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Pony Fantasy VI Remake - Printable Version

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RE: Pony Fantasy VI Remake - DrakeyC - 03-12-2016

Okay, so, new problem. When the final boss prepares to use Chaos Wave (Goner), he vanishes after the taunt.

I'd think this is due to the removal of the laughing head from the animation, but the bonus boss that also uses the screen shake animation doesn't vanish, so I dunno. Maybe I put in his self-healing script wrong?

My other guess is that the "Final Kefka mojo" script, and the "final Kefka laughing face" thing work different, because the latter was used for the bonus boss. Which makes me wonder what the difference is and if I'm safe to ditch the mojo script and use the laughing script.

EDIT - Derp, no, the mojo is his intro speech... I dunno then. I double checked the bonus boss, he doesn't vanish. But Kefka/Discord does...

If I have to keep the head, is it possible to change the head's appearance, either by swapping it with another graphic effect, or inserting a new image for it?

http://pastebin.com/STgg6mBJ






RE: Pony Fantasy VI Remake - Gi Nattak - 03-12-2016

(03-12-2016, 09:36 PM)DrakeyC Wrote: If I have to keep the head, is it possible to change the head's appearance, either by swapping it with another graphic effect, or inserting a new image for it?
I've looked for it before to edit it but was unable to find it. Looked through a bunch of decompressed graphics and yy-chr but nothing. I'm not sure where it is to edit it, it's a real mystery to me. Obviously it's not easily editable in a sprite editor, so this would lead me to think it's gotta be compressed somewhere. Not sure what kind of graphic is really is either, like a spell, or part of the background special one maybe...


RE: Pony Fantasy VI Remake - DrakeyC - 03-12-2016

Crap. So do I just have to leave the head in?


RE: Pony Fantasy VI Remake - Gi Nattak - 03-12-2016

Well, I'm not sure what you edited to remove the head, why it's glitchy. When I removed it the other week I didn't notice anything like this happening.


RE: Pony Fantasy VI Remake - DrakeyC - 03-12-2016

Where is the coding for the animation, again? If you could post what you have that's working, I'll see if maybe I did something else back when I changed it.


RE: Pony Fantasy VI Remake - Gi Nattak - 03-12-2016

These are definitely changes worth keeping tabs on after editing them. Wink

Code:
; [ Animation Script $0281: Misc. Monster Animation $0A: Final KEFKA Disembodied Head (bg1) ]

D0/02F7: 00 20                    speed 1, align to center of character/monster
D0/02F9: C4 80                    move bg1 thread to this thread's position
D0/02FB: D0 20                    set tile priority to 2 for all character/monster sprites
D0/02FD: 83 70                    move forward 17
D0/02FF: 83 30                    move down 17
D0/0301: 83 34                    move down 21
D0/0303: CD FF                    set bg1 animation palette color addition to 31 (white)
D0/0305: 89 1F                    loop start (31 times)
D0/0307: CE F1                    decrease bg1 animation palette color addition by 1 (white)
D0/0309: 00                       [$00]
D0/030A: 8A                       loop end
D0/030B: 80 89 01                 command $80/$89
D0/030E: 89 40                    loop start (64 times)
D0/0310: 00                       [$00]
D0/0311: 8A                       loop end
D0/0312: F7 A0                    wait until scanline 160
D0/0314: D4 02 01 12              add (sprites, bg2) to (bg1)
D0/0318: CC E0                    set bg1 animation palette color subtraction to 0 (black)
D0/031A: 89 1F                    loop start (31 times)
D0/031C: CF E1                    increase bg1 animation palette color subtraction by 1 (black)
D0/031E: 00                       [$00]
D0/031F: 8A                       loop end
D0/0320: FF                       end of script

You can try my ghetto-rigged alteration after you reverted your edit back - here's a binary file:
http://www.mediafire.com/download/s3n1gb1na3d8xmv/My+%27fix%27+for+dismembered+head+removal+%28put+at+D002F7%29.bin
Place at D0/02F7 (no header)


RE: Pony Fantasy VI Remake - DrakeyC - 03-12-2016

Okay, reverted my edit - I'd originally had everything from 02F7 to 0308 blanked as F1. I'll try your fix.

EDIT - Worked, thanks! Laugh


RE: Pony Fantasy VI Remake - Gi Nattak - 03-13-2016

Ok. Be sure and test from before the battle also.


RE: Pony Fantasy VI Remake - DrakeyC - 03-13-2016

No worries there, I had a save state from the third tier.

One question, about AI scripts - is there a way to cancel the shaking screen animation other than Goner? What happened was, I think the boss's revive script triggered while he was charging, so he kept attacking normally and the battle went on as the screen kept shaking, then he did the message and it shook doubletime. I'm having him use Goner as a counter when he dies, but I'd prefer to just have the shaking stop without needing Goner.

Okay, I really don't get this one. My replacement sprite for Imperial Soldiers is 64x64. No problem, change to a different mold to accommodate sprites those size, went with Mold 0.

Then I get to Terra's flashback in the intro and they're garbled like an improper mold.

I've edited the sprite down to 60x60 pixels and quadruple checked the molds. They still distort. And I can't figure out why.


RE: Pony Fantasy VI Remake - madsiur - 03-13-2016

(03-13-2016, 12:42 AM)DrakeyC Wrote: Then I get to Terra's flashback in the intro and they're garbled like an improper mold.

I don't think you can have a working formation that has 3x 64x64 monsters plus magitek armor (even without this I'm not sure). I've never tried it though.