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Are the life spells and remedy and antidote hard coded ?
10-19-2014, 12:39 AM
I changed them in the ff3usme editor and they work fine in battle but when I go to use them out of battle they are useable but do not work . I checked with an unedited rom the check boxes and they match .
10-19-2014, 10:23 AM
How exactly did you "change" them? What do they do now?
Moogles FTW
I moved them to a different spot on the spell list like the new life 2 spell is where antidote used to be and Remedy now ensuna is where life 1 used to be . They both are supposed to do what they originally did just different spell slot .
My mod spell list Original game
Cure Cura Cure Cure 2
Curaga Ensuna Cure 3 Life
Life Life 2 Life 2 Antidote
Now in my game I can't get life 2 or ensuna to work outside of battle they light up white but when I use them it just makes the screen blur and don't work .
My mod spell list Original game
Cure Cura Cure Cure 2
Curaga Ensuna Cure 3 Life
Life Life 2 Life 2 Antidote
Now in my game I can't get life 2 or ensuna to work outside of battle they light up white but when I use them it just makes the screen blur and don't work .
The game does checks based on spell number when you click on the spell in the menu. Your spell is flagged as unusable because the spell ID doesn't correspond to what is expected. You should change the spells IDs in the CMP instructions in this routine:
Code:
C3/2C1E: C92D CMP #$2D (is spell Cure?)
C3/2C20: F054 BEQ $2C76 (branch if so, check for terminal ailments)
C3/2C22: C92E CMP #$2E (is spell Cure 2?)
C3/2C24: F050 BEQ $2C76 (branch if so, check for terminal ailments)
C3/2C26: C92F CMP #$2F (is spell Cure 3?)
C3/2C28: F04C BEQ $2C76 (branch if so, check for terminal ailments)
C3/2C2A: C932 CMP #$32 (is spell Antdot?)
C3/2C2C: F03F BEQ $2C6D (branch if so, check for poison)
C3/2C2E: C933 CMP #$33 (is spell Remedy?)
C3/2C30: F032 BEQ $2C64 (branch if so, check for blind, poison, and stone)
C3/2C32: C922 CMP #$22 (is spell Float?)
C3/2C34: F017 BEQ $2C4D (branch if so, check for float)
C3/2C36: C923 CMP #$23 (is spell Imp?)
C3/2C38: F04A BEQ $2C84 (branch if so)
C3/2C3A: C92C CMP #$2C (is spell Dispel?)
C3/2C3C: F018 BEQ $2C56 (branch if so, check for float and invis)
C3/2C3E: 8042 BRA $2C82 (otherwise flag spell as can't be used)
C3/2C40: 20132D JSR $2D13
C3/2C43: C930 CMP #$30 (is spell Life?)
C3/2C45: F03D BEQ $2C84 (branch if so)
C3/2C47: C931 CMP #$31 (is spell Life 2?)
C3/2C49: F039 BEQ $2C84 (branch if so)
C3/2C4B: 8035 BRA $2C82 (otherwise flag spell as can't be used)
10-19-2014, 10:07 PM
Also, I'm pretty sure that moving something else to the position of Life 1 creates issues because Reraise is coded to cast the spell in that slot when somebody dies. If you don't deal with that, Reraised characters will merely have Remedy casted on them upon death.
Moogles FTW
10-19-2014, 10:38 PM
So I go into a hex editor and would change the code of the life 1 where I now have ensuna to 33 to work like remedy does ?
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