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Adding a character to the Narshe battle
12-28-2015, 04:11 PM
Yes, Kefka says "Get those 'vial' (lol) insects!". However, EA-ing from CC/CBFB to CC/CC0C does NOT make the soldiers move.
The save point code is
Considering you don't NEED to touch the save point to proceed I don't think it has much to do, but it's worth a shot...
The save point code is
Code:
CC/C581: C0 If ($1E80($132) [$1EA6, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/C587: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/C58D: F4 Play sound effect 209
CC/C58F: 55 Flash screen with color component(s) 8 (Blue), at intensity 0
CC/C591: 42 Hide object $31
CC/C593: 45 Refresh objects
CC/C594: 3D Create object $12
CC/C596: 3D Create object $13
CC/C598: 3D Create object $14
CC/C59A: 3D Create object $15
CC/C59C: 3D Create object $16
CC/C59E: 3D Create object $17
CC/C5A0: 41 Show object $12
CC/C5A2: 41 Show object $13
CC/C5A4: 41 Show object $14
CC/C5A6: 41 Show object $15
CC/C5A8: 41 Show object $16
CC/C5AA: 41 Show object $17
CC/C5AC: 42 Hide object $11
CC/C5AE: 45 Refresh objects
CC/C5AF: 12 Begin action queue for character $12 (NPC $12), 5 bytes long
CC/C5B1: D5 Set vehicle/entity's position to (18, 11)
CC/C5B4: CE Turn vehicle/entity down
CC/C5B5: FF End queue
CC/C5B6: 13 Begin action queue for character $13 (NPC $13), 5 bytes long
CC/C5B8: D5 Set vehicle/entity's position to (19, 11)
CC/C5BB: CE Turn vehicle/entity down
CC/C5BC: FF End queue
CC/C5BD: 14 Begin action queue for character $14 (NPC $14), 5 bytes long
CC/C5BF: D5 Set vehicle/entity's position to (20, 11)
CC/C5C2: CE Turn vehicle/entity down
CC/C5C3: FF End queue
CC/C5C4: 15 Begin action queue for character $15 (NPC $15), 5 bytes long
CC/C5C6: D5 Set vehicle/entity's position to (21, 11)
CC/C5C9: CE Turn vehicle/entity down
CC/C5CA: FF End queue
CC/C5CB: 16 Begin action queue for character $16 (NPC $16), 5 bytes long
CC/C5CD: D5 Set vehicle/entity's position to (22, 11)
CC/C5D0: CE Turn vehicle/entity down
CC/C5D1: FF End queue
CC/C5D2: 17 Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete)
CC/C5D4: D5 Set vehicle/entity's position to (23, 11)
CC/C5D7: CE Turn vehicle/entity down
CC/C5D8: FF End queue
CC/C5D9: 3D Create object $00
CC/C5DB: 3F Assign character $00 (Actor in stot 0) to party 1
CC/C5DE: 45 Refresh objects
CC/C5DF: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/C5E1: D7 Center screen on vehicle/entity
CC/C5E2: CE Turn vehicle/entity down
CC/C5E3: FF End queue
CC/C5E4: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/C5E9: 41 Show object $00
CC/C5EB: 45 Refresh objects
CC/C5EC: 3F Remove character $04 (Actor in stot 4) from the party
CC/C5EF: 3F Remove character $06 (Actor in stot 6) from the party
CC/C5F2: 3F Remove character $01 (Actor in stot 1) from the party
CC/C5F5: 3F Remove character $05 (Actor in stot 5) from the party
CC/C5F8: 3F Remove character $02 (Actor in stot 2) from the party
CC/C5FB: 3F Remove character $0B (Actor in stot 11) from the party
CC/C5FE: 45 Refresh objects
CC/C5FF: D2 Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/C601: D2 Set event bit $1E80($1BF) [$1EB7, bit 7]
CC/C603: 3A Enable player to move while event commands execute
CC/C604: FE Return
Considering you don't NEED to touch the save point to proceed I don't think it has much to do, but it's worth a shot...
Step forward, spriters! We are also responsible to make hacks look new and fresh, we are no less important than code or ASM hackers! CHARGE!!
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