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Day/Night cycles in FF6
06-03-2015, 07:37 PM
dn: The Day/Night status is written as a temporary value at $1A in the RAM. It could be stored anywhere in the RAM I guess (with STA), what's the use case you had in mind?
seibaby: Yes, it can sync with Lockirby2's event editing.
You need an "initialization event" to set the correct tint when entering a location, something like this (untested):
<exit> should be replace with a 3 byte pointer to the last line with the FE command.
b0 01 50 9b 52 9b b1 is the line to tint one step from Lockirby2's doc.
If you have Lockirby2's doc you should be able to replace any c0 checks to the event bits with 66 checks to the game timer.
The 99:59 bug is a problem, I was hoping to load the game time uncapped, it must be counting somewhere, I mean the Opera scene works past 99:59 right? Timers are still running. I'll see if I can figure this out.
Affecting encounters is interesting, requires more ASM hacking for random encounters (I think C0/C176 determines random encounters on world map). For event encounters you should be able to use the Event Command 66 before starting the encounter.
seibaby: Yes, it can sync with Lockirby2's event editing.
You need an "initialization event" to set the correct tint when entering a location, something like this (untested):
Code:
66 01 <exit>
66 bc <exit>
b0 01 50 9b 52 9b b1
66 12 <exit>
66 ab <exit>
b0 01 50 9b 52 9b b1
66 23 <exit>
66 9a <exit>
b0 01 50 9b 52 9b b1
66 34 <exit>
66 89 <exit>
b0 01 50 9b 52 9b b1
66 56 <exit>
66 78 <exit>
b0 01 50 9b 52 9b b1
fe
b0 01 50 9b 52 9b b1 is the line to tint one step from Lockirby2's doc.
If you have Lockirby2's doc you should be able to replace any c0 checks to the event bits with 66 checks to the game timer.
The 99:59 bug is a problem, I was hoping to load the game time uncapped, it must be counting somewhere, I mean the Opera scene works past 99:59 right? Timers are still running. I'll see if I can figure this out.
Affecting encounters is interesting, requires more ASM hacking for random encounters (I think C0/C176 determines random encounters on world map). For event encounters you should be able to use the Event Command 66 before starting the encounter.
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