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Pony Fantasy VI Remake

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Quote:I think I answered this in your previous life (Pony Fantasy first iteration). FF3usME store editor settings there, it's not data that is for the game. The worst that will happen is someone wanting to cheat on your hack, use FF3usME and destroy / bug some events thus making ironically his game unbeatable.

Now i wanna have this patch  Laugh


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http://www.ff6hacking.com/forums/showthr...p?tid=2755
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Silly question but making sure because I'm not sure if events have a limit to where they can be called from or not - if I put my events in the CE bank (F4B0 through F5FF and FEC0 through FFFF appear to be blank), will they be safe there and work fine? I know I'll have to update event jumps and events in Rogue, ofc. Admittedly I'm a little worried I'll derp one day and forget to reimport my events in the Hex after using usME.
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(09-02-2016, 05:32 PM)DrakeyC Wrote: Silly question but making sure because I'm not sure if events have a limit to where they can be called from or not - if I put my events in the CE bank (F4B0 through F5FF and FEC0 through FFFF appear to be blank), will they be safe there and work fine?

Event can be put from $CA0000 to $FFFFFF. NPC event must be in the $CA0000-$CCFFFF range but with changes to FF6LE, event triggers and entrance event could be set directly in the $CD0000-$FFFFFF range without the B2 call trick. NPC events will always require a B2 call to go in that range. Right now, FF6LE event offset textboxes maximum is $2FFFF which correspond to $CCFFFF (it's calculated from $CA0000).
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Damn. Oh well then, thanks anyway. I'll just have to remember then. Wink
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It looks like usME also wipes out the $FFxxxx bank as well. What's usME doing over there, and would it be worth moving somewhere else? Where won't usME erase it?
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(09-02-2016, 11:08 PM)Rydel Wrote: It looks like usME also wipes out the $FFxxxx bank as well.  What's usME doing over there, and would it be worth moving somewhere else? Where won't usME erase it?

I know FF3usME will blank out any extra data if you have bank $FF as an expanded bank for AI script (and maybe other expansions too). Basically it will store AI scripts from $FF0000 to as an example $FF6CFF and write $FF on each byte from $FF6D00 to $FFFFFF each time you save. As I specified it might do the same thing with other expansions if bank $FF is selected for those. Other than that I'm unaware of the behavior you describe.

Edit: Banks specified by FF3usME expansions are not safe at 100% (for reason like the one I mentioned above). FF6LE Rogue use bank $F1 for compressed data tilemaps and graphics expansions. Other than those, any free $FX bank is safe or any empty spot in the ROM above bank $CA and outside FF3usME setting saving area (end of bank $CC).
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A minor fix, it seems the suggested fix to Optimize suggested here kinda broke Optimize, it was equipping any item to any slot. I had FF'd out 1C and 33 at the indicated $ED82E4 range, presuming those were the hex bytes for Ultima Weapon and Heal Rod. Changed those two bytes back, all is well.

So what can I do now to stop Optimize from ignoring Ultima Weapon and Heal Rod?
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C3/9823: DA PHX ; Save index
C3/9824: 7B TDC ; ...
C3/9825: B98A9D LDA $9D8A,Y ; Stock slot
C3/9828: AA TAX ; Index it
C3/9829: BD6918 LDA $1869,X ; Item in slot
C3/982C: FA PLX ; ROM index
C3/982D: DFE482ED CMP $ED82E4,X ; Excluded?
C3/9831: F009 BEQ $983C ; Skip if so
C3/9833: E8 INX ; ROM index +1
C3/9834: E00A00 CPX #$000A ; Tested 10?
C3/9837: D0EA BNE $9823 ; Loop if not

change:
ED/82E4: 66 82 24 65 83 9B 1C 12 16 33
to
ED/82E4: 66 82 24 65 83 9B 12 16 FF FF

then:

edit
C3/9834: CPX #$000A ; Tested 10?
to
C3/9834: CPX #$0008

Should work.
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[-] The following 1 user says Thank You to dn for this post:
  • DrakeyC (09-04-2016)

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Yup, that did it. Thanks so much. Smile

(08-29-2016, 09:02 AM)B-Run Wrote: That info comes from the OAM data. FF3usME doesn't handle that data properly beyond the main characters, so that might have something to do with it.

Code:
Bannon
D8/EB73 - Standing
02 80 01 0C 3B 80 11 0E 3B

This is from vanilla. What you want for Bannon's save screen, using palette 5 is
Code:
D8/EB77: 3F (Palette 5 for top half of OAM sprite)
D8/EB7B: 3F (Palette 5 for bottom half of OAM sprite)

This might need to be changed regularly if you use FF3usME. It is likely to reset itself. but maybe not. see how it goes.

Do you know where I can edit this same data for the Mog used for the three scenarios? Sprite 28.
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erm... sprite 28 shouldn't have OAM data, I would imagine you'd get gibberish.
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