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(11-07-2018, 01:01 PM)madsiur Wrote: (11-07-2018, 06:57 AM)Lightning Wrote: Ehm, unfortunately the only build I have without the Shock once per battle code is like 3 months ago, so not worth going back that far just for a cursor fix!
Well you can make a reverse patch. Apply the patch to a clean ROM and create a reverse patch with the modified ROM as base ROM and vanilla ROM as modified ROM.
Sounds like he's okay with the cursor issue instead of reversing it and not having it at all.
I'd really like to use this patch as well, but with a glaring issue like that I'm sure it'd drive me crazy
That, and there's some outside patches I use that conflict with this in a terrible way...
Hopefully someday GrayShadows will bless us with a fix!
We are born, live, die and then do the same thing over again.
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11-07-2018, 03:03 PM
(This post was last modified: 11-07-2018, 03:04 PM by Warrax.)
Madsiur's idea is spot on, its the most safe and simple way to fix issues caused by a specific patch.
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Can anyone help me get the Beam animation effect (like bolt beam, fire beam, aura bolt, etc.) to work coming from a monster? I tried messing with the spell animation in FF3usME for hours and got nowhere. Basically, I just want the same behavior as Tek Laser, but with a different larger beam like Bolt Beam. Everything I try glitches the game out big time.
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11-21-2018, 02:52 AM
(This post was last modified: 11-21-2018, 02:53 AM by Lightning.)
Thanks. By playing around with FF6MDE using "battle_anim_script.txt" as a reference, I was able to put together a few nice looking spells through trial and error!
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Can someone tell me which byte controls the item given by the sick man in Mobiliz? I want to change the Tintinabar to something else. It should be item number "E5" somewhere (posted this in the shoutbox too, since this is a double post and may not show up).