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Few Questions
11-16-2018, 10:36 PM
(11-15-2018, 11:56 AM)Tenkarider Wrote:(11-14-2018, 02:54 PM)PowerPanda Wrote: but for the presence of a specific relic by index number.
wait a moment... say you change tintinnabar into a sword... will the effect still connect? i mean... you said "of a specific relic"
Yes. Here is the code. It was in C0, not C1 as I thought.
Code:
C0/4A6C: B92316 LDA $1623,Y (Load character's relic 1)
C0/4A6F: C9E5 CMP #$E5 (Is it Tintinabar?)
C0/4A71: F007 BEQ $4A7A (Branch if it is)
C0/4A73: B92416 LDA $1624,Y (Load character's relic 2)
C0/4A76: C9E5 CMP #$E5 (Is it Tintinabar?)
C0/4A78: D019 BNE $4A93 (Branch if it's not)
C0/4A7A: 20E8AE JSR $AEE8
C0/4A7D: B91C16 LDA $161C,Y (Load character's stamina)
C0/4A80: 4A LSR A (/ 2)
C0/4A81: 4A LSR A (Now / 4)
C0/4A82: C221 REP #$21
C0/4A84: 790916 ADC $1609,Y (Add current HP to Stamina / 4)
C0/4A87: C51E CMP $1E
C0/4A89: 9002 BCC $4A8D
C0/4A8B: A51E LDA $1E
C0/4A8D: 990916 STA $1609,Y (Store to current HP)
C0/4A90: 7B TDC
C0/4A91: E220 SEP #$20 (8 bit accum./memory)
Basically, it says: Check relic slots 1 & 2 for the presence of item number "E5" (decimal = 229). If that's the equipped item, do the Tintinabar effect.
So, if you were to have item E5 equipped to the weapon slot, it would never get checked for the Tintinabar effect. This is changed by the "Unhardcoded Tintinabar" patch to check the characters bitfield rather than their equipment slots.
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
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