Making Gogo "normal" - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Magitek Research Facility (https://www.ff6hacking.com/forums/forum-9.html) +--- Thread: Making Gogo "normal" (/thread-2640.html) Pages:
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Making Gogo "normal" - Scorcher - 07-21-2014 I want to make it so Gogo no longer has the customizable commands, how do I do this? I'm using WindHex. RE: Making Gogo "normal" - GrayShadows - 07-21-2014 Okaaaay. Looking at bank C3, I think you can actually make that switch just by changing one byte so that you bypass a lot of code. Code: C3/2244: A509 LDA $09 (from C3/2222) That BEQ $2254 takes you to the code that handles Gogo's custom status menu, where it checks for Gogo and then exits (via RTS) if the character is not Gogo. Which meaaaaans that you /should/ be able to just RTS instead. I think. This is untested! But give this a try. Change: Code: C3/2248: F00A to Code: C3/2248: F009 which points that BEQ to C2/2253 instead of /2254, aka the closest RTS. RE: Making Gogo "normal" - Scorcher - 07-21-2014 It sort of works, but it still has the cursor on the status menu, it doesn't do anything and won't move. RE: Making Gogo "normal" - GrayShadows - 07-21-2014 Okay, this section of code looks relevant: Code: DP $26 is #$0B - initiate the status screen You want to avoid this bit of code, too. Try changing: Code: C3/1C4F: 205D1C JSR $1C5D to Code: C3/1C4F: 20781C JSR $1C78 and see what happens. RE: Making Gogo "normal" - Scorcher - 07-21-2014 It worked for the most part but I'm okay with that, whenever I switched to "Gogo" from another character in the status menu it still shows that cursor, but other than that, it works just fine. RE: Making Gogo "normal" - GrayShadows - 07-21-2014 Aha! Found it. There are two more JSR to $1C5D -- you just need to change the same thing at C3/2218 and C3/223E. That'll fix it right up. ETA: Also, if you're looking at giving Gogo a magic list, that's doable, too, but you need to rearrange some RAM. I've got a patch finished that requires a special case for Gogo, rearranging RAM addresses that aren't altered too much (treasure chest bytes -- if you're working with other patches, this is the most compatible), but I'm also working on one that moves more-frequently-patched RAM addresses -- Morph timer, learned Blitzes, learned SwdTech, etc -- that'll be less compatible if you use any patches that affect those abilities. The advantage to the second patch is that it places Gogo's learned magic in the patch immediately following everyone else's, so you can use the regular game code (with a couple of minor CMP alterations). RE: Making Gogo "normal" - Scorcher - 07-21-2014 Where is that first patch you mentioned? RE: Making Gogo "normal" - GrayShadows - 07-21-2014 It's not posted anywhere yet, but the .asm is available here. It's a modification of work I did originally for the 15th Man project (so Iris could have a spell list). RE: Making Gogo "normal" - Scorcher - 07-21-2014 Don't worry about that actually, all I wanna know how to do now, is make it so he has a normal battle entry pose other than the whole: "SPINNING IN CIRCLES!!!!!" thing. RE: Making Gogo "normal" - Gi Nattak - 07-21-2014 look here for that: https://www.ff6hacking.com/forums/showthread.php?tid=2251&highlight=asked+the |