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Changing the battle intro animation?
07-05-2013, 03:31 PM
Hey again guys! lot of questions this week, but wow! So many people of this people of this community are so amazing and helpfull!
I was wondering if it is possible to choose which character has which intro animation?
an example would be giving mogs laughing animation before jumping in position when battle begins to strago?
and also... does anyone have a list of what all the hex code means?
I mean like an API for FF6 hexing?
I was wondering if it is possible to choose which character has which intro animation?
an example would be giving mogs laughing animation before jumping in position when battle begins to strago?
and also... does anyone have a list of what all the hex code means?
I mean like an API for FF6 hexing?
This won't help too much, but I asked the same thing about the character battle intro animations before on Slick Productions, and Lenophis told me that "I don't know where they are, but I suspect they are in bank D0."
Using the debugger to locate them might work though, I'd imagine.
As for a list of what all the hex does, that is not feasible due to the fact that the same hex values can mean many different things depending on what is being done, like assembly code, event, music, pointers, and many other things. Which kind of hex code are you inquiring about specificly?
Using the debugger to locate them might work though, I'd imagine.
As for a list of what all the hex does, that is not feasible due to the fact that the same hex values can mean many different things depending on what is being done, like assembly code, event, music, pointers, and many other things. Which kind of hex code are you inquiring about specificly?
We are born, live, die and then do the same thing over again.
07-05-2013, 10:51 PM
Did some research on this tonight, here's what I found:
In the battle event script, after it checks for what I'm assuming are various specific events, it has this line...
...which loads the sprite ID. By changing the value of A here I was able to change the startup animation. Further down the code it uses the sprite ID to make an offset which is used to call a pointer to the battle event codes for each sprite ID.
So by following this we know that Mog's start up animation is at D0/9A26. From here all you need to do is dicipher and alter the battle event code to make a custom animation. If all you want to do is rearrange these (say giving Terra Mog's intro) all you would have to do is change the pointer to go to the same location.
Once I spend some time on Battle events I may come back to this and fill out some details on how to make custom intros, but for now, I hope this helps.
Happy Hacking!
In the battle event script, after it checks for what I'm assuming are various specific events, it has this line...
Code:
C1/FEEA: B9AE2E LDA $2EAE,Y
Code:
[F7 22] D0/9844: 7B 98 (D0/987B) (Battle intro: Terra)
[F7 23] D0/9846: 94 98 (D0/9894) (Battle intro: Locke)
[F7 24] D0/9848: C4 98 (D0/98C4) (Battle intro: Cyan)
[F7 25] D0/984A: F4 98 (D0/98F4) (Battle intro: Shadow)
[F7 26] D0/984C: 1B 99 (D0/991B) (Battle intro: Edgar)
[F7 27] D0/984E: 3B 99 (D0/993B) (Battle intro: Sabin)
[F7 28] D0/9850: 63 99 (D0/9963) (Battle intro: Celes)
[F7 29] D0/9852: 85 99 (D0/9985) (Battle intro: Strago)
[F7 2A] D0/9854: B5 99 (D0/99B5) (Battle intro: Relm)
[F7 2B] D0/9856: F5 99 (D0/99F5) (Battle intro: Setzer)
[F7 2C] D0/9858: 26 9A (D0/9A26) (Battle intro: Mog)
[F7 2D] D0/985A: 61 9A (D0/9A61) (Battle intro: Gau)
[F7 2E] D0/985C: 8B 9A (D0/9A8B) (Battle intro: Gogo)
[F7 2F] D0/985E: D3 9A (D0/9AD3) (Battle intro: Umaro)
[F7 30] D0/9860: F4 98 (D0/98F4) (Battle intro: Soldier)
[F7 31] D0/9862: 51 9B (D0/9B51) (Battle intro: Imp)
[F7 32] D0/9864: 7B 98 (D0/987B) (Battle intro: Leo)
[F7 33] D0/9866: 94 98 (D0/9894) (Battle intro: Banon)
[F7 34] D0/9868: C4 98 (D0/98C4) (Battle intro: Esper Terra)
[F7 35] D0/986A: F4 98 (D0/98F4) (Battle intro: Merchant)
[F7 36] D0/986C: 1B 99 (D0/991B) (Battle intro: Ghost)
[F7 37] D0/986E: 3B 99 (D0/993B) (Battle intro: Kefka)
So by following this we know that Mog's start up animation is at D0/9A26. From here all you need to do is dicipher and alter the battle event code to make a custom animation. If all you want to do is rearrange these (say giving Terra Mog's intro) all you would have to do is change the pointer to go to the same location.
