FF6 Hacking
Pony Fantasy VI Remake - Printable Version

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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.