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 - madsiur - 10-01-2016 You check 8 consecutive bits then if all 8 are clear you branch where you check 7 more, every bits except Shadow. If 8 then 7 bit are cleared it covers all characters except shadow which has no other choice of being alone in party. First command DE to set your caseword bits I posted then check if 8 are clear (command $C7), if so branch to check 7 bits left (command $C6), if so, play your Shadow event. Code: C6 : 18 : Conditional branch. As above, but with 7 conditions (AND'ed together). You can find a documented example of a C7 command. It's basically like $C0 except 8 consecutive times. RE: Pony Fantasy VI Remake - DrakeyC - 10-01-2016 Okay, what I want to do is make an event at the entrance to Narshe where Shadow leaves town upon entering if he's alone, to avoid the Gau-empty party glitch. EDIT - I had previously been directed to a patch to fix this that glitch. A search for documentation on that patch directed me to another one that does work, so yay. Sorry for wasting your time. :/ RE: Pony Fantasy VI Remake - Rydel - 10-10-2016 It looks like there's been some questions on how I hacked the battle backgrounds. To edit a background, you'll typically be changing 3 things: The graphics tile pack, the tile assembly, and the palette. If you are going to change which graphics pack, tile assembly, or palettes a background uses, you'll also need to change the background master list. This list will also be useful locating the information you want to change. Master List The background master list is located at $E70000 Each background is 6 bytes long. The first 3 bytes tell the game which graphics packs to use for the background. This value * 2 + $E71380 will give a 2-byte pointer to the graphics pack. I don't know where the bank is determined, so for locating the data, it might be faster to use this list: Code: Start End Length Description The next 2 bytes indicate the tile assembly to use. In every existing case, they are identical. I don't know what would happen if they weren't. To get the address of the tile assembly, goto this *2 + $E71848. The address referenced is in bank $E7. The last byte is the set of 3 palettes. The actual palette is at this * $60 + $E70150. Graphics Pack The actual graphics packs are compressed. They can be decompressed with Peer Sprite Viewer and edited in any sprite editor. Due to the complexity of backgrounds, I suggest something with a tile assembler, like Tile Layer Pro. Tile Assembly The tile assemblies are also compressed and can be decompressed in PSV, then edited with a hex editor. Each tile is represented by 2 bytes. The first byte is the tiles. Tiles 00-7F are in the first graphics pack. Tiles 80-FF are in the second graphics pack. I'm not sure how this works for backgrounds that use 3 graphics packs. The second byte is a set of bit flags. bit 0: Flip tile vertically bit 1: Flip tile horizontally bit 2-3: Unknown bit 4-5: Palette. 01 is the first palette. 10 is the second palette. 11 is presumably the 3rd palette. bit 6-7: Unknown Palette The palettes are just normal palettes and can be edited in something SNESPal A few notes: Some backgrounds share graphics packs or palettes. Make sure you are aware of what other backgrounds change when you make an edit The Ghost Train, Train Tracks, and Minecart backgrounds are animated. I haven't checked how that's handled. If the game crashes loading a background, try to copy the section to the buffer in PSV. If it gives a bad compression error, your data isn't compressing small enough. You may need to make changes and recompress it RE: Pony Fantasy VI Remake - B-Run - 10-11-2016 This would be great for a tutorial and/or video if you get the time to put something together. RE: Pony Fantasy VI Remake - DrakeyC - 10-11-2016 Sorry to interrupt the awesome with a bug report. Somehow, Quasar is causing my Cyclone spell's animation to glitch up. I compared their animations to vanilla and they're the same, all that's different with either spell is that Cyclone is a normal Wind spell compared to W Wind. I can confirm it is Quasar doing it though, Cyclone looks fine normally, then when the enemy (works on two separate battles, also) uses Quasar, Cyclone comes out looking like this. RE: Pony Fantasy VI Remake - Tenkarider - 10-11-2016 but... i love that glitchy animation! RE: Pony Fantasy VI Remake - Rydel - 10-11-2016 Is there any enemy in the original the uses both Quasar and W.Wind? I think it might just be the combination overwriting some data the animation needs. As I mentioned in the FiMFiction thread, I think it displays the animation you're seeing there, then puts a transparency mask over it, and the mask is getting overwritten by Quasar. You might just need to switch out the attack for a similar one with a different animation, like Flood, or maybe Windstorm if you want to keep it the same element RE: Pony Fantasy VI Remake - DrakeyC - 10-11-2016 Actually yeah, seems so. Tested a vanilla rom with a save downloaded from a FF6 save archive. There's the glitch. Well, that's fun. I guess yeah, gonna have to change the animation. Wouldn't a glitch like this have long been found and a patch made by someone out there, though? Granted, no one is gonna use W Wind against the handful of enemies that use Quasar (or just never use it because it sucks), but still. RE: Pony Fantasy VI Remake - Tenkarider - 10-11-2016 (10-11-2016, 09:15 AM)DrakeyC Wrote: (or just never use it because it sucks) ...And this is why no one ever reported this glitch. RE: Pony Fantasy VI Remake - DrakeyC - 10-18-2016 Where is the data for the animation of the Floating Continent rising stored? A slight issue with that scene. |