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how to change the skill "possess"
11-29-2013, 03:54 PM
If I were to change "Possess" into casting the spell "Storm" like in The Eternal Crystals how would I do it? Because all the values that I put in to supposedly represent "Storm" keep crashing my ROM.
Madsiur explains exactly how to do on page 2 in this thread.
Copy what he did there and it should work.
Copy what he did there and it should work.
We are born, live, die and then do the same thing over again.
11-30-2013, 11:28 AM
I tried the ways shown here, but for some reason the original values for possess aren't the same as the values I have:
Code:
C2/17E5: 82
C2/17E6: ED AA 7B
C2/17E9: E2 20
C2/17EB: E4 1E F0
C2/17EE: 48 C2
C2/17F0: 20 BF 34
C2/17F3: 86 ED 85
Your ROM appears to have a header, so either remove it via an option in the hex editor, or add +200 to the address to get there (C2/19E5). Alternatively you could do a hex search for the bytes (BB 20 C1 19 etc.) to find it.
You can tell if your ROM is headered if there are 200 $00's at C0/0000 - C0/00200
You can tell if your ROM is headered if there are 200 $00's at C0/0000 - C0/00200
We are born, live, die and then do the same thing over again.
01-24-2014, 01:13 AM
Okay, I have encountered another problem:
I want to change the command "Capture" into casting the spell, "Flare Star". But whenever I run into a battle, the monster always cast Flare Star.
I would like to fix this while also still having Flare Star assigned to the Capture Command
I want to change the command "Capture" into casting the spell, "Flare Star". But whenever I run into a battle, the monster always cast Flare Star.
I would like to fix this while also still having Flare Star assigned to the Capture Command
01-24-2014, 02:33 AM
01-24-2014, 07:09 PM
My Apologies, I was in a hurry last time. But here's the Original code:
and my code:
Code:
C2/1610: C0 08 CPY #$08 (Capture enters here)
C2/1612: B0 07 BCS $161B (branch if monster)
C2/1614: B9 D8 3E LDA $3ED8,Y (Which character it is)
C2/1617: C9 0D CMP #$0D
C2/1619: F0 20 BEQ $163B (branch if Umaro)
C2/161B: BB TYX
C2/161C: BD 58 3C LDA $3C58,X
C2/161F: 4A LSR
C2/1620: A9 01 LDA #$01
C2/1622: 90 02 BCC $1626 (branch if no offering)
C2/1624: A9 07 LDA #$07
C2/1626: 8D 70 3A STA $3A70 (# of attacks)
C2/1629: 20 4D 5A JSR $5A4D (Remove dead and hidden targets)
C2/162C: 20 65 38 JSR $3865 (depending on $3415, copy targets into backup targets
and add to "already hit targets" list, or copy backup
targets into targets.)
C2/162F: A9 02 LDA #$02
C2/1631: 14 B2 TRB $B2 (clear no critical & ignore true knight)
C2/1633: A5 B5 LDA $B5
C2/1635: 8D 13 34 STA $3413 (save backup command [Fight or Capture]. used for
multi-strike turns where a spell is cast by a weapon,
thus overwriting the command #.)
C2/1638: 4C 7B 31 JMP $317B (entity executes one hit (loops for multiple-strike
attack))
and my code:
Code:
C2/1610: A9 C6 LDA#C6 (Flare Star)
C2/1612: 85 B6 STA $B6 (Set spell/animation)
C2/1614: A9 02 LDA #$02 (Magic)
C2/1616: 4C 69 64 JMP $6469 (jump to subroutine C2/6469)
C2/6469: 85 B5 STA $B5 (Set command)
C2/6471: 4C 5F 17 JMP $175F (jump to subroutine C2/175F)
The fight command eventually reaches C2/1610 as well and as it is now you're jumping over the "Character executing one hit" routine at C2/317B as well as at least one other routine. You also forcing magic as the command to execute for every character.
I suggest you put the following at C2/1635:
Then at C2/6469:
I haven't tested this though, there might be issues I haven't foreseen.
I suggest you put the following at C2/1635:
Code:
20 69 64 JSR $6469
Then at C2/6469:
Code:
C2/6469: C9 06 CMP #$06
C2/646B: D0 08 BNE $6475 (branch if not capture)
C2/646D: A9 C6 LDA #$C6
C2/646F: 85 B6 STA $B6
C2/6471: A9 02 LDA #$02
C2/6473: 85 B5 STA $B5 (in case $B5 is used elsewhere...)
C2/6475: 8D 13 34 STA $3413
C2/6478: 60 RTS
I haven't tested this though, there might be issues I haven't foreseen.
03-08-2014, 07:25 PM
Is there any way to bind the effect of an item to a command (like the Offering, Magicite, Super Ball, Etc.)
03-22-2014, 07:23 PM
I think it would be a Fun Thing to have Phoenix Downs be Useless, and instead, upon Character Death, have them swap places with a Fight-less Ghost Character, and only a Successful "Possess" would revive the Character.
I Suppose Life 3 would, perhaps, create an Interesting Situation then.
I Suppose Life 3 would, perhaps, create an Interesting Situation then.
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