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Umaro's Dash, Relics & Unequipping All

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Edit: Synchysi is faster than me Tongue

The "unequip all" and "unequip those who are not in the party" is done by events:

Code:
CC/3510: 4B    Display dialogue message $06DC, wait for button press
               Unequip some party members?
               ^ Those not now in your party.
               ^ All members.
               ^ Don't do a thing!
CC/3513: B6    Indexed branch based on prior dialogue selection [$CC359D, $CC351E, $CA5EB3]
CC/351D: FE    Return

Unequip all
Code:
CC/351E: 3B    Position character in a "ready-to-go" stance
CC/351F: F4    Play sound effect 79
CC/3521: 92    Pause for 30 units
CC/3522: F4    Play sound effect 79
CC/3524: 92    Pause for 30 units
CC/3525: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3526: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC352E
CC/352C: 8D    Remove all equipment from character $00 (Actor in stot 0)
CC/352E: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/352F: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC3537
CC/3535: 8D    Remove all equipment from character $01 (Actor in stot 1)
CC/3537: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3538: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CC3540
CC/353E: 8D    Remove all equipment from character $04 (Actor in stot 4)
CC/3540: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3541: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CC3549
CC/3547: 8D    Remove all equipment from character $05 (Actor in stot 5)
CC/3549: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/354A: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CC3552
CC/3550: 8D    Remove all equipment from character $02 (Actor in stot 2)
CC/3552: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3553: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CC355B
CC/3559: 8D    Remove all equipment from character $0B (Actor in stot 11)
CC/355B: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/355C: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC3564
CC/3562: 8D    Remove all equipment from character $06 (Actor in stot 6)
CC/3564: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3565: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CC356D
CC/356B: 8D    Remove all equipment from character $09 (Actor in stot 9)
CC/356D: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/356E: C0    If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CC3576
CC/3574: 8D    Remove all equipment from character $07 (Actor in stot 7)
CC/3576: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3577: C0    If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CC357F
CC/357D: 8D    Remove all equipment from character $08 (Actor in stot 8)
CC/357F: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3580: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CC3588
CC/3586: 8D    Remove all equipment from character $03 (Actor in stot 3)
CC/3588: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3589: C0    If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CC3591
CC/358F: 8D    Remove all equipment from character $0A (Actor in stot 10)
CC/3591: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3592: C0    If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/3598: 8D    Remove all equipment from character $0C (Actor in stot 12)
CC/359A: 92    Pause for 30 units
CC/359B: 3A    Enable player to move while event commands execute
CC/359C: FE    Return

