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$F4 Sound Effect List?
Lockirby and his bro provided a nice full list on the last post of that event hacking thread:
https://www.ff6hacking.com/forums/showth...nt+hacking
As for timing up that sound effect, no you can't put a sound effect in the character action queue, it comes right after. Check out how it's done in other events for easy reference.
Here's an example of Locke falling down in Narshe.
CC/A779: F4 Play sound effect 186
CC/A77B: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/A77D: 19 Do vehicle/entity graphical action $19
CC/A77E: C7 Set vehicle/entity to stay still when moving
CC/A77F: 9E Move vehicle/entity down 8 tiles
CC/A780: C6 Set vehicle/entity to walk when moving
CC/A781: 09 Do vehicle/entity graphical action $09 (kneeling)
CC/A782: FF End queue
CC/A783: F4 Play sound effect 181
There's also a few different kind of pauses besides $91-$95 that you can work with for timing trickier things up, like if you were to not use the 'wait until complete' byte in the action queue, like when moving multiple objects on the screen at once, you could use the B5 XX pause after the queue and it would continue to execute the action until X amount of time, then do the sound effect, or whatever's after. It's hard for me to explain really, I hope I'm making some since. There's also E0 XX pause, I get confused which ones do exactly what though...
https://www.ff6hacking.com/forums/showth...nt+hacking
As for timing up that sound effect, no you can't put a sound effect in the character action queue, it comes right after. Check out how it's done in other events for easy reference.
Here's an example of Locke falling down in Narshe.
CC/A779: F4 Play sound effect 186
CC/A77B: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/A77D: 19 Do vehicle/entity graphical action $19
CC/A77E: C7 Set vehicle/entity to stay still when moving
CC/A77F: 9E Move vehicle/entity down 8 tiles
CC/A780: C6 Set vehicle/entity to walk when moving
CC/A781: 09 Do vehicle/entity graphical action $09 (kneeling)
CC/A782: FF End queue
CC/A783: F4 Play sound effect 181
There's also a few different kind of pauses besides $91-$95 that you can work with for timing trickier things up, like if you were to not use the 'wait until complete' byte in the action queue, like when moving multiple objects on the screen at once, you could use the B5 XX pause after the queue and it would continue to execute the action until X amount of time, then do the sound effect, or whatever's after. It's hard for me to explain really, I hope I'm making some since. There's also E0 XX pause, I get confused which ones do exactly what though...
We are born, live, die and then do the same thing over again.
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