Dragon Horn max jump of 3
07-18-2018, 02:55 AM
Would someone be able to whip me up a quick patch to change the max number of jumps that the Dragon Horn can perform to 3 instead of 4? I assume this is easy, but I could be wrong!
07-18-2018, 12:37 PM
Sure. Open up a hex editor and replace the following lines with EA (aka "NOP", a code that says "skip this").
This will remove the chance of a 4th attack from happening.
Code:
Note: In a hex editor, on a headered rom, these will be bytes 021A35-021A39.
C2/1835: C9 10 CMP #$10
C2/1837: B0 03 BCS $183C (75% chance branch)
C2/1839: EE 70 3A INC $3A70 (Add 1 attack)
Change to
C2/1835: EA EA
C2/1837: EA EA
C2/1839: EA EA EA
This will remove the chance of a 4th attack from happening.
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
(07-18-2018, 12:37 PM)PowerPanda Wrote: Sure. Open up a hex editor and replace the following lines with EA (aka "NOP", a code that says "skip this").
Code:Note: In a hex editor, on a headered rom, these will be bytes 021A35-021A39.
C2/1835: C9 10 CMP #$10
C2/1837: B0 03 BCS $183C (75% chance branch)
C2/1839: EE 70 3A INC $3A70 (Add 1 attack)
Change to
C2/1835: EA EA
C2/1837: EA EA
C2/1839: EA EA EA
This will remove the chance of a 4th attack from happening.
Excuse my ignorance with hex editing, but this is literally my first time attempting it (my whole mod was created with FF3USME and FF3SE). I tried both WindHex32 and CrystalTile2 hex editors and found "021A35" as you suggested, but the code listed there looked nothing like what you posted. My rom is headered.
The first bit of code looks more like "40 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 04 FB" and it continues from there (I can't find the code you listed to replace).
Once again, I am a total noob and have only used asm and .ips patches to date.
07-18-2018, 04:35 PM
That seems to be address 21A350 (or E1/A150). Just remove your zero from the end. The code you are searching for is
C9 10 B0 03 EE 70 3A
Also, note that I haven't tested this code. The line that I'm not sure about is the "C9 10" (aka CMP #$10). If it's not working, a quick-and-dirty solution would be just to replace the last 3 bytes with EA. That way, whether you branch or not, it won't add an attack.
C9 10 B0 03 EE 70 3A
Also, note that I haven't tested this code. The line that I'm not sure about is the "C9 10" (aka CMP #$10). If it's not working, a quick-and-dirty solution would be just to replace the last 3 bytes with EA. That way, whether you branch or not, it won't add an attack.
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
(07-18-2018, 04:35 PM)PowerPanda Wrote: That seems to be address 21A350 (or E1/A150). Just remove your zero from the end. The code you are searching for is
C9 10 B0 03 EE 70 3A
Also, note that I haven't tested this code. The line that I'm not sure about is the "C9 10" (aka CMP #$10). If it's not working, a quick-and-dirty solution would be just to replace the last 3 bytes with EA. That way, whether you branch or not, it won't add an attack.
Ah, now I found it; thanks!
I am starting to wonder if I should also disable that 3rd jump... In my hack, the possibility of ultra-powerful attacks have been eliminated (offering + fixed dice, quick, x-magic, etc..) Currently, the most powerful move by far is the jump command with a Dragon Horn. All other attacks are limited to 9999 per turn at this point, but the Dragon Horn can technically do 3x that amount.
Can you tell me which lines the 3rd jump are, and if I just replace with the same code? I might disable that too, if it's not too hard for you to figure out!
07-18-2018, 09:15 PM
Here's the whole section of code:
If you want to disable the second jump, just NOP C2/182E-c2/1834 as well.
Code:
C2/1828: 20 5A 4B JSR $4B5A (random: 0 to 255)
C2/182B: EE 70 3A INC $3A70 (Add 1 attack)
C2/182E: C9 40 CMP #$40
C2/1830: B0 0A BCS $183C (75% chance branch)
C2/1832: EE 70 3A INC $3A70 (Add 1 attack)
C2/1835: C9 10 CMP #$10
C2/1837: B0 03 BCS $183C (75% chance branch - so there's a 1/16 overall
chance of 4 attacks)
C2/1839: EE 70 3A INC $3A70 (Add 1 attack)
C2/183C: BD F9 3E LDA $3EF9,X
C2/183F: 29 DF AND #$DF
C2/1841: 9D F9 3E STA $3EF9,X (Clear Hide status)
C2/1844: 4C 7B 31 JMP $317B (entity executes one hit (loops for multiple-strike
attack))
If you want to disable the second jump, just NOP C2/182E-c2/1834 as well.
