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Pony Fantasy VI Remake

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Tried it from before Terra talks to Locke and goes to sleep. Neither the FD or B9 solutions worked.
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We'll edit the problem at the core. Replace the following by 80 15. It will always skip the Terra check when casting a spell:

Code:
C2/1748: C9 00        CMP #$00
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Nope.
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I'll explain what I've suggested so far. This is the battle event bit that enables the event to be triggered (in Novalia Spirit event bits document):

Code:
1DD1:1 Enables the "M-M-M-MAGIC!?" scene to be triggered

If you look at event event dump (search "1DD1, bit 1"), it is set right before the battle with the M-Tek Armors. Normally clearing the bit (command B9 instead of B8) or deleting the setting ("FD" on both bytes) should disable the battle event. There is no other instance in the event dump except a little subroutine at CA/766C that does a return if it's clear or clear it if it's set. Worst that this does is clearing it anyway , so it shouldn't be a concern. I don't know where it is called from, but I'm suspecting after the battle if it happens on your way to South Figaro.

Code:
CA/637F: B8    Set bit $1DC9($41) [$1DD1, bit 1]
CA/6381: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/6383: 4D    Invoke battle, enemy set $41, background $02 (Desert), (mosaic effect enabled), (swoosh sound enabled)

Code:
CA/766C: B7    If bit $1DC9($41) [$1DD1, bit 1] is clear, branch to $CA5EB3
CA/7671: B9    Clear bit $1DC9($41) [$1DD1, bit 1]
CA/7673: FE    Return

Last thing I suggested, it disabling it in the ASM code. By changing the CMP #$00 to BRA $175F (80 15), you're supposed to skip Terra check and the battle event "calling" (C2/1753 to C2/175E) and return to normal code where all magic spell execution normally go (C2/175F). One last thing I will suggest is NOP C2/1753 to C2/175E (by editing all bytes as "EA") but that does a similar job as the branch I've mentionned but clears the event bit (C2/174C to C2/1750). Either thing you do, the clearing of the bit is irrelevant if you skip C2/1753 to C2/175E or NOP it.

I hope I'm not missing something obvious but I don't think it's the case.

Code:
C2/1745: B9 D8 3E     LDA $3ED8,Y
C2/1748: C9 00        CMP #$00
C2/174A: D0 13        BNE $175F   (Branch if not Terra)
C2/174C: A9 02        LDA #$02
C2/174E: 1C BC 3E     TRB $3EBC   (Clear bit for that classic Terra/Locke/Edgar
                                   "M..M..Magic" skit, as it only happens once.)
                                  (Keep in mind the game will also clear this when
                                   exiting Figaro Cave to the South Figaro plains.)
C2/1751: F0 0C        BEQ $175F   (If it wasn't set, skip the special spellcast
                                   and the ensuing convo)
C2/1753: A2 06        LDX #$06    (Attack)
C2/1755: A9 23        LDA #$23    (Command)
C2/1757: 20 91 4E     JSR $4E91
C2/175A: A9 20        LDA #$20
C2/175C: 0C A4 11     TSB $11A4   (Set can't be dodged)
C2/175F: A9 00        LDA #$00    (Lore / Enemy attack / Magitek commands jump here)
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  • DrakeyC (04-17-2016), Tenkarider (04-17-2016)

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Woohoo! NOP C2/1753 to C2/175E did the trick. Thanks so very much, sorry this has been such a pain. Laugh
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So this happened.

https://www.youtube.com/watch?v=4pKAfO0HL2k

Seems to be switching to palette 17.
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IIRC, there's no reason to go to the dock there. The simple solution might be to just block the player from going to the dock. It looks like there's only a 1 tile gap to move through, so you could add an NPC talking to the guard in the armor.
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Hm... that's an idea. Could just add two soldiers on either side of him to block the way. But would I have to set up the proper script to remove them later? I'm not sure how to do that.

EDIT - Ha, even easier solution, moved the guy down two tiles so he's between the posts and you can't pass him.
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(04-19-2016, 10:58 PM)DrakeyC Wrote: So this happened.

https://www.youtube.com/watch?v=4pKAfO0HL2k

Seems to be switching to palette 17.

That's because your character is using palette 6, which is normally reserved as a placeholder for other palettes to be used. The entrance event (CA/ED7D) for the port map there uses a change background layer coloring just for that one weird event where the ship captain guy hides you inside of a treasure chest because the town is filled with guards still, and the chest is actually an NPC and uses the entrance event to color it.
More info about this: https://www.ff6hacking.com/forums/showth...p?tid=1498

You will see the same thing in Zozo, and Kefka's Tower outside and possibly others effecting your palette 6 character without doing some modification.

'change background layer' (command 60) which you will see in the event code, the 0E layer alters palette 6, and background layer 0F affects palette 7, so you can sometimes change a background layer event to alter 0F if only one of them is being used, and change the palette 6 NPC(s) to 7 instead, and it won't effect your character. For instance that treasure chest npc for the dock, changing it to palette 7 and altering the entrance event to change background layer 0F instead.
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  • DrakeyC (04-20-2016)

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Hm, okay. I didn't notice any problems last playthrough and this is the only new field sprite so far, so hopefully it'll be okay. Thanks.
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