AM
I look forward to seeing it. Also I am still working on the sprites for you, been trying to carve out at least a little time each day to work on them a bit.
12-17-2013, 12:37 PM
12-17-2013, 10:06 PM
(12-15-2013, 10:22 PM)JCE3000GT Wrote: I just cannot edit the title screen or simply bypass it altogether. I've been able to get a splash screen intro done but my goal to have it go from splash screen to Load Save screen OR edit the title screen graphics themselves.
I could have a look at this in the next few days.
12-17-2013, 10:41 PM
I was able to skip the title screen by replacing this:
You have to make as if you press ''a'' right away instead of loading the title screen:
So instead of a JSR $50A8 ou need a JSR $50C0. The magic byte is at C2/6890. Just change the A8 for a C0. It works fine, except a rapid white flash in ZSNES. First time it loaded the intro right away, then when I saved once it loaded the game selection screen. There is probably a way to have a smoother transition (no white flash), except I haven't really had time to look into this closely.
Code:
7E/501D: 20A850 JSR $50A8 (Handler for title screen)
You have to make as if you press ''a'' right away instead of loading the title screen:
Code:
7E/50B2: A506 LDA $06 (Load controller 1 bits)
7E/50B4: 8980 BIT #$80 (Pressing A?) (BMI...)
7E/50B6: D008 BNE $50C0 (Branch if so)
So instead of a JSR $50A8 ou need a JSR $50C0. The magic byte is at C2/6890. Just change the A8 for a C0. It works fine, except a rapid white flash in ZSNES. First time it loaded the intro right away, then when I saved once it loaded the game selection screen. There is probably a way to have a smoother transition (no white flash), except I haven't really had time to look into this closely.
For the title screen, it is also called via events:
You could try replacing A9 by FD (unused command) to see what it does.
Edit: This doesn't work as it remove the spalsh screen as well.
Code:
CA/5E33: A9 Show title screen
You could try replacing A9 by FD (unused command) to see what it does.
Edit: This doesn't work as it remove the spalsh screen as well.
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