Final Requests for Help - 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: Final Requests for Help (/thread-4095.html) |
RE: Final Requests for Help - PowerPanda - 04-08-2021 Works perfectly. I changed the D0 in question to a "D0 06", and then placed the "4C DA 02" at the end. It's a nice, quick, 15-byte fix for an issue I'm surprised wasn't discovered before. RE: Final Requests for Help - C-Dude - 04-08-2021 You said during CasualTom's stream that you hadn't worked out how to make Imp look different for Kappa. I say use an approach similar to the one that was used for the equipment: check for Kappa and fork if the result succeeds. The graphic replacement code for Imp and Morph is in the C1 bank. Code: C1/2FB5: BDBD2E LDA $2EBD,X (which status to display) RE: Final Requests for Help - PowerPanda - 04-08-2021 Thanks, CDude! I have it working. The code is a frankenstein's monster, and is almost guaranteed to conflict with another hack, so I'm not posting it here. Let's just say I'm taking space I freed up with other C1 changes and doing a whole lot of subroutines. But it's working! Kappa now turns into a merchant when she is imped. RE: Final Requests for Help - PowerPanda - 04-11-2021 On my personal list has been fixing battle animations. I've fixed up the animations for Safe 2, Shell 2, the Super Ball (as a thrown weapon the character would take 2 steps forward and 2 steps back), and changed the animations for Rasp 2 and Kappa's Morph to be more appropriate for the ability. My last animation is one that I've been stuck on for 3 days, with no measurable progress. So, I figured I'd throw it here in case anyone knows. I have replaced the Esper Raiden with Leviathan. The graphics replacement was easy, but there's something tied to the sprite itself that is: 1. Causing the esper sprite to display underneath the enemies 2. Displaying the "slice through" graphic on the enemies, rather than displaying damage. This happens even when I change the spell to a damaging spell. It DAMAGES the enemies, but instead of displaying the damage numbers, it slices them in half. I've gotten far enough to know that it is tied to Byte 10 of the animation, and that Raiden's Byte 10 value (6B) is reading from this code: Code: Raiden: 6B - C2/EBFE I tried replacing that code with Terrato's (C2/F25D), since that graphic is almost the exact same size, replacing the LDX #$84 with Raiden's LDX #$8C, but that just crashes. I know from nop-ing out one function of the code at a time, that the code for slicing through the enemies is either the LDX #$8C or the ORA ($DA,X), and I suspect it's ORA ($DA,X) since Odin's code is just LDX #$8B/ORA ($DA,X). Most Espers have an ORA ($22,X) at that spot. However, but any edits to either of those 2 ops just causes crashing. Any ideas? I also started down an alternate path, thinking that I could put Leviathan in Ragnarok's spot, and have Ragnarok replace Raiden, since an instant death animation fits with Metamorph. I have been able to edit Ragnarok to be a damaging spell, so i know that works. However, Ragnarok is the one esper that you can't edit through Final Fantasy 3 Sprite Editor, so I can't just do a graphic replacement and call it good. I found that the slot for Ragnarok's graphics data (D2/77D0), is just a bunch of zeroes, and that there's some other function that's putting the graphics in. So yeah, if anyone can help me figure how to do 1 of the 2 following, I'd be immensely grateful: 1. Make Raiden's Byte 10 deal damage 2. Swap the sprites for Ragnarok and Raiden RE: Final Requests for Help - Everything - 04-11-2021 One quick note, the index registers (X and Y) are 16-bit at the beginning of these subroutines, so the disassembly should be: Code: C2/EBFE: 20 2D F0 JSR $F02D ; init_mode7 I could be wrong, but I don't think byte 10 determines whether to use damage numerals or the slice through animation. RE: Final Requests for Help - PowerPanda - 04-11-2021 (04-11-2021, 03:05 PM)Everything Wrote: I could be wrong, but I don't think byte 10 determines whether to use damage numerals or the slice through animation. Yeah, with a proper disassembly, it looks like you may be right. It's definitely in the LDX #$018C. I wonder where that is reading from? I thought that it might be in these 5-byte blocks: Code: D2/7780 Those appear to be just graphics though. When I straight-up replace Raiden with Tritoch's 5-byte block, I get a corrupted version of Tritoch's sprite, and it still slices through the enemies. RE: Final Requests for Help - Everything - 04-11-2021 Yes, what you posted is the data referenced by the value #$018C or whatever. That determines which esper graphics and palette get loaded, but there is another step to generate the correct animation frames (i.e. how the graphics tiles get arranged on-screen). I believe you already know about the 14-byte animation data at D0/7FB2, but you also need to update the 6-byte attack graphics data at D4/D000. The format is on the wiki: https://www.ff6hacking.com/wiki/doku.php?id=ff3:ff3us:doc:asm:fmt:attack_graphics_data. The index is the same as it is for the animation scripts, so the index for Tritoch is $01F2 for the sprite layer and for Raiden it's $0120. If you replace that block the graphics should no longer be corrupted. RE: Final Requests for Help - Drakkhen - 04-11-2021 Code: C1/B0DF: AD7D62 LDA $627D (Animation's Byte 10 in FF3usME) RE: Final Requests for Help - PowerPanda - 04-11-2021 Thank you so much, Drakkhen! I now have Raiden displaying damage, rather than doing the Cleave animation. The sprite is still showing behind the enemies, which is something I'll try to figure out tomororw. For today, I'm happy with this level of progress! RE: Final Requests for Help - Warrax - 04-12-2021 (04-11-2021, 06:23 PM)Drakkhen Wrote: I've been looking to make Raiden do damage without Cleave for a while, glad to see a new part of C1 documented (unless my docs are outdated?), thanks! |