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Changing the battle intro animation?
07-05-2013, 10:51 PM
Did some research on this tonight, here's what I found:
In the battle event script, after it checks for what I'm assuming are various specific events, it has this line...
...which loads the sprite ID. By changing the value of A here I was able to change the startup animation. Further down the code it uses the sprite ID to make an offset which is used to call a pointer to the battle event codes for each sprite ID.
So by following this we know that Mog's start up animation is at D0/9A26. From here all you need to do is dicipher and alter the battle event code to make a custom animation. If all you want to do is rearrange these (say giving Terra Mog's intro) all you would have to do is change the pointer to go to the same location.
Once I spend some time on Battle events I may come back to this and fill out some details on how to make custom intros, but for now, I hope this helps.
Happy Hacking!
In the battle event script, after it checks for what I'm assuming are various specific events, it has this line...
Code:
C1/FEEA: B9AE2E LDA $2EAE,Y
Code:
[F7 22] D0/9844: 7B 98 (D0/987B) (Battle intro: Terra)
[F7 23] D0/9846: 94 98 (D0/9894) (Battle intro: Locke)
[F7 24] D0/9848: C4 98 (D0/98C4) (Battle intro: Cyan)
[F7 25] D0/984A: F4 98 (D0/98F4) (Battle intro: Shadow)
[F7 26] D0/984C: 1B 99 (D0/991B) (Battle intro: Edgar)
[F7 27] D0/984E: 3B 99 (D0/993B) (Battle intro: Sabin)
[F7 28] D0/9850: 63 99 (D0/9963) (Battle intro: Celes)
[F7 29] D0/9852: 85 99 (D0/9985) (Battle intro: Strago)
[F7 2A] D0/9854: B5 99 (D0/99B5) (Battle intro: Relm)
[F7 2B] D0/9856: F5 99 (D0/99F5) (Battle intro: Setzer)
[F7 2C] D0/9858: 26 9A (D0/9A26) (Battle intro: Mog)
[F7 2D] D0/985A: 61 9A (D0/9A61) (Battle intro: Gau)
[F7 2E] D0/985C: 8B 9A (D0/9A8B) (Battle intro: Gogo)
[F7 2F] D0/985E: D3 9A (D0/9AD3) (Battle intro: Umaro)
[F7 30] D0/9860: F4 98 (D0/98F4) (Battle intro: Soldier)
[F7 31] D0/9862: 51 9B (D0/9B51) (Battle intro: Imp)
[F7 32] D0/9864: 7B 98 (D0/987B) (Battle intro: Leo)
[F7 33] D0/9866: 94 98 (D0/9894) (Battle intro: Banon)
[F7 34] D0/9868: C4 98 (D0/98C4) (Battle intro: Esper Terra)
[F7 35] D0/986A: F4 98 (D0/98F4) (Battle intro: Merchant)
[F7 36] D0/986C: 1B 99 (D0/991B) (Battle intro: Ghost)
[F7 37] D0/986E: 3B 99 (D0/993B) (Battle intro: Kefka)
So by following this we know that Mog's start up animation is at D0/9A26. From here all you need to do is dicipher and alter the battle event code to make a custom animation. If all you want to do is rearrange these (say giving Terra Mog's intro) all you would have to do is change the pointer to go to the same location.
Code:
[F7 22] D0/9844: 26 9A (D0/9A26) (Battle intro: Terra)(Now pointing to Mog's intro!)
Once I spend some time on Battle events I may come back to this and fill out some details on how to make custom intros, but for now, I hope this helps.
Happy Hacking!
Let's Hack FF6 Stream: https://www.twitch.tv/b_run_
FFVI - Children of Vector: http://www.ff6hacking.com/forums/showthr...p?tid=2386
Monster AI Upgrade Patch: http://www.ff6hacking.com/forums/showthr...p?tid=2673
MMMMMagic 2.0: http://www.ff6hacking.com/forums/showthr...p?tid=3330
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