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Need some assistance with my hack, maps, events, graphics

#11
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(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. Smile

Not at all. I'm a helper. 0:-)


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#12
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The mod I'm doing will definitely call for that random of a range of monster damage. Smile

Thanks for helping out, it is greatly appreciated.


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#13
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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.
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#14
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When you see my mod and what it's based on trust me you'll understand. Smile That and thankfully my mod isn't really a dungeon crawler.


I hope to have a tech demo before the spring/summer.


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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.
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#16
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Oh cool. Take your time, I'm not in a huge hurry. Something like this needs time and quality work don't you agree? So I'm in no rush. Smile


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(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.
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#18
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Oh good. Is be greatful if you could help out. Smile


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I was able to skip the title screen by replacing this:

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.
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#20
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For the title screen, it is also called via events:

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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