Code:
[F7 22] D0/9844: 26 9A (D0/9A26) (Battle intro: Terra)(Now pointing to Mog's intro!)
Once I spend some time on Battle events I may come back to this and fill out some details on how to make custom intros, but for now, I hope this helps.
Happy Hacking!
Let's Hack FF6 Stream: https://www.twitch.tv/b_run_
FFVI - Children of Vector: http://www.ff6hacking.com/forums/showthr...p?tid=2386
Monster AI Upgrade Patch: http://www.ff6hacking.com/forums/showthr...p?tid=2673
MMMMMagic 2.0: http://www.ff6hacking.com/forums/showthr...p?tid=3330
07-06-2013, 01:33 PM
I think the list name i am looking for is called like.. event dumper or something?
THANKS EDRIN! THIS IS GREAT!!!
THANKS EDRIN! THIS IS GREAT!!!
07-06-2013, 01:48 PM
(07-06-2013, 01:33 PM)xeblon Wrote: I think the list name i am looking for is called like.. event dumper or something?
The event dumps covers all the events of the games. It is available on this site.
Now for a meaning of the event command, there is the event commands list available here.
That been said, I don't think characters battle intro are event coding, meaning you'll have to decipher it yourself.
07-06-2013, 02:16 PM
(07-06-2013, 01:48 PM)Madsiur Wrote:(07-06-2013, 01:33 PM)xeblon Wrote: I think the list name i am looking for is called like.. event dumper or something?
The event dumps covers all the events of the games. It is available on this site.
Now for a meaning of the event command, there is the event commands list available here.
That been said, I don't think characters battle intro are event coding, meaning you'll have to decipher it yourself.
They are a part of the battle events which I don't think are as thoroughly explored as standard events but there is a partial list at least in ff3info.txt as well as a battle events document somewhere that also does a little by way of interpretation (sorry no links, posting from my phone). But there is a lot currently undocumented for battle events, so you will definitely have to spend some time deciphering, but at least it won't be without a little help.
Let's Hack FF6 Stream: https://www.twitch.tv/b_run_
FFVI - Children of Vector: http://www.ff6hacking.com/forums/showthr...p?tid=2386
Monster AI Upgrade Patch: http://www.ff6hacking.com/forums/showthr...p?tid=2673
MMMMMagic 2.0: http://www.ff6hacking.com/forums/showthr...p?tid=3330
07-06-2013, 02:32 PM
(07-06-2013, 02:16 PM)Edrin Wrote: But there is a lot currently undocumented for battle events, so you will definitely have to spend some time deciphering, but at least it won't be without a little help.
I did a bit of battle event exploration and from what I have been seeing, there is a 2 bytes command for every specific move in every battle events. As an example, a character on position x, y moving 2 steps forward will have a certain command but the same character moving 2-1/4 steps forward will have a totally different command. And the battle screen doesn't have tiles, it's more a x, y position in maybe pixels so it give a huge variety of possible battle events commands.
That been said, I dunno how the game interpret the battle event command, if they are predetermined moves and the 2 bytes would only be an index or if the value of the 2 bytes command has a deeper meaning. There are commons command such as dialogue and changing character queues that remains the same in every battle events.
Personally, I think it is not possible to do everything we want in battle events compared to normal events.
07-06-2013, 11:33 PM
I have been interested in this for quite a while now, thanks Edrin! This has gotten my attention to the point that I want to take a look at it myself...
(07-06-2013, 02:16 PM)Edrin Wrote: as well as a battle events document somewhere that also does a little by way of interpretation (sorry no links, posting from my phone).
Which document are we talking about here? Anything different from the Battle event thread ?
(07-06-2013, 11:33 PM)Angelo Wrote: This has gotten my attention to the point that I want to take a look at it myself...
It's about time you get interested in a hacking related topic... :P
07-07-2013, 08:37 AM
No that's my same info. It was just so long ago that I copied all of it from the thread that I assumed I downloaded it somewhere at some point.
Let's Hack FF6 Stream: https://www.twitch.tv/b_run_
FFVI - Children of Vector: http://www.ff6hacking.com/forums/showthr...p?tid=2386
Monster AI Upgrade Patch: http://www.ff6hacking.com/forums/showthr...p?tid=2673
MMMMMagic 2.0: http://www.ff6hacking.com/forums/showthr...p?tid=3330
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