Users browsing this thread: 1 Guest(s)
Making a Command cast a single spell
08-11-2020, 03:09 PM
Okay, here's something you can try. Instead of hijacking the normal spell animation code you're going to modify the code for Control to make it look more like Shock.
Follow everything in C-Dude's tutorial except the last step.
Next, modify the animation code for Control to make it look just like Shock (for reference, the code for Shock is at C1/BB49).
Last, change the animation data pointer for Control to instead point at 7-Flush.
As an alternative to the last step, you can avoid overwriting the vanilla 7-Flush animation data and instead modify the animation data for Control to match what you put into FF3usME. I don't think this can be done in FF3usME though, you would have to do it with a hex editor (For some reason the animation editor in FF3usME only goes up to 255 and Control is at 404).
Hopefully I got all that right. Let me know how it works.
Follow everything in C-Dude's tutorial except the last step.
Code:
C1/B791: 54 BB (0E) (Control)
Leave this as 54 BB. Don't change it to EB AB like in C-Dude's tutorial.
Next, modify the animation code for Control to make it look just like Shock (for reference, the code for Shock is at C1/BB49).
Code:
Modify the code at C1/BB54 to this:
C1/BB54: 20 F7 BB JSR $BBF7
C1/BB57: 90 05 BCC $BB5B ; fix branch distance
C1/BB59: A9 39 LDA #$39
C1/BB5B: 20 E1 BB JSR $BBE1 ; change subroutine to match Shock
C1/BB5E: 60 RTS ; RTS and NOP for padding
C1/BB5F: EA NOP
C1/BB60: EA NOP
C1/BB61: EA NOP
Last, change the animation data pointer for Control to instead point at 7-Flush.
Code:
C2/B530: 18 16 ; change this to 0E 07 (calculated from 129 * 14 = 1806 = 0x070E)
As an alternative to the last step, you can avoid overwriting the vanilla 7-Flush animation data and instead modify the animation data for Control to match what you put into FF3usME. I don't think this can be done in FF3usME though, you would have to do it with a hex editor (For some reason the animation editor in FF3usME only goes up to 255 and Control is at 404).
Code:
Modify animation data for Control to the following:
D0/95CA: 80 80 sprite script $0080: Shock (sprite)
D0/95CC: C9 01 bg1 script $01C9 Riot Blade (bg1)
D0/95CE: FF FF no bg3 script
D0/95D0: 00 sprite palette 0
D0/95D1: EE bg1 palette 238
D0/95D2: 00 bg3 palette 0
D0/95D3: 80 default sound effect 128
D0/95D4: 09 init function 9
D0/95D5: 80 00 extra script $0080: Shock (sprite)
D0/95D7: 10 delay 16
Hopefully I got all that right. Let me know how it works.
The following 2 users say Thank You to Everything for this post:
• Febreeze (08-11-2020), xDaygo (08-11-2020)
• Febreeze (08-11-2020), xDaygo (08-11-2020)
« Next Oldest | Next Newest »
|
||||
Users browsing this thread: 1 Guest(s)