ASM Tasks - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Returner's Hideout (https://www.ff6hacking.com/forums/forum-66.html) +---- Forum: Full Roster Hack (Community Project) (https://www.ff6hacking.com/forums/forum-68.html) +---- Thread: ASM Tasks (/thread-3334.html) |
RE: ASM Tasks - HatZen08 - 09-24-2016 Quote:Okay so, if the equipment has the "imp"flag, wouldn't it still make any equipment with that flag's stats only affect the character if they're an imp? I probably worded that horribly. I assume the plan is to move the 'imp' effect from equipment to another variable in the equipment. The actual imp flag will be used to determinate if the first guest can equip the equipment. For now, the equipment bits for the imp effect and the first guest equipment-able flag share the same byte/bit address. Yes, it makes the equipment for the first guest useless because the equipment of the guest will only be useful when he has the imp status. But we should change the imp effect for another bit in the equipment and it should fix this issue. The same applies fro the 'merit award' flag. RE: ASM Tasks - B-Run - 09-24-2016 No, we are moving the bit checked for the special Imp effect on gear elsewhere. That way we are freeing up the bit its currently on to be a normal equipable gear bit for a new character. Edit: HatZen beat me to it. RE: ASM Tasks - B-Run - 09-26-2016 Stumbled upon this today, for whomever does equippable gear: Code: C2/30A0: 68 PLA (retrieve actual ID of character?) This saves the proper bit per battle character slot for which gear can be re-equipped in battle. That CMP #$0E will need to be changed in addition to whatever blocks the character from re-equipping in battle. Also, I added expanding the attack list to my list of things to do. Unless we want to reuse a bunch of attacks, it probably needs to get done. Plus I had insomnia the other night and have a rough idea for how I might do it. RE: ASM Tasks - B-Run - 09-26-2016 Another thing (sorry for double post): As we fill this out, I'll be keeping track of event RAM used. HatZen, everything looks good with your proof-of-concept. Instead of using the key items, can you move the bits to the first few of this large chunk of RAM? Also go ahead and trim your code to drop the event so that we just have the usable portion for the finished product. Let me know if you use any other RAM bits so I can update my list. Code: 0DF 9B:7 Iris is available These bits should probably also be relevant to m06 or anyone else tinkering with the OAM. RE: ASM Tasks - HatZen08 - 09-26-2016 Ok, i changed the presence bits from the rare items for the bits you mentioned. The code only uses these two bits. I split the code in two: Code: ff6re_03.asm: the main code without the event Download link: http://www.bwass.org/bucket/ff6re_03.7z RE: ASM Tasks - B-Run - 09-26-2016 Thanks. Do you think you can do some more equipment-related stuff?
RE: ASM Tasks - HatZen08 - 09-27-2016 I will give it a try. I will report later. RE: ASM Tasks - HatZen08 - 09-29-2016 Download link: http://www.bwass.org/bucket/ff6re_04.7z Ok, i finished what i could do. The 'merit award' and 'imp effect' flag were moved from position. They are now in the following byte. You can set/unset them with ff3usme: Code: $01 shell when hp is low To clarify, the 'imp effect' flag will make the quipment attack or defense power to be 1 if the wearer doesn't have the imp status. Otherwise, the attack/defense power is normal for the equipment. For the merit award, when the wearer has the 'merit award' relic, all equipment with the 'merit award' flag will be available for him. You can now equip the guests in the field menu. For the in-battle menu, with ff3usme, you can go to the startup tab and select Leo and Banon. They use the slots of the new guests. Make sure to uncheck the 'can't reequip during combat' flag BEFORE the guests are created by the event and they should be able to reequip in battle. Unfortunately, the selection of the equipment that they can switch inside battle is wrong. Does someone know where is the code where the available equipment for switch inside battle is setup? Also, For the shops, i can't progress further because of the oam data. I will simplify the issue and give you a simple code: Code: C3/C154 LDA #$E945 ;Terra's oam pointer This code will force all sprites in shop to use the specified oam pointer. For the default characters, it works fine in the shop engine. For the no-default characters, the oam sprites are wrong. Without the availability of the no-default sprites, i can't progress further. Does anyone has an idea how to bypass this issue? For reference, the oam pointers (low byte first) i know are: Code: 45 E9 - Terra RE: ASM Tasks - B-Run - 09-29-2016 (09-29-2016, 09:11 AM)HatZen08 Wrote: Unfortunately, the selection of the equipment that they can switch inside battle is wrong. Does someone know where is the code where the available equipment for switch inside battle is setup? Here's where to fix which equipment works inside battle. Code: C2/30A0: 68 PLA (retrieve actual ID of character?) change "C2/30A4: C9 0E CMP #$0E" to "CMP #$10" and you should be set. Characters $0E and $0F weren't making it to the code that sets their bit. RE: ASM Tasks - HatZen08 - 10-01-2016 Download link: http://www.bwass.org/bucket/ff6re_07.7z I suppose no one knows how to fix the oam pointers in the shop engine. In this case, i changed the approach to fix this issue. Instead of oam pointers, the shops will now use name strings for the characters. I altered the code used in the item menu to work for both the item menu and the shop menu. They actually use the same code with adjustments for the different engines. If someone knows how to fix the oam pointers, please let me know. Otherwise, i suppose name strings are the best (and the only) option that i can implement by now. |