Pony Fantasy VI Remake - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Dragons' Den (https://www.ff6hacking.com/forums/forum-13.html) +--- Thread: Pony Fantasy VI Remake (/thread-3106.html) Pages:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
|
RE: Pony Fantasy VI Remake - Badass - 02-20-2016 http://mnrogar.slickproductions.org/hacking/spell_graphics_data.txt Use that document for changing animations. Alexandr 10856A | 04 01 Beam sweeping across the screen | 06 01 sprite | 05 01 Flaming background gi might be right about it being with the background.. i always thought it was with the beam though.. try testing it RE: Pony Fantasy VI Remake - DrakeyC - 02-20-2016 Well, the visor is part of the background, yes. But it's there to stay, at least with the limits of my knowledge. Any time I moved the visor around or got rid of it, the beam went with it, too. I changed the 05 and the 01 in various combinations to various effects, but nothing simply got rid of the visor. A curious thing, though - 01 01 kept the visor and the beam, but moved them to a different spot on the screen. Weird. In lieu of getting rid of the visor, could I perhaps move the Alexander sprite over top of it to hide it? RE: Pony Fantasy VI Remake - madsiur - 02-20-2016 (02-20-2016, 07:19 PM)DrakeyC Wrote: Well, the visor is part of the background, yes. But it's there to stay, at least with the limits of my knowledge. if Alexander spell ID is #$45, there seem to be his ID compared at C1/B0E8. You could try removing the CMP and BEQ instructions. I think any hardcoded effect of spells that are not removed when changing the spells animation data are probably taken care in bank C1 in the C1/9000 to C1/BFFF range. You might also want to look at the animations scripts document to see if Alexander animation is labeled there. RE: Pony Fantasy VI Remake - DrakeyC - 02-20-2016 By BEQ and CMP I presume you mean this stuff, which I have no idea about any of it. I've tried to read it before and am clueless. https://www.ff6hacking.com/forums/ASM/thegun.htm Second - what animation scripts document? RE: Pony Fantasy VI Remake - madsiur - 02-20-2016 Get the C1 disassembly and look an go to the offset I mentionned. You must replace the instructions and their parameters. CMP and BEQ are two bytes each in this case, meaning you should try replacing them with 4 NOP instructions (#$EA). The animation scripts disassembly is in the hacking documents sticky thread in Hacking Discussion and was even linked in this very thread I think a few days ago. At this point you should try gathering the most useful documents, disassemblies and such. RE: Pony Fantasy VI Remake - DrakeyC - 02-20-2016 Presuming this is the animation script disassembly, no, Alexander is not there. https://www.ff6hacking.com/documents/battle_anim_script.txt As for the C1 disassembly, found it, gonna try. EDIT - Changed C945 F00F to C9EA F0EA. Didn't change a thing. Changed all four to EAs. Still didn't change anything. For Alexander's Spell ID, if this is what you mean, in FF3usME he's 68, not 45. RE: Pony Fantasy VI Remake - madsiur - 02-20-2016 (02-20-2016, 10:47 PM)DrakeyC Wrote: For Alexander's Spell ID, if this is what you mean, in FF3usME he's 68, not 45. FF3usME shown indexes in decimal, not hexadecimal. RE: Pony Fantasy VI Remake - DrakeyC - 02-20-2016 Okay then, fair enough. What next can I try to get rid of the visor? RE: Pony Fantasy VI Remake - madsiur - 02-21-2016 What I would do is check which pointer is loaded for the animation script and then locate the script in the document. There's 3 spots where pointers are loaded, search for $D1EAD8 in C1 then with a debugger set a breakpoint on those 3 spots before casting your summon. This should give you the pointer value. RE: Pony Fantasy VI Remake - DrakeyC - 02-21-2016 Okay, found the three pointers easy enough in C1. C1/B2BF, C1/BF6D, and C1/C0E2. But... Quote:with a debugger set a breakpoint on those 3 spots before casting your summon I don't know what that means. |