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How to get rid of the Magitek statut in battle
Hi, can someone help me, I'm trying to get rid of the magitek status in battle for a project..I replaced 89 by fd everywhere.Is there another way
CA/5E72: 89 Inflict the following status ailments on character $00 (Actor in stot 0): M-Tek
CA/5E76: 89 Inflict the following status ailments on character $0E (Actor in stot 14): M-Tek
CA/5E7A: 89 Inflict the following status ailments on character $0F (Actor in stot 15): M-Tek
(Thanks angelo for your help on finding this)
CA/5E72: 89 Inflict the following status ailments on character $00 (Actor in stot 0): M-Tek
CA/5E76: 89 Inflict the following status ailments on character $0E (Actor in stot 14): M-Tek
CA/5E7A: 89 Inflict the following status ailments on character $0F (Actor in stot 15): M-Tek
(Thanks angelo for your help on finding this)
10-26-2012, 03:40 AM
$89 is a four-byte command, so you'd need to $FD out the three bytes after the initial $89 as well.
An alternative is changing $89 to $88 in those three cases. $88 is the command to remove a status, so you'd be removing a status the characters presumably don't have anyway, effectively doing nothing.
An alternative is changing $89 to $88 in those three cases. $88 is the command to remove a status, so you'd be removing a status the characters presumably don't have anyway, effectively doing nothing.
10-26-2012, 01:12 PM
Thank you Synchysi! The 88 method didnt work for the magitek armor, I had to put fd after the every bytes after command.It work :-) thanks again!
Now that I checked angelo answer again, he said the same things (change every codes)but I got confused and changed only the 89 codes! So much to learn!
Now that I checked angelo answer again, he said the same things (change every codes)but I got confused and changed only the 89 codes! So much to learn!
12-13-2012, 10:22 AM
Also having issue with this, I would like to remove the M-tek sequence from the start of the game, eg play with Terra, Biggs and Wedge as normal, non M-tek sprites and abilities.
[EDIT] Nevermind, I just had to change hex editors
[EDIT] Nevermind, I just had to change hex editors
12-15-2012, 12:16 PM
Good to see you breaking into coding Astaroth. Yes, what Synchysi said.
Also, for the beginning of the game. I think I remember hearing something about MTek and the "Met Arvis" event bit. Taken from the event bit document:
Also, for the beginning of the game. I think I remember hearing something about MTek and the "Met Arvis" event bit. Taken from the event bit document:
Code:
Bit RAM Description
-------------------------------------------------------------------------------
...
001 80:1 Met Arvis (disables a Magitek Armor-related function in the mines)
Let's Hack FF6 Stream: https://www.twitch.tv/b_run_
FFVI - Children of Vector: http://www.ff6hacking.com/forums/showthr...p?tid=2386
Monster AI Upgrade Patch: http://www.ff6hacking.com/forums/showthr...p?tid=2673
MMMMMagic 2.0: http://www.ff6hacking.com/forums/showthr...p?tid=3330
01-05-2013, 01:04 PM
01-05-2013, 03:24 PM
It's detailed in the first post. Astaroth listed the addresses where Terra, Biggs and Wedge are granted MagiTek status. All you need to do is replace the relevant bytes with $FD.
01-05-2013, 07:30 PM
(This post was last modified: 01-05-2013, 07:48 PM by CrumpledMedal.)
(01-05-2013, 03:24 PM)Synchysi Wrote: It's detailed in the first post. Astaroth listed the addresses where Terra, Biggs and Wedge are granted MagiTek status. All you need to do is replace the relevant bytes with $FD.
Ok, cool. Thats all I needed to know, man. Thanks.
does CA stand for 202 on the address there?
01-06-2013, 10:44 AM
CA/0000 is part of the CPU addressing. All you need to do is subtract 0xC00000 from it to get the hex offset you'll need to edit.
For example, the first address Astaroth listed is CA/5E72. Subtract 0xC00000 from that and you get 0xA5E72.
Keep in mind that if you're working with a headered ROM, you'll need to add 0x200 to your result to get to the desired offset.
For example, the first address Astaroth listed is CA/5E72. Subtract 0xC00000 from that and you get 0xA5E72.
Keep in mind that if you're working with a headered ROM, you'll need to add 0x200 to your result to get to the desired offset.
01-06-2013, 10:47 AM
Ok, I see now. Thanks.
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