04-13-2016, 08:18 AM
Pony Fantasy VI Remake
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04-13-2016, 11:25 AM
(04-13-2016, 08:18 AM)DrakeyC Wrote: I'm using this. Yes, according to the thread you modified the hack. Is this pastebin up-to-date?: http://pastebin.com/wW6rh0kh When you tested with Resilient Morph did you make sure to apply Gogo's Magic patch after the Resilient Morph patch.
04-13-2016, 03:15 PM
Just tried - applied Resilient Morph as a .ips patch, then used the assembler to add the Gogo magic stuff. Terra's still Morphing forever.
At this point I'm questioning if I even care because this thing seems adamant it will not be fixed. (04-13-2016, 03:15 PM)DrakeyC Wrote: At this point I'm questioning if I even care because this thing seems adamant it will not be fixed. At a point where understanding roughly how the morph code works and using a debugger to find what is wrong, I doubt anyone will give you step by step instructions on how to fix your problem. I personally don't see anything outside that that could be done.
I don't know how to use the debugger. I do recall trying it before, and it got me nowhere because I didn't understand it. I could try the debugger, but I would have to post my findings here because you know I would not understand them.
That aside, I really don't know what more to try that I haven't already. Not even the patch the Gogo Magic code was made to work with wants to work. I'll see if Rydel has any ideas, I guess. Okay, here's what happened. This Rom was unchanged from the start of the discussion - the Gogo magic patch applied with compatibility for Resilient Morph, but Resilient Morph was not applied. Quote:$C2/0B18 8D 30 3F STA $3F30 [$7E:3F30] A:FFFF X:0000 Y:0000 P:eNvmXdIzc
04-13-2016, 07:30 PM
Try changing C2/0B27 (0x20D27) to C9
It looks like the CMP there got replaced with an SBC, which takes a different size argument, turning the whole function to gibberish I tested it on the copy I have for the artwork, and that fixed the issue.
04-13-2016, 07:53 PM
Does this look okay to other folks? Just wanna be sure.
04-13-2016, 09:31 PM
Rydel is right, the line should be as follow:
Code: C2/0B27: C9 00 08 CMP #$0800 I don't know how that ever happened in your ROM. And no, your ROM is not sentient ![]()
04-13-2016, 10:04 PM
I remain unconvinced. ;p
Now still that mold problem to handle. I re-imported the original Air Force sprites and the attachments show up behind the Air Force, so it isn't a sprite problem. I compared the formation for my Air Force to vanilla and it's identical save for enemy placement.
04-13-2016, 10:14 PM
Good job on doing basic disassembling! FYI pressing "Step over" here ($C2/0B1E 20 92 47 JSR $4792) would have skipped the whole "C2/4XXX" code and continue in the C2/0BXX zone. Just a trick. Anyway sometime a disassembly of the code like that is needed to see the problem.
I still have no clue about your mold issue. |
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