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How to remove/wedge-vicks and m. tek armor?
The reason why it's not working it's because objects $0E and $0F are created in the intro, are you're skipping it.
You have to remove everything related to characters $0E and $0F in the Narshe entering event:
Edit: I don't understand how skipping the whole intro was working in the first place.
You have to remove everything related to characters $0E and $0F in the Narshe entering event:
Code:
CC/9A4F: 6B Load map $0013 (Narshe, lower town (Magitek attack / guards seek Terra / party files out)) instantly, (upper bits $0000), place party at (38, 58), facing up
CC/9A55: 92 Pause for 30 units
CC/9A56: F1 Fade in song 57 (Wind) (high bit clear) with transition time 160
CC/9A59: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/9A5B: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CC/9A5F: 92 Pause for 30 units
CC/9A60: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9A62: D7 Center screen on vehicle/entity
CC/9A63: FF End queue
CC/9A64: 3C Set up the party as follows: $00 (Actor in stot 0), $0E (Actor in stot 14), $0F (Actor in stot 15), $FF (<Invalid Character>)
CC/9A69: 41 Show object $00
CC/9A6B: 0E Begin action queue for character $0E (Actor in stot 14), 5 bytes long (Wait until complete)
CC/9A6D: D5 Set vehicle/entity's position to (37, 60)
CC/9A70: C2 Set vehicle/entity's event speed to normal
CC/9A71: FF End queue
CC/9A72: 0F Begin action queue for character $0F (Actor in stot 15), 5 bytes long (Wait until complete)
CC/9A74: D5 Set vehicle/entity's position to (39, 60)
CC/9A77: C2 Set vehicle/entity's event speed to normal
CC/9A78: FF End queue
CC/9A79: 41 Show object $0E
CC/9A7B: 41 Show object $0F
CC/9A7D: 45 Refresh objects
CC/9A7E: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9A80: CC Turn vehicle/entity up
CC/9A81: FF End queue
CC/9A82: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/9A84: CC Turn vehicle/entity up
CC/9A85: FF End queue
CC/9A86: 0F Begin action queue for character $0F (Actor in stot 15), 2 bytes long
CC/9A88: CC Turn vehicle/entity up
CC/9A89: FF End queue
CC/9A8A: 44 Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9A8D: 44 Place character $0E (Actor in stot 14) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9A90: 44 Place character $0F (Actor in stot 15) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9A93: 84 Give 3000 GP to party
CC/9A96: 39 Free screen
CC/9A97: 59 Unfade screen at speed $04
CC/9A99: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long
CC/9A9B: 9C Move vehicle/entity up 8 tiles
CC/9A9C: FF End queue
CC/9A9D: 0F Begin action queue for character $0F (Actor in stot 15), 4 bytes long
CC/9A9F: 94 Move vehicle/entity up 6 tiles
CC/9AA0: 81 Move vehicle/entity right 1 tile
CC/9AA1: 80 Move vehicle/entity up 1 tile
CC/9AA2: FF End queue
CC/9AA3: 0E Begin action queue for character $0E (Actor in stot 14), 8 bytes long (Wait until complete)
CC/9AA5: 88 Move vehicle/entity up 3 tiles
CC/9AA6: CF Turn vehicle/entity left
CC/9AA7: E0 Pause for 4 * 10 (40) frames
CC/9AA9: 88 Move vehicle/entity up 3 tiles
CC/9AAA: 81 Move vehicle/entity right 1 tile
CC/9AAB: CC Turn vehicle/entity up
CC/9AAC: FF End queue
CC/9AAD: 0F Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete)
CC/9AAF: E0 Pause for 4 * 8 (32) frames
CC/9AB1: CF Turn vehicle/entity left
CC/9AB2: FF End queue
CC/9AB3: 4B Display dialogue message $000B, wait for button press
WEDGE: Let's put her on point.
No sense taking any risks.
Forward!
CC/9AB6: 78 Enable ability to pass through other objects for object $0E (Actor in stot 14)
CC/9AB8: 78 Enable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9ABA: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/9ABC: 80 Move vehicle/entity up 1 tile
CC/9ABD: FF End queue
CC/9ABE: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long
CC/9AC0: 88 Move vehicle/entity up 3 tiles
CC/9AC1: D1 Make vehicle/entity disappear
CC/9AC2: FF End queue
CC/9AC3: 0F Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete)
CC/9AC5: 87 Move vehicle/entity left 2 tiles
CC/9AC6: 88 Move vehicle/entity up 3 tiles
CC/9AC7: D1 Make vehicle/entity disappear
CC/9AC8: FF End queue
CC/9AC9: 45 Refresh objects
CC/9ACA: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9ACC: 80 Move vehicle/entity up 1 tile
CC/9ACD: FF End queue
CC/9ACE: 36 Disable ability to pass through other objects for object $0E (Actor in stot 14)
CC/9AD0: 36 Disable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9AD2: D2 Set event bit $1E80($1C1) [$1EB8, bit 1]
CC/9AD4: FE Return
Edit: I don't understand how skipping the whole intro was working in the first place.
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