Sniper Sight - 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: Sniper Sight (/thread-907.html) |
Sniper Sight - DjinnAndTonic - 02-21-2011 Hey, I've completely forgotten how the Sniper Sight effect is coded into the game. There's no checkbox for on FF3usME, so I'm assuming it's hard-coded based on item ID? Does anyone remember for sure? RE: Sniper Sight - Angelo26 - 02-21-2011 There are six instances in which the Sniper Sight is used in the code in the C2 Bank: some of these instances are related to weapons, while others are related to commands like Jump. C2/107E: 0C D7 11 TSB $11D7 (if Earring effect is set in current equipment slot, set it in Item Special 2: boost steal, single Earring, boost sketch, boost control, sniper sight, gold hairpin, economizer, vigor + 50%) C2/1808: 20 9F 29 JSR $299F (Load weapon data into attack data. Plus Sniper Sight, Offering and more) C2/28E4: 6A ROR (Top half A [will be $3C45] = $11D7 = boost steal, single Earring, boost sketch, boost control, sniper sight, gold hairpin, economizer, vigor + 50%) (Load weapon data into attack data. Also handles Offering, Sniper Sight, etc) C2/299F: 08 PHP C2/29A0: BD 2C 3B LDA $3B2C,X C2/29A3: 8D AE 11 STA $11AE (Vigor * 2 / Magic Power) C2/29A6: 20 21 2C JSR $2C21 C2/29A9: BD 45 3C LDA $3C45,X C2/29AC: 89 10 BIT #$10 C2/29AE: F0 05 BEQ $29B5 (If no Sniper Sight) C2/29B0: A9 20 LDA #$20 C2/29B2: 0C A4 11 TSB $11A4 (Sets Can't be Dodged) C2/319D: 20 9F 29 JSR $299F (Load weapon data into attack data. Plus Sniper Sight, Offering and more) RE: Sniper Sight - DjinnAndTonic - 02-21-2011 Ugh, how weird. The default is to Set "Can't be Dodged", but there's a Branch if Equal for Sniper Sight NOT equipped? That makes so little sense... >.>;; |