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
07-18-2018, 09:20 PM
(07-18-2018, 09:15 PM)PowerPanda Wrote: Here's the whole section of code:
Code:C2/1828: 20 5A 4B JSR $4B5A (random: 0 to 255)
C2/182B: EE 70 3A INC $3A70 (Add 1 attack)
C2/182E: C9 40 CMP #$40
C2/1830: B0 0A BCS $183C (75% chance branch)
C2/1832: EE 70 3A INC $3A70 (Add 1 attack)
C2/1835: C9 10 CMP #$10
C2/1837: B0 03 BCS $183C (75% chance branch - so there's a 1/16 overall
chance of 4 attacks)
C2/1839: EE 70 3A INC $3A70 (Add 1 attack)
C2/183C: BD F9 3E LDA $3EF9,X
C2/183F: 29 DF AND #$DF
C2/1841: 9D F9 3E STA $3EF9,X (Clear Hide status)
C2/1844: 4C 7B 31 JMP $317B (entity executes one hit (loops for multiple-strike
attack))
If you want to disable the second jump, just NOP C2/182E-c2/1834 as well.
My hex editors do not display any of the "C2/1832" information. Can you give me the exact block of code like you did above so I can manually change it? That seems to be the only reliable way to find/replace the code for me... Sorry for the trouble!
07-18-2018, 09:28 PM
(This post was last modified: 07-18-2018, 09:29 PM by PowerPanda.)
Just as a quick note, the lines that say C9 40 and C9 10 are probability lines. In C2/1828, the program chooses a random number between 00 and FF. If that number is below 40 (1/4), you'll execute a 3rd attack. If it's below 10 (1/16 chance), you'll execute a 4th attack. If you wanted the possibility of a 3rd attack, but wanted to make it rarer, you could just change C2/182E to a smaller number.
Oh, it's just right above the first block of code. Just take off the C from the beginning and add 200 (hex) to account for the header.
Oh, it's just right above the first block of code. Just take off the C from the beginning and add 200 (hex) to account for the header.
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
07-18-2018, 11:11 PM
(07-18-2018, 09:28 PM)PowerPanda Wrote: Just as a quick note, the lines that say C9 40 and C9 10 are probability lines. In C2/1828, the program chooses a random number between 00 and FF. If that number is below 40 (1/4), you'll execute a 3rd attack. If it's below 10 (1/16 chance), you'll execute a 4th attack. If you wanted the possibility of a 3rd attack, but wanted to make it rarer, you could just change C2/182E to a smaller number.
Oh, it's just right above the first block of code. Just take off the C from the beginning and add 200 (hex) to account for the header.
That seems to have worked, thanks! I went ahead and reduced the chances of a 3rd attack to 10, or 1/16. I think that is a good setup now.
07-19-2018, 11:40 AM
As a side fix to Jump, Jump does double the total damage if you have a spear equipped, that part can be disabled. You can also make it miss and affect row if you want.
Double damage when spear equipped:
C2/1817: 20 12 15 JSR $1512 (Set $BD, turn-wide damage incrementor, to 2 if spear)
C2/181D: 20 12 15 JSR $1512 (Set $BD, turn-wide damage incrementor, to 2 if spear)
change 20 12 15 to EA EA EA to remove the double damage part
C2/180D: 8D A4 11 STA $11A4 (Set can't be dodged only)
C2/1810: 04 B3 TSB $B3 (Set ignore attacker row)
8D A4 11 to EA EA EA to make jump use the hit table
04 B3 to EA EA to make jump affected by Row
Double damage when spear equipped:
C2/1817: 20 12 15 JSR $1512 (Set $BD, turn-wide damage incrementor, to 2 if spear)
C2/181D: 20 12 15 JSR $1512 (Set $BD, turn-wide damage incrementor, to 2 if spear)
change 20 12 15 to EA EA EA to remove the double damage part
C2/180D: 8D A4 11 STA $11A4 (Set can't be dodged only)
C2/1810: 04 B3 TSB $B3 (Set ignore attacker row)
8D A4 11 to EA EA EA to make jump use the hit table
04 B3 to EA EA to make jump affected by Row
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