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FF3USME battle script change - Printable Version

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FF3USME battle script change - Rodimus Primal - 09-16-2016

I'm curious because someone brought this to my attention. Does FF3USME mess up the battle script for Hell's Rider? Apparently it changes him to constantly cast Death. Has anyone ran into this? I may have a fix but I want to be sure.


RE: FF3USME battle script change - madsiur - 09-16-2016

Edit: Which monster ID is Hell Rider? After seeing this post, it seems it could be an unmentioned FF3usME addition.

What FF3usME say it does is fixing the Mag Roader script end (adding $FF) so Mag Roader does not take Wild cat script as counterattack script. But making a binary comparison of two ROM tells me FF3usME reorganize all scripts and pointers with that fix. Nothing game changing to my knowledge other than fixing the mentioned bug. It's also hard to trace a single byte change in that context.

Original script:
Code:
Main script
F0 EE EE EF - Random attack: Battle, Battle, Special
FD          - End turn
F0 00 05 05 - Random attack: Fire (34%), Fire 2 (66%)
FF          - End main script
[FF3usME adds a FF here]

Counterattack script (Wild Cat script beginning)
FC 13 01 01 - If there is only one monster left...
F0 B3 FE FE - Random attack: Fire Ball (34%), no attack (66%)
FE          - End counter
F0 EE EE FE - (implied "If attacked...") Random attack: Battle (66%),
             no attack (34%)
FD          - End counter (implied "End script")



RE: FF3USME battle script change - Rodimus Primal - 09-16-2016

Well I'm being cautious about changing a byte that may or may not be an actual issue. That and I'd much rather get some feedback from here since this site is a dedicated FFVI board.


RE: FF3USME battle script change - Imzogelmo - 09-16-2016

Because the battle scripts are stored sequentially (not necessary of course but that's the way it is for conservation of space), and because one byte is missing in the vanilla game, the fix would shift all subsequent scripts by a byte, and doing so would also change pointers for all those shifted scripts.

I  don't think there's anything funny going on there. There are other issues with (certain specific) scripts that can occur, such as time-locked RNG, but that's not a bug in FF3usME so much as a limitation of the game engine itself.


RE: FF3USME battle script change - Rodimus Primal - 09-16-2016

Okay so its definately not FF3USME causing the issue. Thanks!