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Revert Waits for Action
09-27-2018, 06:28 PM
Okay, after every single member of my family got sick one by one, I'm BACK.
I think I've identified the portion of Morph Mayhem that needs to be changed. Here's the line that was throwing me off:
First, the description of "BEQ no_queue" is opposite. It only branches to no_queue if it IS already queued. If not, the line I marked jumps to the middle of the Dog Block routine. That's why I couldn't make heads or tails of it. Anyway, it jumped to this line of code:
I simply changed the Morph Mayhem routine to the following:
Initial testing worked, but now I need to test it in a few more situations.
I think I've identified the portion of Morph Mayhem that needs to be changed. Here's the line that was throwing me off:
Code:
org $C26752
check_queue:
C26752: CMP $3A7A ; is command queued?
C26755: BEQ no_queue ; if not, queue it
C26757: JMP $4CEE ; v1.0 or v1.1 <------------This Line
no_queue:
C2675A: RTS
First, the description of "BEQ no_queue" is opposite. It only branches to no_queue if it IS already queued. If not, the line I marked jumps to the middle of the Dog Block routine. That's why I couldn't make heads or tails of it. Anyway, it jumped to this line of code:
Code:
C2/4CEE: 8D 7A 3A STA $3A7A (Store command)
C2/4CF1: 4C B2 4E JMP $4EB2 (queue it, in entity's counterattack and periodic
damage/healing queue)
I simply changed the Morph Mayhem routine to the following:
Code:
org $C26752
check_queue:
C26752: CMP $3A7A ; is command queued?
C26755: BEQ $675D ; if so, skip
C26757: STA $3A7A ; queue command
C2675A: JMP $4ECB ; add it to normal queue
C2675D: RTS
Initial testing worked, but now I need to test it in a few more situations.
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
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