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FFVI: Veteran Edition
04-03-2011, 07:50 AM
I don't know if this can be done using FF6usME, but I'll explain some ideas on how to do this based on hex editing.
The game checks for relics in slot 1 and 2 for Umaro, and depending on which relics he has equipped, his other special attacks will be used (storm and/or throw).
The easiest way is to "erase" the code in the game that checks for both relics, so the attacks are available at all times, regarless of which weapon or relics he has equipped. This can be done with the "EA" byte, which means "tell the game to skip some specific code".
And the more complicated way to do this is: have the game check for Umaro's right hand weapon slot (The bone club's always going to be there), or in a more advanced case, check for both the right hand and left hand weapon slots (in case you use a patch to make umaro equippable or something) instead of checking the relic slots.
The code where the game checks for the relics and decided which attack will umaro use is below (even hackers with no experience on hex editing can follow the comments for the code :p)
The game checks for relics in slot 1 and 2 for Umaro, and depending on which relics he has equipped, his other special attacks will be used (storm and/or throw).
The easiest way is to "erase" the code in the game that checks for both relics, so the attacks are available at all times, regarless of which weapon or relics he has equipped. This can be done with the "EA" byte, which means "tell the game to skip some specific code".
And the more complicated way to do this is: have the game check for Umaro's right hand weapon slot (The bone club's always going to be there), or in a more advanced case, check for both the right hand and left hand weapon slots (in case you use a patch to make umaro equippable or something) instead of checking the relic slots.
The code where the game checks for the relics and decided which attack will umaro use is below (even hackers with no experience on hex editing can follow the comments for the code :p)
Code:
Determine which type of attack Umaro uses
C2/163B: 64 FE STZ $FE (start off allowing neither Storm nor Throw attack)
C2/163D: A9 C6 LDA #$C6
C2/163F: D9 D0 3C CMP $3CD0,Y
C2/1642: F0 05 BEQ $1649 (Branch if Rage Ring equipped in relic slot 1)
C2/1644: D9 D1 3C CMP $3CD1,Y (Check Slot 2)
C2/1647: D0 0D BNE $1656 (Branch if Rage Ring not equipped)
C2/1649: 7B TDC
C2/164A: B9 18 30 LDA $3018,Y
C2/164D: 4D 74 3A EOR $3A74
C2/1650: F0 04 BEQ $1656 (Branch if Umaro is the only character alive)
C2/1652: A9 04 LDA #$04
C2/1654: 04 FE TSB $FE (allow for Throw character attack)
C2/1656: A9 C5 LDA #$C5
C2/1658: D9 D0 3C CMP $3CD0,Y
C2/165B: F0 05 BEQ $1662 (Branch if Blizzard Orb equipped in relic slot 1)
C2/165D: D9 D1 3C CMP $3CD1,Y (Check Slot 2)
C2/1660: D0 04 BNE $1666 (Branch if Blizzard Orb not equipped)
C2/1662: A9 08 LDA #$08
C2/1664: 04 FE TSB $FE (allow for Storm attack)
C2/1666: A5 FE LDA $FE
C2/1668: AA TAX (form a pointer based on availability of storm and/or Throw. it will pick 1 of Umaro's 4 probability sets, each of which holds the chances for his 4 attacks)
C2/1669: 09 30 ORA #$30 (always allow Normal attack and Charge)
C2/166B: 0A ASL
C2/166C: 0A ASL
C2/166D: 20 47 52 JSR $5247 (Pick attack type to use. Will return 0 for Throw character, 1 for Storm, 2 for Charge,3 for Normal attack)
C2/1670: 8A TXA
C2/1671: 0A ASL
C2/1672: AA TAX
C2/1673: 7C 76 16 JMP ($1676,X)
Code pointers
C2/1676: 92 16 (Throw character)
C2/1678: 0D 17 (Storm)
C2/167A: 7E 16 (Charge)
C2/167C: 1B 16 (Normal attack)
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