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Pony Fantasy VI Remake
I don't have an asm, but I do know the changes that were done, The Genji Glove changes are the ones you explain in the linked post, to make Umaro work with the Genji Glove and Gauntlet auto-optimize. The Merit Award change, the "equip heavy equipment" mechanic is tied to item 211, so I changed the DA at C3/9F7A to D3, to point to the new relic.
While a pain, if this is part of the problem I'm perfectly able to switch the two relics and put the heavy equipment relic back at the original Merit Award item slot.
The Atlas Armlet, I just want its effect to be stackable like the Earring.
Thanks so much Madsiur.
While a pain, if this is part of the problem I'm perfectly able to switch the two relics and put the heavy equipment relic back at the original Merit Award item slot.
Code:
C3/9F71: C9D1 CMP #$D1 (is it the Genji Glove?)
C3/9F73: F037 BEQ $9FAC (branch if so)
C3/9F75: C9D0 CMP #$D0 (is it the Gauntlet?)
C3/9F77: F033 BEQ $9FAC (branch if so)
C3/9F79: C9DA CMP #$DA (is it the Merit Award?)
C3/9F7B: F02F BEQ $9FAC (branch if so)
The Atlas Armlet, I just want its effect to be stackable like the Earring.
Thanks so much Madsiur.
08-19-2016, 06:53 AM
hey
is there away you guys could put in a auto pilot system on this romhack please
so the airship can fly to the town you select
is there away you guys could put in a auto pilot system on this romhack please
so the airship can fly to the town you select
(08-19-2016, 06:53 AM)Mac68 3000 Wrote: is there away you guys could put in a auto pilot system on this romhack please
so the airship can fly to the town you select
This is not a reasonable demand. If you could select a town on the mini-map for auto-pilot, you can ATM see where this town is on the mini-map and fly manually. Mac I think you are playing too much FF6
08-19-2016, 07:47 AM
There are 4 spot you'd need to change the merit award ID:
As for you linked post, it links to one of your post, not one of mine (and the previous post from me is pretty useless...).
I'll work on the Atlas Armlet tweak.
Code:
Fork: Compare old and new relics
C3/9F6F: A5B0 LDA $B0 ; Old relic 1
C3/9F71: C9D1 CMP #$D1 ; Genji Glove?
C3/9F73: F037 BEQ $9FAC ; Trigger if so
C3/9F75: C9D0 CMP #$D0 ; Gauntlet?
C3/9F77: F033 BEQ $9FAC ; Trigger if so
C3/9F79: C9DA CMP #$DA ; Merit Award?
C3/9F7B: F02F BEQ $9FAC ; Trigger if so
C3/9F7D: A5B1 LDA $B1 ; Old relic 2
C3/9F7F: C9D1 CMP #$D1 ; Genji Glove?
C3/9F81: F029 BEQ $9FAC ; Trigger if so
C3/9F83: C9D0 CMP #$D0 ; Gauntlet?
C3/9F85: F025 BEQ $9FAC ; Trigger if so
C3/9F87: C9DA CMP #$DA ; Merit Award?
C3/9F89: F021 BEQ $9FAC ; Trigger if so
C3/9F8B: B92300 LDA $0023,Y ; Relic 1
C3/9F8E: C9D1 CMP #$D1 ; Genji Glove?
C3/9F90: F01A BEQ $9FAC ; Trigger if so
C3/9F92: C9D0 CMP #$D0 ; Gauntlet?
C3/9F94: F016 BEQ $9FAC ; Trigger if so
C3/9F96: C9DA CMP #$DA ; Merit Award?
C3/9F98: F012 BEQ $9FAC ; Trigger if so
C3/9F9A: B92400 LDA $0024,Y ; Relic 2
C3/9F9D: C9D1 CMP #$D1 ; Genji Glove?
C3/9F9F: F00B BEQ $9FAC ; Trigger if so
C3/9FA1: C9D0 CMP #$D0 ; Gauntlet?
C3/9FA3: F007 BEQ $9FAC ; Trigger if so
C3/9FA5: C9DA CMP #$DA ; Merit Award?
C3/9FA7: F003 BEQ $9FAC ; Trigger if so
C3/9FA9: 6499 STZ $99 ; Reequip: No
C3/9FAB: 60 RTS
As for you linked post, it links to one of your post, not one of mine (and the previous post from me is pretty useless...).
I'll work on the Atlas Armlet tweak.
Strictly speaking I'd imagine it isn't impossible. There's a couple Auto-pilot sequences, off the top of my head when getting the Falcon you're flown to Maranda. And I guess one could put in a menu system when examining the Falcon's controls to select a location from a list.
