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Umaro's Dash, Relics & Unequipping All
11-26-2013, 02:50 PM
Code:
@CC3592
B2 1A FE 02 Call subroutine $CCFE1A
FE Return
@CCFE1A
C0 AC 01 B3 5E 00 If ($1E80($1AC) [$1EB4, bit 5] is clear), branch to $CA5EB3 (simply returns)
8D 0C Remove all equipment from character $0C
E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
C0 AD 01 B3 5E 00 If ($1E80($1AD) [$1EB4, bit 5] is clear), branch to $CA5EB3 (simply returns)
8D 0D Remove all equipment from character $0D
FE Return
This works for me.
I used the free space at the end of the event banks instead of resorting to bank E, but it worked even when I tested it at E6/F640.
I think the issue with yours is that you're not taking your header into account on the jump. Your jump destination should be 512 bytes (200h bytes) before the actual code. For example, in the above code, my jump destination is CC/FE1A, but the actual code (the "landing point" for lack of a better term) will be at D0/001A in a headered ROM if you look at it in a hex editor.
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