Invoke Game Saving Screen Event Command - 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: Invoke Game Saving Screen Event Command (/thread-4043.html) |
Invoke Game Saving Screen Event Command - Morendo - 09-05-2020 Hi again everyone! Still chipping away at a few things here and ran into another speedbump. I saw Event Command AB is "Invoke Game Loading Screen" (used at startup), and it got me wondering... what about a new command to save? If we did this, we could have NPCs save our game from a Yes/No dialogue box instead of standing on a shiny and opening the menu. I know how I'd be able to program the actual event, but I would need to program a new Event Command using one of the unused actions. That brought me to the C0 disassembly (my nemesis!). I was hoping I could take the code for command AB, copy it to free space, adjust it to "save" instead of "load", and point the new event command there. Simple, right? The problem here is that I don't know what this dang AB command does! My C0 disassembly (mostly) isn't commented. Can anyone help? Am I on the right track? Code: Invoke game loading screen Any help would be greatly appreciated! RE: Invoke Game Saving Screen Event Command - C-Dude - 09-05-2020 Don't know how much I can help you here, but your C0 does seem to be out of date. Code: Invoke game loading screen |