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 - B-Run - 10-01-2016 Thank you HatZen! The plan is to get the OAM sorted out, but this is a good alternative should it not pan out as we are hoping. Good work. A couple things: Would it have killed you to set all new bits on the gear for us!?! (j/k) ...It's obviously not a real problem, I just thought everything was broken at first. I'll get it set properly later... That being said, changing equipment in-battle is still checking the wrong bit for merit award. I set the new bits on just a couple pieces of gear, and everything looked great in the menu, but in battle it still allowed all the old "heavy gear", even though I hadn't set the new bit on those. As far as I've been able to test, it looks like everything else is working as intended. Has anyone else been able to make progress on their topics? RE: ASM Tasks - madsiur - 10-07-2016 I've done the portraits: http://imgur.com/a/mlFh2 (top screenshot is just a coincidence, it should be more glitchy...) Portraits and palettes expanded take about $4500 bytes in size. I had to modify event command 37 (limit), otherwise nothing really hard. There is about 6 index we can place the two chars in the C3 tables, spots $15 and $16 are the firsts available. This mean somehow we'll need them to have graphics $15 and $16 for their sprites too. I haven't looked into this. Portraits follow the $1601 index. I have not tested imp on character $0E and $0F. Code: hirom RE: ASM Tasks - madsiur - 10-07-2016 Shall we move Gesthal spritesheet and some NPC sheets after to make room for the two new sheets? This way they would be $16 and $17. I remember Catone speaking about how the game loads all the battle sprites before each fight, I'm not sure if it loads the first $16 sheets, if so we will need more RAM or we'll need to load selectively like skipping Gogo / Umaro in WOB and Ghost / Leo in WOR... I'll study this today. If anyone has info on the subject though it will be appreciated. RE: ASM Tasks - B-Run - 10-07-2016 Battle should work fine so long as you expand the pointer list. On the old 15th Man project I had Iris as sprite #$4E or something like that. RE: ASM Tasks - madsiur - 10-07-2016 Ok, I'm really tempted as putting their sheets after kefka ($16 and $17) to keep things orderly. I don't mind changing 49214 NPC GFX index in FF6LE after for the index shifted (as much as it will take to make room for 2 full sheets). Btw this thread is making my life easy: https://www.ff6hacking.com/forums/showthread.php?tid=2837 RE: ASM Tasks - B-Run - 10-07-2016 Gestahl needs to stay put. He's called into battle once, and his "slot" gets used for the green soldier in certain instances I *think*. I would do $17 and $18. Keep in mind, also, this means finding anytime these sprites are defined in the event code as well, tho hopefully there aren't too many of those. But keeping it in-line would be ideal. Thank you! RE: ASM Tasks - madsiur - 10-07-2016 (10-07-2016, 08:55 AM)B-Run Wrote: Gestahl needs to stay put. He's called into battle once, and his "slot" gets used for the green soldier in certain instances I *think*. I would do $17 and $18. I did this. However Wedge (either $17 or $18) appears as the green soldier in battle... Do you know where this is set? I've looked in C1 in vain... Otherwise I got a working prototype that work. The battle intro "fix" will let us copy a battle intro of an existing characters for Iris and char 16. I tried to shift all the battle event data of 6 byte to have a dummy pointer then $17 and $18 but the game did not liked that, even after changing pointers programmatically. I realized today battle event command parameter are offsets in the battle event data that doesn't serve as script. Hence the crashing. I relocated 4 tables which two will stay in .bin files due to their length. I changed everything that needed to except the battle palettes which we don't know yet. The man and old man NPCs are now at the very end. I'll wait before changing all the NPC data that needs to be changed. If we can find that goddam soldier sprite set (or char $18 setting in $C1 or $C2) we will be set. http://madsiur.net/asm.zip (the two spritesheet are just two Terra sheets) Code: hirom RE: ASM Tasks - HatZen08 - 10-08-2016 Download link: http://www.bwass.org/bucket/ff6re_10.7z Ok, i fixed the switch of equipments inside battle. Give it a testing. For reference, the code now checks the relics outside battle for the merit award effect. It isn't possible to change relics inside battle, so checking the relics outside battle should be fine. The code doesn't check if weapons, shields, hats, armors and everything else except relics has the flag for the merit award effect. I forgot to mention it, but Umaro can now equip items like weapons, shields, hats and armors like any normal character in the field. In battle, he still acts automatically. I don't see how it can be harmfull because Umaro can only equip two items in the entire game and he already begins eqquiped with them. We can let it as it is or we can setup extra equipment for him when we define Iris and the other guest equipments. However, if it is undesired, I can add an exception to block access to Umaro's equipment like the original game. RE: ASM Tasks - madsiur - 10-14-2016 For property relocation, can we set a starting point? As an example, starting at the 3 scenarios, only Iris could take spot $0E. Vicks (or Wedge I don't recall) would still use character $0E. This would lighten the edits, especially in the case of the beginning of the game. RE: ASM Tasks - B-Run - 10-15-2016 The earliest point we have suggested for her introduction is the magitek facility. Can you start from there? |