Unequip those who are not in the party
Code:
CC/359D: 3B    Position character in a "ready-to-go" stance
CC/359E: F4    Play sound effect 79
CC/35A0: 92    Pause for 30 units
CC/35A1: F4    Play sound effect 79
CC/35A3: 92    Pause for 30 units
CC/35A4: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/35A5: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC35B4
CC/35AB: DE    Load CaseWord with the characters in the currently active party?
CC/35AC: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CC35B4
CC/35B2: 8D    Remove all equipment from character $00 (Actor in stot 0)
CC/35B4: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/35B5: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC35C4
CC/35BB: DE    Load CaseWord with the characters in the currently active party?
CC/35BC: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CC35C4
CC/35C2: 8D    Remove all equipment from character $01 (Actor in stot 1)
CC/35C4: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/35C5: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CC35D4
CC/35CB: DE    Load CaseWord with the characters in the currently active party?
CC/35CC: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CC35D4
CC/35D2: 8D    Remove all equipment from character $04 (Actor in stot 4)
CC/35D4: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/35D5: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CC35E4
CC/35DB: DE    Load CaseWord with the characters in the currently active party?
CC/35DC: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CC35E4
CC/35E2: 8D    Remove all equipment from character $05 (Actor in stot 5)
CC/35E4: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/35E5: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CC35F4
CC/35EB: DE    Load CaseWord with the characters in the currently active party?
CC/35EC: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CC35F4
CC/35F2: 8D    Remove all equipment from character $02 (Actor in stot 2)
CC/35F4: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/35F5: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CC3604
CC/35FB: DE    Load CaseWord with the characters in the currently active party?
CC/35FC: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CC3604
CC/3602: 8D    Remove all equipment from character $0B (Actor in stot 11)
CC/3604: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3605: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC3614
CC/360B: DE    Load CaseWord with the characters in the currently active party?
CC/360C: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CC3614
CC/3612: 8D    Remove all equipment from character $06 (Actor in stot 6)
CC/3614: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3615: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CC3624
CC/361B: DE    Load CaseWord with the characters in the currently active party?
CC/361C: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CC3624
CC/3622: 8D    Remove all equipment from character $09 (Actor in stot 9)
CC/3624: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3625: C0    If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CC3634
CC/362B: DE    Load CaseWord with the characters in the currently active party?
CC/362C: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CC3634
CC/3632: 8D    Remove all equipment from character $07 (Actor in stot 7)
CC/3634: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3635: C0    If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CC3644
CC/363B: DE    Load CaseWord with the characters in the currently active party?
CC/363C: C0    If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CC3644
CC/3642: 8D    Remove all equipment from character $08 (Actor in stot 8)
CC/3644: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3645: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CC3654
CC/364B: DE    Load CaseWord with the characters in the currently active party?
CC/364C: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC3654
CC/3652: 8D    Remove all equipment from character $03 (Actor in stot 3)
CC/3654: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3655: C0    If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CC3664
CC/365B: DE    Load CaseWord with the characters in the currently active party?
CC/365C: C0    If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CC3664
CC/3662: 8D    Remove all equipment from character $0A (Actor in stot 10)
CC/3664: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3665: C0    If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/366B: DE    Load CaseWord with the characters in the currently active party?
CC/366C: C0    If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/3672: 8D    Remove all equipment from character $0C (Actor in stot 12)
CC/3674: 92    Pause for 30 units
CC/3675: 3A    Enable player to move while event commands execute
CC/3676: FE    Return

In both events, you have to make some room by either moving the whole routine where there is more space or inserting a B2 command at the end and put the rest of the code where you jump. The whole point of this is having and extra 8 bytes to put the case where character 0D is checked then unequip. I suggest you get the event dump (document where I got the events code) and the event command list. If necessary, compare with the code in the hex editor to understand how a check is made for another character.

As for the other unequip events, you can find them by make a search for "remove all equipment" in the event dump.
  Find
 



Messages In This Thread
Umaro's Dash, Relics & Unequipping All - by aatc85 - 11-25-2013, 10:12 AM
RE: Umaro's Dash, Relics & Unequipping All - by aatc85 - 11-25-2013, 02:14 PM
RE: Umaro's Dash, Relics & Unequipping All - by madsiur - 11-25-2013, 03:22 PM
RE: Umaro's Dash, Relics & Unequipping All - by aatc85 - 11-25-2013, 06:18 PM
RE: Umaro's Dash, Relics & Unequipping All - by aatc85 - 11-25-2013, 07:05 PM
RE: Umaro's Dash, Relics & Unequipping All - by aatc85 - 11-25-2013, 08:34 PM
RE: Umaro's Dash, Relics & Unequipping All - by aatc85 - 11-25-2013, 10:00 PM
RE: Umaro's Dash, Relics & Unequipping All - by aatc85 - 11-25-2013, 11:31 PM
RE: Umaro's Dash, Relics & Unequipping All - by aatc85 - 11-26-2013, 12:26 AM
RE: Umaro's Dash, Relics & Unequipping All - by aatc85 - 11-26-2013, 07:48 PM
RE: Umaro's Dash, Relics & Unequipping All - by aatc85 - 11-27-2013, 12:16 AM
RE: Umaro's Dash, Relics & Unequipping All - by aatc85 - 11-27-2013, 01:56 AM

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