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Monster AI Upgrade patch - Printable Version

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RE: Monster AI Upgrade patch - madsiur - 02-04-2017

(02-04-2017, 10:20 AM)B-Run Wrote: I'm sure its possible... tho I don't know about fading in and out... but some sort of visual sprite change that doesn't feel totally blunt or abrupt...

I don't think you can fade a pixel on the SNES. Transparency is a color of the palette (color 0 for monsters) and a pixel only has RGB values (5 bits each, remaining bit is unused). There is no way to give it a transparency value like the ARGB format.

However as you said, you could use a "death" animation, a bit like the one Seigfried use on Phantom Train. Easy way is to use this, what is cooler is coding a custom one that is closer to fading!


RE: Monster AI Upgrade patch - Lord Envoy - 02-04-2017

Yea I know about that, was just looking for a way to do it with a large sprite. In any other case it would be the same as chadarnook but i suppose unless sit ever gets  figured out, it will always be a script I can't write.


RE: Monster AI Upgrade patch - Tenkarider - 02-04-2017

chadarnook and the lady were still fit in a single mould


RE: Monster AI Upgrade patch - B-Run - 02-04-2017

Yeah, I think that's what he was saying. He's hoping to be able to change large sprites on the fly during battle.

I'll keep it on the short list.


RE: Monster AI Upgrade patch - ExiaTreason - 10-25-2017

(08-28-2014, 03:04 PM)B-Run Wrote: General Mechanic changes:
  • 24-bit monster HP patch by cklein0001 (bugfixed by myself)

Which bug was fixed here? I'm still getting invulnerable monsters most of the time when you're in slot 5 or 6 on the battlefield. I got stuck in the game as soon as I got to the Imperial Outpost and meat Cyan because of this.


RE: Monster AI Upgrade patch - B-Run - 11-23-2017

(10-25-2017, 09:05 PM)ExiaTreason Wrote: Which bug was fixed here? I'm still getting invulnerable monsters most of the time when you're in slot 5 or 6 on the battlefield. I got stuck in the game as soon as I got to the Imperial Outpost and meat Cyan because of this.

I thought I had that fixed. I'll have to look it over if i get a chance. Obviously I can't let this stand. I honestly can't remember what was done, and there's a lot more left to boot, like healing working correctly with the extra byte.


RE: Monster AI Upgrade patch - kamesennin - 08-27-2020

(10-25-2017, 09:05 PM)ExiaTreason Wrote:
(08-28-2014, 03:04 PM)B-Run Wrote: General Mechanic changes:
  • 24-bit monster HP patch by cklein0001 (bugfixed by myself)

Which bug was fixed here? I'm still getting invulnerable monsters most of the time when you're in slot 5 or 6 on the battlefield. I got stuck in the game as soon as I got to the Imperial Outpost and meat Cyan because of this.

I also have this problem. Clean, headered, 1.0 rom without even adding a 3rd byte to the HP yet...


RE: Monster AI Upgrade patch - doofenH - 04-22-2022

Found some errors.
The row command no longer work. The character used up their turn but no position was changed.
Checking on not having some status (FC09) on relics or prot from death like Safety Bit does not work. It ignore but still read the next line & execute the attack as if it correctly check the status.


RE: Monster AI Upgrade patch - Warrax - 09-22-2024

(04-22-2022, 08:54 AM)doofenH Wrote: Found some errors.
The row command no longer work. The character used up their turn but no position was changed.


I've found the row command bug to be caused by the Pincer + Row patch by assassin, that patch messes with the row code and use free space, in my case both hacks used the same freespace.