FF6 Hacking
Custom "character joins" screen - Printable Version

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Custom "character joins" screen - fedorajoe - 08-17-2013

I want to create a new "character joins" scene so that one of the existing characters can join the team at a different point in the story. It wasn't difficult to figure out how to recreate the joining scenes for the most part, except for one thing. Even after studying the existing joining scenes, I don't understand how to make the new character NOT disappear when the rest of the screen fades to black and their intro text appears. Can anyone advise me?

Thanks!


RE: Custom "character joins" screen - madsiur - 08-18-2013

Well I don't know what you are doing wrong but if we take Locke's intro it goes as follow, from Arvis dialogue to Locke intro text:

1) Arvis dialogue
2) Locke action queues (surprise expression)
3) music overrride (bit $1CC & $2BC)
4) Play Locke theme
5) Hide Arvis
6) Fade to black ($CAD00F)
7) Camera moving
8) Locke intro text

As you can see there is nothing there that hides Locke... Are you calling $CAD00F or are you simply fading the screen to black? This might be the problem.

Code:
CC/A693: 4B    Display dialogue message $0029, wait for button press
               OLD MAN: Took you long enough!
               How goes the robbing and plundering trade?
CC/A696: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A698: 1F        Do vehicle/entity graphical action $1F
CC/A699: FF        End queue
CC/A69A: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A69C: 01        Do vehicle/entity graphical action $01
CC/A69D: FF        End queue
CC/A69E: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A6A0: 1F        Do vehicle/entity graphical action $1F
CC/A6A1: FF        End queue
CC/A6A2: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A6A4: 01        Do vehicle/entity graphical action $01
CC/A6A5: FF        End queue
CC/A6A6: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A6A8: 1F        Do vehicle/entity graphical action $1F
CC/A6A9: FF        End queue
CC/A6AA: 92    Pause for 30 units
CC/A6AB: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/A6AD: D4    Set event bit $1E80($2BC) [$1ED7, bit 4]
CC/A6AF: F0    Play song 13 (Locke), (high bit clear), full volume
CC/A6B1: 42    Hide object $11
CC/A6B3: 45    Refresh objects
CC/A6B4: B2    Call subroutine $CAD00F
CC/A6B8: 38    Hold screen
CC/A6B9: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/A6BB: C1        Set vehicle/entity's event speed to slow
CC/A6BC: A1        Move vehicle/entity right/down 1x1 tiles
CC/A6BD: A1        Move vehicle/entity right/down 1x1 tiles
CC/A6BE: FF        End queue
CC/A6BF: 4B    Display dialogue message $0030, wait for button press (Show text only) (At bottom of screen)
               Treasure hunter and trail-worn traveler, searching the world over for relics of the past…

By the way, I like you FF4 Golbez hack! Glad to see you're hacking FF6 now!