FF6 Hacking

Full Version: blitz, swordtech, and other battle animations
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3
(01-22-2012, 06:53 AM)badass Wrote: [ -> ]how about changing the health skill? Banon's skill set?

Everything is possible. This is probably what you are looking for:

Code:
Health animation?

C1/BB62:    20F7BB      JSR $BBF7        (from C1/B76F, X = 1A)
C1/BB65:    900E        BCC $BB75
C1/BB67:    2035BC      JSR $BC35
C1/BB6A:    A26C0F      LDX #$0F6C
C1/BB6D:    20F5B7      JSR $B7F5
C1/BB70:    A927        LDA #$27
C1/BB72:    20E1BB      JSR $BBE1
C1/BB75:    60          RTS

I don't think you can edit those graphics with FF3usME or the MDE editor unless I'm mistaken. As for this assembly routine, I don't know exactly what it does (aside of probably loading health's graphics) but it jumps (JSR) to multiple places and studying it would require some time. I should be in bed since a long time lol...Sorry if I can't help more for now...Someone might come up with a better answer...

BTW, the health animation is the same as the animation for the Cure 2 (Cura) spell.
(01-22-2012, 04:56 PM)Angelo26 Wrote: [ -> ]BTW, the health animation is the same as the animation for the Cure 2 (Cura) spell.

lol. I thought of that for a second but I wasn't sure...Are they two different instances of the same animation of by changing the cure 2 animation you change health as well?

Then, what would hold the code that I posted? The animation of the sprite + the spell animation?
thank you all for the replies but my question was actually to change the skill "health" into something totally different. I know its possible with a hex editor but I'm a super newbie when it comes to that.. unless you can show me step by step and what program to use.. but if not I was wondering if it could be easier since some monster skills are shared with some of the characters' move sets. Like "shock" and "megahit". (how editing "megahit" in anyway changes how "shock" damages, affects, or animates).
well health is kind of different

you can indeed edit it to look like something else but thats a process

other then that there is a possible targeting issue when it comes to messing with health (something J told me a long time ago) but to go about doing it I'm not 100% sure I can look into it 2 find out where u need to look but to actually edit it is something else
You can edit Health spell stats by changing the value 2E to something else:

Code:
Health

C2/171E: A9 2E LDA #$2E (attack stats points to cure 2)
C2/1720: 85 B6 STA $B6
C2/1722: A9 05 LDA #$05
C2/1724: 80 3F BRA $1765

You could also change Health characteristics such as the aiming, if it can be mimic/used by Gogo or as an imp:

Code:
CFFE00-CFFE7F       DATA     Command info, 2 bytes each.
0001 = Gogo can use command
0002 = Can be mimicked
0004 = Use when an Imp
FF00 = Aiming

Health is command 26 and it should be at CF/FE34.

As for other behaviours related to the commands you could play with the values in this table:

Code:
Player Command Pointers (from C1/7CDE)

C1/7CE9:    9277    (Fight)    
C1/7CEB:    6957    (Item)    
C1/7CED:    A057    (Magic)    
C1/7CEF:    9577    (Morph)    
C1/7CF1:    9577    (Revert)    
C1/7CF3:    9577    (Steal)    
C1/7CF5:    9577    (Capture)    
C1/7CF7:    1B56      (SwdTech)
C1/7CF9:    7558    (Throw)         
C1/7CFB:    B158    (Tools)    
C1/7CFD:    6B77    (Blitz)     
C1/7CFF:    9577    (Runic)    
C1/7D01:    ED58    (Lore)    
C1/7D03:    9577    (Sketch)    
C1/7D05:    9577    (Control)    
C1/7D07:    AE59    (Slot)    
C1/7D09:    2759      (Rage)
C1/7D0B:     9577    (Leap)    
C1/7D0D:    9577    (Mimic)    
C1/7D0F:    5859    (Dance)
C1/7D11:    3156    (Row)    
C1/7D13:    3B56    (Def)      
C1/7D15:    9577    (Jump)    
C1/7D17:    E17C    (X-Magic)    
C1/7D19:    9577    (GP Rain)    
C1/7D1B:    9577    (Summon)    
C1/7D1D:    9577    (Health)    
C1/7D1F:    9577    (Shock)    
C1/7D21:    9577    (Possess)    
C1/7D23:    8359    (MagiTek)

Here Health points at C1/7795. You could maybe try to replace that value with A057 (magic) or 8359 (Magitek). I can't guarantee any result however and don't know what would be the output. As for the graphics, they are handeled in the code I previously posted I presume.

Edit: All those values can be changed only with an Hex editor. You must therefore know how the adressing (offsets) works and it wouldn't hurt either if you could learn how to count in hexadecimal. These are the basics.
thanks madsiur :p
wow that's good info, thanks poco and madsuir
thats why we are here

even though Madsiur outshined me on this LOL
I don't like to "necro" threads, but it seems a better idea than creating a new topic on an old subject.

I was thinking about changing the intro animation for "black" magic spells, but this brings up a major problem: in the encounter between Kefka and Emperor Gestahl on the floating continent, Gestahl uses a similar animation, but it is not affected by changing the black magic intro animation in FF3usME, nor does information pertaining to this encounter seem available on that utility. Does anyone know where in the ROM this information is, and how one would change Gestahl's casting animation?

Also, regarding Magic intros, there are of course two: one for white magic, and one for black. How does one go about changing which spells use which intro? Also, is it possible to create a third magic intro? In my hack, I separate magic into three classes with eighteen spells each: Black, Time and White. Most of the major problems in this endeavor (proper menu display, using spells outside of battle, and the functionality of Imp, Condemned, Banon's Health, Roulette, etc.) are solved and, happily, no longer an issue.

BUT, currently, the first 24 spells utilize the "black" magic animation, meaning the first six "Time" magic spells do as well. Ideally, each of the three classes would have separate animations, but I'm leaning towards either changing the pointers to refer only to the first eighteen spells, or (my last option) simply changing the white magic animation, to be identical to the black magic animation.
Pages: 1 2 3