Event edit questions - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Magitek Research Facility (https://www.ff6hacking.com/forums/forum-9.html) +--- Thread: Event edit questions (/thread-3260.html) |
Event edit questions - FF6Fanatic - 06-02-2016 I'm trying to figure out camera movement, and other things. Fiddling with the introduction scene -- the "Long ago, the War of the Magi..." is giving me some info but it's still unclear how some things work. This is the byte sequence for the camera while the 1st bit of text, "Long ago [...] ceased to exist", is being displayed over the Narshe peak -- 30 04 9E 9E 86 FF 30: Begin action queue for character $30 (Camera) 04: ??? 9E: Move vehicle/entity down 8 tiles 0E: Move vehicle/entity down 8 tiles 86: Move vehicle/entity down 2 tiles FF: End queue Firstly, i'd like to know what the second byte (04) does; it's not included in the event dump file by Imzogelmo. Second, how does the movement bytes work? I've changed the last one (86) a few times and the effects were as follows: 84 Move vehicle/entity UP 2 tiles 85 Move vehicle/entity RIGHT 2 tiles 86 Move vehicle/entity DOWN 2 tiles 87 Move vehicle/entity LEFT 2 tiles What is the logic here? It's like adding 01h changes the movement direction by 90° clockwise. But that doesn't explain much. Any ideas? RE: Event edit questions - Kugawattan - 06-02-2016 The byte after Begin Action queue tells the game how many bytes does it have to read for the actions of the selected actor. This is because some bytes can do different things weither they're in an action queue or not. 90 outside an action queue unlocks the Bum Rush, but inside an action queue it moves vehicle/entity up 5 tiles. So 04 tells the game there are four bytes (three + FF, end of queue) the game has to consider as action queue. There are variations. 04 tells the game to continue with the following code without waiting for it to finish. 84 (80 + number of bytes action queue is long) would tell the game to wait till the action queue is finished before continuing with the rest of the code. 00 + "number of queue bytes long" is useful if you need to have a two or more characters moving at the same time. For the second question, I don't think there's too much relation between adding 01 to the resulting action. When I event edit I just search in the dump "up 5" or "right/down 3". It does the trick better than trying to memorize. I still don't know what byte to put to make a character face left. I always check it out. RE: Event edit questions - FF6Fanatic - 06-02-2016 I see, the 80+number of bytes explains a lot. And you're right about the movements, it didn't cross my mind to just find existing examples. Thanks, I'm learning a lot... RE: Event edit questions - m06 - 06-03-2016 Code: Movement (80-9F): this is originally documented in ff3info.txt by Yousei RE: Event edit questions - FF6Fanatic - 06-03-2016 Great timing, I was just stating to mess with movement. That table looks really handy. To make sure I understand, to make a character move I need to insert the move command inside an action queue for that actor, right? Like 00 83 C0 89 FF 00: actor in slot 0 83: 3 byte action queue with precedence/priority C0: slowest movement speed 89: move 3 tile to the right FF: end queue Is that correct? RE: Event edit questions - Gi Nattak - 06-03-2016 That is correct yes. RE: Event edit questions - Imzogelmo - 06-05-2016 (06-02-2016, 02:18 PM)Kugawattan Wrote: For the second question, I don't think there's too much relation between adding 01 to the resulting action. When I event edit I just search in the dump "up 5" or "right/down 3". It does the trick better than trying to memorize. I still don't know what byte to put to make a character face left. I always check it out. I do the same thing. No sense really in memorizing the commands per se; if you use it enough you will naturally remember it, and if not, that's OK because that's why God created the Ctrl+F sequence. RE: Event edit questions - FF6Fanatic - 06-05-2016 I'm having a bit of a problem -- after the intro event plays out, I can't seem to give the player control of the character. The game just crashes. I might as well post the code for what I did, it's not much really Code: INTRO, SIEGFRIED What is missing here...? I thought I had everything covered. If it matters, this code starts at CC/985F. It replaces the "Long ago, the War of the Magi..." sequence. EDIT: m06 helped me solve it, thx dude |