The only way to really marginalize it without doing some seriously unprecedented re-coding would be to make all the formations that the glitch occurs on, have less monsters, or use smaller monster sprites. I'm pretty sure that's when that glitch occurs, the armor needs to reserve some pixel space I guess is what it is.
ZoneDoctor is capable of event editing, without having to use a hex editor that is, but it is highly unstable with hacks that have changed a lot of stuff. It crashes more than a blind drunk Chinese motorist. It has some new map editing features I think also, but nothing really that makes me want to use it over the much more stable FFLE Rogue Version. I'm not sure when the last update was for Zone Doctor or how stable it might be these days, but when I tried it I couldn't use it at all without getting an error all the time. Plus, while the event editing feature is really nice to have, I could run circles around it with hex editing events, so no love lost there.
These event hacking tutorial vids by JCS are the best ones we have here to get up and running:
https://www.ff6hacking.com/forums/showth...hlight=jcs
and then the all things event hacking thread lists most of the commands and what not, for after you get the hang of the process from the vids I suppose:
https://www.ff6hacking.com/forums/showth...all+things
The best way to go about creating new events or splicing them together is to, yes, use a jump command (B2) You can jump to any bank in the ROM, including expanded data, and that's how you will have tons and tons of space to work with. Then, you can jump back to the original code, or usually just use an (FE) to return to previous code.
There should be some good event-related threads that may help as well (search 'event hack'), I remember this one had a lot of good info for example:
https://www.ff6hacking.com/forums/showth...ave+to+use
ZoneDoctor is capable of event editing, without having to use a hex editor that is, but it is highly unstable with hacks that have changed a lot of stuff. It crashes more than a blind drunk Chinese motorist. It has some new map editing features I think also, but nothing really that makes me want to use it over the much more stable FFLE Rogue Version. I'm not sure when the last update was for Zone Doctor or how stable it might be these days, but when I tried it I couldn't use it at all without getting an error all the time. Plus, while the event editing feature is really nice to have, I could run circles around it with hex editing events, so no love lost there.
These event hacking tutorial vids by JCS are the best ones we have here to get up and running:
https://www.ff6hacking.com/forums/showth...hlight=jcs
and then the all things event hacking thread lists most of the commands and what not, for after you get the hang of the process from the vids I suppose:
https://www.ff6hacking.com/forums/showth...all+things
The best way to go about creating new events or splicing them together is to, yes, use a jump command (B2) You can jump to any bank in the ROM, including expanded data, and that's how you will have tons and tons of space to work with. Then, you can jump back to the original code, or usually just use an (FE) to return to previous code.
There should be some good event-related threads that may help as well (search 'event hack'), I remember this one had a lot of good info for example:
https://www.ff6hacking.com/forums/showth...ave+to+use
We are born, live, die and then do the same thing over again.