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Gaining a greater health from Potions?

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The item action is internally considered an attack and it has the special effect variable $11A9. The relatively easy way is to recycle one of the items special effects for a damage multiplier.

I made a patch that exchanges the super ball special effect for the multiplier. In ff3usme, choose the super ball effect and the damage is multiplied by 40. Please, make sure that the “max out” flag isn't set. You also need a rom with a header. You can download the patch here .

For reference, the code is:
Code:
== pointers ==

C2/4375 2C 40           Super Ball pointer
C2/3E61 8C 38           Super Ball pointer (null)

== super ball: piece 1 ==
available: C2/402C - C2/4036

C2/402C 08              PHP
C2/402D E2 20           SEP #$20        set A as 8-bit
C2/402F AD A6 11        LDA $11A6       spell power
C2/4032 EB              XBA
C2/4033 4C B8 3D        JMP $3DB8

== super ball: piece 2 ==
available: C2/3DB8 - C2/3DC4

C2/3DB8 A9 28           LDA #$28        number to multiply (40 em decimal)
C2/3DBA 20 81 47        JSR $4781       multiply A * B
C2/3DBD C2 20           REP #$20        set A as 16-bit
C2/3DBF 8D B0 11        STA $11B0       store multiplied number
C2/3DC2 28              PLP
C2/3DC3 60              RTS

If you want to preserve the super ball special effect, you need to relocate the code and find a new pointer for it in the C2/42E1 or C2/3DCD table of pointers. To be honest, I don't understand why there are two tables of pointers for special effects. I generally choose one of the tables and nullify the pointer of the other table with an alone RTS pointer.
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RE: Gaining a greater health from Potions? - by HatZen08 - 06-05-2014, 08:54 AM

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