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:
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RE: Pony Fantasy VI Remake - DrakeyC - 05-10-2016 That is definitely not a fix; changing those bytes to what you had makes the game crash. Changing just the two bytes at 0D20 makes the damage normal, which is workable in lieu of a damage reduction. I guess it helps prevent Morph from being overpowered too, now that Terra can do it multiple times a battle. I'll take it. So, just the battle event to figure out. RE: Pony Fantasy VI Remake - seibaby - 05-10-2016 (05-10-2016, 04:09 PM)DrakeyC Wrote: That is definitely not a fix; changing those bytes to what you had makes the game crash. The code I posted is from vanilla. Have you applied any patches that changes the damage modification that might change the offsets of those calculations? You said the ROR $F1 was in the same place so that seems unlikely. What did you change exactly to make it crash? I'm thinking maybe you changed the F0 04 into a F0 80? That would cause a crash. (you should change the F0, not the 04). Anyway, NOPing the LSR $F0 and ROR $F1 works to disable the damage modification from Morph, too. Damage is two bytes long ($F0 and $F1) so you can't just change the last instruction (that'll only halve the portion of damage that is less than 256), you need to NOP the two bytes at 0D1E as well. RE: Pony Fantasy VI Remake - DrakeyC - 05-10-2016 I copied the code as you posted it. Beyond that I have no idea what the asm shorthand you're using means. I'll try to EA the stuff I think you said, though. EDIT - EA'd C2/0D1E to C2/0D21. Seems to work to reduce physical damage only. So, cool. From my understanding that's a more reliable fix than mine? RE: Pony Fantasy VI Remake - seibaby - 05-10-2016 (05-10-2016, 10:15 PM)DrakeyC Wrote: I copied the code as you posted it. Beyond that I have no idea what the asm shorthand you're using means. I'll try to EA the stuff I think you said, though. You wrote EA to C2/0D1E through C2/0D21, and now Morph halves physical damage taken? And you DIDN'T write EA to C2/0D15 - C2/0D16? The behaviour in vanilla is "halve magical damage only". NOPing the part of the code that actually does the halving should disable all damage reduction from Morph, magical or otherwise. Then it seems likely that you've applied a patch that makes changes to damage modification, and it just so happened that what you changed fixed what you wanted to fix. Maybe. I don't know what HatZen changed in his old patch, so you'd best ask him what this change might entail. It's possible that you didn't fix it completely. Try it on both big damage numbers and small and see. If HatZen's old patch changed this code, and the new patch doesn't, then patching the new patch over the old will leave stuff in from the old patch. That's just how IPS files work, they only transfer things that are different between the original and modified file. You seem satisfied with the changes though so I won't dig deeper into this. Though if you later find that you're having problems related to damage modification, you'd best ask HatZen about it. His new patch doesn't have his old source files so I can't tell what the old patch changed and what the code looks like. Here's the full damage modification function from vanilla. You can compare your ROM with this and see which addresses are different, if any. Code: [color=#000000]Damage modification (Randomness, Row, Self Damage, and more) RE: Pony Fantasy VI Remake - DrakeyC - 05-11-2016 I did, he provided this. Code: --- Double damage ---------------------|------------------------------- Replacing all of that with the code from vanilla FF6, unedited, still had double damage happening. If we can figure it out, cool, it'd be nice to have the option if feedback from playtesters would want the damage reduction back. But for now, I'll take a halfway solution of normal damage over the error of increased damage. EDIT - Yeah, my damage stuff is all the same up to C2/0D00. RE: Pony Fantasy VI Remake - seibaby - 05-11-2016 I see. It looks like his code rearranges the damage modification checks a bit, which is maybe why changing some stuff isn't working. You can restore this whole routine to what it is in vanilla pretty easily. Do you know how to use xkas? Copy this whole thing into notepad, save it as e.g. vanilla-damage-modification.asm, then open up a command prompt in that folder and type in this: Code: xkas vanilla-damage-modification.asm yourromfilename.smc NOTE: make sure your ROM is headered. If not, comment out the "header" line (add a semicolon in front of it). Code: hirom RE: Pony Fantasy VI Remake - DrakeyC - 05-11-2016 Seems to work for physical damage, not magical. Dunno if that's by design? RE: Pony Fantasy VI Remake - DrakeyC - 05-13-2016 An event snag. I'm editing the Ancient Castle intro event, and my sorcerer's new sprite is on Palette 6. This unfortunately means when he is tinted yellow (the other sprites are not) and when he petrifies Odin and Odin goes greyscale, the sorcerer does too. Not sure what to do to stop that. My Odin sprite, for now, is on Palette 2. Here's the code to tint the screen and petrify Odin. Code: CC/1CA9: B0 Execute the following commands until $B1 6 times Code: CC/1E16: 61 Colorize color range [$E0, $E1] to color $07 RE: Pony Fantasy VI Remake - Gi Nattak - 05-13-2016 You're gonna hafta just make Odin palette 7, and change all those colorize color range commands to F instead of E, so like [$E0, $E1] would become [$F0, $F1] E tells it to color in palette 6 objects, F is for palette 7. So this way it would color palette 7 Odin and not your palette 6 character. Remember to change this to $0F as well as this is what colors Odin to his correct palette: CC/1CBC: 60 Change background layer $0E to palette $15 RE: Pony Fantasy VI Remake - DrakeyC - 05-13-2016 A partial success; my Palette 6 character is all greyscale from appearing, now. Odin petrifies okay though. For future reference, Odin *has* to be Palette 7? Can't put him on Palette 5 and make it D0, D1? For now Odin is just a placeholder sprite but if there's restrictions I'll let Rydel know. |