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Umaro's Dash, Relics & Unequipping All
Edit: Synchysi is faster than me
The "unequip all" and "unequip those who are not in the party" is done by events:
Unequip all
Unequip those who are not in the party
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.
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.
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