Battle Event: Locke and the Merchant/Officer
07-08-2015, 09:31 PM
Well, that worked just fine. That's one random way to keep palettes assigned. I don't think I would have figured that out in a million years, but oh well.
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04-19-2016, 11:29 PM
I'm having a related problem. I changed the old man battle palette, and now Locke uses the proper palette when he steals the clothes. I also changed his field palette, no problem. But when I get into another battle, he's back to using the default palette 0.
04-20-2016, 01:24 AM
Here's something that might help. At the beginning of a battle, the game does a check to see if Locke is wearing the soldier uniform, and then it forces the green palette to load. If you want to disable this behavior, just dummy out this code.
Also, I noticed earlier in this thread that folks were trying to figure out how to change the graphics for a character other than Locke. There are a couple of lines in the battle events that can be modified so that a different character will be affected. One for the green soldier event and one for the merchant event. Command C7 0C xx yy in an animation script changes character xx's graphics to yy. If you want these to affect a character other than Locke, just change the 01 to the character that you want.
Code:
C1/3E06: BD AE 2E LDA $2EAE,X ; character graphics
C1/3E09: C9 0E CMP #$0E
C1/3E0B: D0 12 BNE $3E1F ; branch if not brown soldier
C1/3E0D: BD C6 2E LDA $2EC6,X ; actor index
C1/3E10: C9 01 CMP #$01
C1/3E12: D0 0B BNE $3E1F ; branch if not locke
C1/3E14: AD A0 1E LDA $1EA0
C1/3E17: 29 08 AND #$08
C1/3E19: F0 04 BEQ $3E1F ; event bit for when locke is a green soldier
C1/3E1B: FA PLX
C1/3E1C: 7B TDC ; force palette 0 to get green soldier
C1/3E1D: 80 05 BRA $3E24
Also, I noticed earlier in this thread that folks were trying to figure out how to change the graphics for a character other than Locke. There are a couple of lines in the battle events that can be modified so that a different character will be affected. One for the green soldier event and one for the merchant event. Command C7 0C xx yy in an animation script changes character xx's graphics to yy. If you want these to affect a character other than Locke, just change the 01 to the character that you want.
Code:
D0/A79B: C7 0C 01 17 change actor 1 (Locke) graphic index to 23 (Green Soldier)
D0/A81B: C7 0C 01 13 change actor 1 (Locke) graphic index to 19 (Merchant)
04-20-2016, 08:55 AM
So what should the 7B at C1/3E1C beb changed to?
04-20-2016, 09:36 AM
04-20-2016, 09:44 AM
Nope. Now he's not using a specific palette that I can tell, just some random colors.
(04-20-2016, 09:44 AM)DrakeyC Wrote: Nope. Now he's not using a specific palette that I can tell, just some random colors.
Maybe a 80 (BRA) at C1/3E0B would skip to normal palettes?
What exactly do you want to do, set to his default palette? different palette?
EDIT: I see the problem is some kind of inconsistency with the palettes, are you using actor 01 with graphics 0E and sure about the event bit state.
He should be using palette 6; the default is 0. I've not changed anything else, it's still Locke changing to the same sprites. All that's different is the palette being used for it.
04-21-2016, 12:40 AM
(This post was last modified: 04-21-2016, 12:41 AM by Everything.)
Try storing $80 at C1/3E0B. That will force it to skip this code every time.
EDIT: Oops m06 already suggested that. I'm not sure what the problem is.
EDIT: Oops m06 already suggested that. I'm not sure what the problem is.
04-21-2016, 09:09 AM
Yeah, that didn't work.
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