Making a field/battle event de/compilers? - 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: Making a field/battle event de/compilers? (/thread-4112.html) |
Making a field/battle event de/compilers? - MysticLord - 06-04-2021 I'm not making any promises - it may be too much for me to chew - but I'll at least take a crack at making event code de/compilers for field and battle scripts. I do need to know more about them though, namely:
http://ff6hacking.com/wiki/doku.php?id=ff3:ff3us:tutorial:events:background Quote:see: Event Commands Document and Event Script Dump RE: Making a field/battle event de/compilers? - Subtraction - 06-04-2021 There's already a field event disassembler. See https://www.ff6hacking.com/wiki/doku.php?id=utility#source_code RE: Making a field/battle event de/compilers? - Everything - 06-04-2021 Here's a disassembler I made a few years ago for the battle animation and event scripts. There's more info about the script format on the wiki. https://www.mediafire.com/file/7qae5ok988ai1eg/ff3_battle_anim_script.zip/file RE: Making a field/battle event de/compilers? - MysticLord - 06-04-2021 I recline corrected. edit Just for shits n giggles, has anyone considered using mnemonics instead of bytes, and if so what's the most apt mnemonic for each opcode and their parameters? |