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Making a field/battle event de/compilers?
06-04-2021, 09:07 AM
I'm not making any promises - it may be too much for me to chew - but I'll at least take a crack at making event code de/compilers for field and battle scripts. I do need to know more about them though, namely:
http://ff6hacking.com/wiki/doku.php?id=f...background
- Where they are located.
- How to determine where each script starts and ends.
- If they're mixed up with anything else besides scripts and variables.
- The number of bytes/bits per opcode, including parameters used to determine opcode/parameter length if they are parameterized.
- Rough idea of what each opcode does, and what their operands represent.
- Ideas on what each should be called if they were method calls.
- The most common use cases, and notable edge cases and caveats.
http://ff6hacking.com/wiki/doku.php?id=f...background
Quote:see: Event Commands Document and Event Script Dump
also the ROM map will show you where the event script lives
that's at least all the field event stuff
I am less familiar with the battle event stuff, aside from some notes that I think Seibaby pointed me to while I was working on my no-text hack. They're effectively an event script dump of the combat event code. I'll see if I can figure out where that came from if you lik
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