That said, even if there was such a patch already, I'd have no interest in applying it. It's not as though FF6's world is hard to navigate, or we don't have the internet to look up maps.
EDIT - Sorry, it was Gi's post on Umaro. Looking at your posted code, all four Merit Award bits there are changed.
That said, even if there was such a patch already, I'd have no interest in applying it. It's not as though FF6's world is hard to navigate, or we don't have the internet to look up maps.
EDIT - Sorry, it was Gi's post on Umaro. Looking at your posted code, all four Merit Award bits there are changed.
08-19-2016, 08:33 AM
hey
I really like of how you the hairdryer on your mod
its really funny
I really like of how you the hairdryer on your mod
its really funny
This seems to work for stackable Atlas Armlet (or any relic having the "raise fight damage" property). You need some space in C2:
Edit: For your re-equip bug, you're probably still have this unchanged:
I would also check proper relics are pulled at $C39F5C and that the optimum function works properly with actor $0D.
Code:
hirom
;header
org $C21077
JSR subrA
BRA continueA
org $C21086
continueA:
org $C20D5C
JSR atlas
BCS brnD ;Branch if physical damage unless concerns mp
BIT #$02
BNE double ;Branch double earrings - add 50% damage
XBA
LSR
brnD:
LSR
BCC exitB ;Exits function if not Atlas Armlet / Earring
LDA $3C59,X ;Load item special effect #4
BIT #$20 ;Check if double Atlas Armlet
BNE double ;Branch double atlas armlet - add 50% damage
org $C20D75
double:
org $C20D85
exitB:
org $C26469 ;Change to free space in C2
subrA:
LDA #$02
TRB $11D5 ;clear "raise magic damage" bit in Item Bonuses
BEQ brnA
TSB $11D7 ;if Earring effect is set in current equipment slot, set it in Item Special 2:
BEQ brnA
TSB $11D5 ;if Earring effect had also been set by other equipment slots, set it again in item bonuses
brnA:
LDA #$01 ;Do the same for Atlas Armlet effect
TRB $11D5
BEQ exitA
LDA #$20
TSB $11D9 ; Use item special effect #4 bit 5 (unused)
BEQ exitA
LDA #$01
TSB $11D5
exitA:
RTS
; We need so room in original function
atlas:
LDA $11B0 ;Max Damage
STA $EE ;Stores damage at $EE
LDA $3C44,X ;Relic effects
SEP #$20 ;Set 8-bit Accumulator
RTS
Edit: For your re-equip bug, you're probably still have this unchanged:
Code:
C3/9EF1: B90000 LDA $0000,Y ; Actor
C3/9EF4: C90D CMP #$0D ; Umaro?
I would also check proper relics are pulled at $C39F5C and that the optimum function works properly with actor $0D.
08-19-2016, 10:37 AM
I don't know why the assemblies don't like me, but they don't seem to be assembling right. I put org $C264E8 as my free space address and it didn't do anything. I open the command prompt, navigate to the folder with xkas in it with the .asm and .smc, and put "xkas <filename>.asm <filename>.smc," yes?
Also just a general question, if I attach the Earrings' magic boost effect to another equipment piece, can it stack more than twice with two Earrings as well? Same for this new Atlas Armlet.
For Umaro:
C3/9EF4 and C3/9EF6 are EA'd out. Just in case I put them back in with 0D increased to 0E, and also tried EA'ing out C3/9EF1. Still crashes. And yes, the four Relic checks at $C39F5C are pointing to the right one. Did a Find command of the C3 disasm, the bits seemingly have been increased to 0E where they relate to optimize.
The Atma Weapon and Heal Rod fix worked, thank you.
Also just a general question, if I attach the Earrings' magic boost effect to another equipment piece, can it stack more than twice with two Earrings as well? Same for this new Atlas Armlet.
For Umaro:
Code:
C3/9EF1: B90000 LDA $0000,Y
C3/9EF4: C90D CMP #$0D (Is it Umaro?)
C3/9EF6: F007 BEQ $9EFF (branch if so)
C3/9EF4 and C3/9EF6 are EA'd out. Just in case I put them back in with 0D increased to 0E, and also tried EA'ing out C3/9EF1. Still crashes. And yes, the four Relic checks at $C39F5C are pointing to the right one. Did a Find command of the C3 disasm, the bits seemingly have been increased to 0E where they relate to optimize.
The Atma Weapon and Heal Rod fix worked, thank you.
08-19-2016, 01:21 PM
It stacks two per character. What did you do to test the stacking?
For the menu bug, try reverting Gi Nattak part and my part of solution and see if it crash
You'll need to do proper debugging if so.
For the menu bug, try reverting Gi Nattak part and my part of solution and see if it crash
You'll need to do proper debugging if so.
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