Cursed Tintinabar - 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: Cursed Tintinabar (/thread-2774.html) Pages:
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Cursed Tintinabar - Tenkarider - 01-23-2015 As you might have already guessed i'm going to curse Tintinabar's effect, so that each step will steal your HP, instead of restoring them. So i tried this code: (headered) B9 1C 16 // 00004C84 4A 4A C2 21 20 E0 D7 EA EA EA EA EA EA 99 09 16 83 00 // 0000D9E0 B9 09 16 C3 00 90 04 A9 00 00 // tested also A9 00 01 60 E3 00 60 I expected that each step it would have lose 4 x stamina HP and stopped to 0 or 1 HP, before going under 0... i don't really know what happened, but surely i've seen only weird reaction to my code... Is there some piece of the formula that i've missed, or something? Anyone else has some idea on how to implement some code like this one? RE: Cursed Tintinabar - Gi Nattak - 01-23-2015 I'm not sure, but who would want to equip it if it steals your HP lol? RE: Cursed Tintinabar - Catone - 01-23-2015 I have no clue how the tintin bar works but could you possibly raise the healing till you overflow and go in the negative? Probably dont help was just the first thing that come to my caffeine lacking mind. And I would imagine it would zero gained exp, raise gp, negate stat decrease, or cure cancer to intice wearing something that hardcore. RE: Cursed Tintinabar - Tenkarider - 01-23-2015 ...You guys lack of imagination The only thing that interests me of Tintinabar is his reversable healing property, then the next step is changing that relic into a soul eater sword... in the perfect style of the sword used from Hotsuma(Akujiki), in Shinobi(Ps2 game) That sword, as the video shows, is hungry of souls: if you don't feed it, then it will start to drain your soul, until you kill someone... RE: Cursed Tintinabar - Drakkhen - 01-23-2015 The main problem with your code is that some of the opcodes you're using use the stack relative addressing: Code: C0/D9E0: 83 00 STA $00,s 83, C3, and E3 should be changed to 85, C5, and E5 for direct addressing. You also want to make sure you use an address for temp storage that isn't storing anything important, $1E should be fine since it's used as a temp in the original code. Something like this: Code: C0/D9E0: 85 1E STA $1E Or you could use subtraction by addition: Code: C0/4A7D: B9 1C 16 LDA $161C,y The big advantage being no free space needed. RE: Cursed Tintinabar - Catone - 01-23-2015 I like it, but how do you plan on "feeding" it? I only ask because an idea of that magnitude would beg for something more complicated than hp drain effect. Not saying it would kill it, and fancy is not coming to mind at the moment (being balls deep in auction house script is kinda numbing) but I'm sure there's something. Still you've definatly gained points for aiming at making that bar fun for a change. RE: Cursed Tintinabar - Tenkarider - 01-23-2015 Thanks, Drakkhen... i'll test it later. I had some trouble to realize where i could store that value, since X and Y were already used, that should save me... even EOR FFFF is a cool idea, never thought that before How to feed it? Believe it or not, it will be more than valid HP drain effect for the wielder: no one forces you to keep it equiped outside battle, still you'll have to do it before that happens, or you won't fight with it (in the case i might lock weapon switch for who can equip that weapon) Sounds boring keep switching the weapon? No one forces you to do that too, you can also do a Kamikaze rush, if you want The point of this hack is dodge the curse or embrace it: still there's not only white or black as choices, there's also infinite varied types of grey... PS. the lower your level, the longer you'll be able to resist the sword, as the curse will affect you, you'll risk to be left without HP much more faster... On a side note i'm still worried from chaining drain, i mean... how it's calculated HP drain cap? If that allows you to drain ~9000 HP at level 1, then it's not good. RE: Cursed Tintinabar - Catone - 01-23-2015 I dont know, draining 9k might not be a bad insentive IF there was a way to add a variable that would allow it to hit that hard only if it was "hungry". As in, if it had been equiped for awhile and only "feeding" off the user, it would hit harder for an attack or two, as if starved, then back to more normal levels if used more often. Not sure how that would work but would be a reason to leave it equiped full time and wouldnt really be cheap if you had to wear it but not use it in order for it to hit harder. Just a thought. The more I hear the more I like it though. RE: Cursed Tintinabar - madsiur - 01-23-2015 (01-23-2015, 02:41 PM)Tenkarider Wrote: Thanks, Drakkhen... i'll test it later. You can also store values on the stack with the PHA, PHX and PHY instructions. The important thing is to pull them back (PLA, PLX, PLY) before the stack is used again. RE: Cursed Tintinabar - Tenkarider - 01-23-2015 I believe that option wasn't available: after a PL? opcode the value of A would have been replaced before i could subtract stamina * 4 to current HP value... _____________________ did the change, but still it doesn't like to the game... Weird stuff happened each 3 steps(1 or 2 steps appearently don't make anything), the only difference is that now it happens after 1 step(2 steps appearently does nothing)... it almost looks like from max HP it directly jumps to 0 HP and vice-versa (and i can swear it leads to HP over/underflow) ________________________ EDIT: the third solution worked as planned! Thanks for that On a side note i was wrong with Tintinabar damage per step: it was stamina / 4, now i changed it with damage ~= stamina. |