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More Than 93 Weapons Animations?
I guess the person who's applying this patch should check to see if they have data at 2FFDC8 before applying it then.
If so, he'll need to either move his data or completely re-do this patch. That's the only way to counter any sort of conflicting patch like this.
I simply moved the Enemy Specials to 2FFDC8 as I said, and changed the LDA assembly to forward to 2FFDC8 instead of 2CE8E8, thanks to Drakkhen for the assembly he pasted.
What's cool about this patch is that you can use FF6MDE to change the "Enemy Specials" section. By altering their bytes, you're actually adding, or modifying the new weapon. So this patch works perfectly for editors that can edit enemy specials.
If so, he'll need to either move his data or completely re-do this patch. That's the only way to counter any sort of conflicting patch like this.
I simply moved the Enemy Specials to 2FFDC8 as I said, and changed the LDA assembly to forward to 2FFDC8 instead of 2CE8E8, thanks to Drakkhen for the assembly he pasted.
What's cool about this patch is that you can use FF6MDE to change the "Enemy Specials" section. By altering their bytes, you're actually adding, or modifying the new weapon. So this patch works perfectly for editors that can edit enemy specials.
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