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Rage and Dance descriptions
Figured I'd dump this since it's fairly isolated anyway.
Code:
hirom
; set up dance descriptions
ORG $C328AA
jsr dances
lda $09
bit #$80 ; did you press B?
beq return_Dance ; branch if not
jsr $29A5
return_Dance:
rts
; set up rage descriptions
; Insert address for 'rageDescript' below, and uncomment this JSR.
org $c328ba
;jsr rageDescript
rts
; insert your address here
org InsertAddressHere
rageDescript:
lda #$10
trb $45
lda #$03
sta $2a
jsr $0EFD
jsr $1f64
bcs rage_End
jsr $4c52
ldx #$2700 ; pointer offset
stx $e7
ldx #$0000 ; text
stx $eb
lda #$xx ; bank
sta $e9
lda #$xx ; bank
sta $ed
jsr $572a
lda $09
bit #$80
beq rage_End
jsr $29A5
rage_End:
rts
dances:
lda #$10
trb $45
jsr $0EFD
jsr $4BD4
jsr dance_Desc
rts
dance_Desc:
ldx #$2500 ; pointer offset
stx $E7
ldx #$0000 ; text
lda #$xx ; bank
sta $e9
lda #$xx ; bank
sta $ed
jmp $572a
The following 3 users say Thank You to dn for this post:
• Gi Nattak (02-26-2016), SilentEnigma (09-15-2021), SSJ Rick (07-09-2021)
• Gi Nattak (02-26-2016), SilentEnigma (09-15-2021), SSJ Rick (07-09-2021)
02-27-2016, 01:27 AM
This looks awesome---wish I knew what to do with it! I haven't needed an assembler yet (if that's what's actually needed).
02-27-2016, 01:32 AM
You could theoretically do it in hex but you're going to be spending some time looking up opcodes.
02-27-2016, 09:01 AM
This is set to display the descriptions in battle or is it worked into the menu?
The only true wisdom is knowing you know nothing.
02-27-2016, 09:05 AM
It's menu code. There is no way to display the descriptions in battle. Flat out not enough VRAM for that kind of thing.
05-12-2016, 11:12 PM
I admit I'm a bit confused reading this, how do we implement these?
(05-12-2016, 11:12 PM)DrakeyC Wrote: I admit I'm a bit confused reading this, how do we implement these?
You'll need to add pointers and descriptions yourself. Pointers are two bytes.
1) Find space for this routine; modify "org InsertAddressHere" with good address.
2) Uncomment this: ";jsr rageDescript"
3) Then change LDA or LDX if neccesary to suit you. You obviously need to change both banks (xx):
Pointer address (xx/2700)
Code:
ldx #$2700 ; pointer offset
stx $e7
Code:
lda #$xx ; bank
sta $e9
descriptions (xx/0000)
Code:
ldx #$0000 ; text
stx $eb
Code:
lda #$xx ; bank
sta $ed
The following 2 users say Thank You to madsiur for this post:
• h.carrell (12-29-2021), Rodimus Primal (07-07-2021)
• h.carrell (12-29-2021), Rodimus Primal (07-07-2021)
07-07-2021, 10:07 PM
I know this is an old thread, but would anyone be willing to add in the Dance descriptions as a patch using this code?
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11-28-2021, 10:03 PM
(This post was last modified: 11-28-2021, 10:03 PM by SilentEnigma.)
FYI, there is an error in dn's code under the "dance_Desc" label -- missing stx $eb after the "text" line.
Below is the fix.
@"Rodimus Primal" This ought to fit the bill:
https://www.ff6hacking.com/forums/thread...40473.html
Below is the fix.
Code:
dance_Desc:
ldx #$2500 ; pointer offset
stx $E7
ldx #$0000 ; text
stx $eb
lda #$xx ; bank
sta $e9
lda #$xx ; bank
sta $ed
jmp $572a
@"Rodimus Primal" This ought to fit the bill:
https://www.ff6hacking.com/forums/thread...40473.html
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