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Battlescript variables...
07-21-2015, 04:10 AM
The fact you thought of moving Veldt data into $1E00-$1E40 too makes me think you're confident on the fact that this area is safe, is that so?
Anyway i don't even need of Veldt variables, actually i need of them as 64 extra battle vars, i was aware of the fact that those 12 battle vars are unused, in fact their use was already planned, but i'm not sure 12 vars might be enough: according to my results on var expansion the thing would expand to an higher level...
When you deal with Veldt variables, i believe you have to deal also with a piece of code triggered when you win a battle, which probably sets the bit that match with that formation, if it's the first time you win that formation.
Here's the RAM map:
http://www.mediafire.com/download/0dtyu5...AM_Map.txt
They all jump in the same check? lucky me!
Yet i forgot about the fact they save var at $3EB0-$3ED3... unless there's a decent space left for storing extra variables we might take another solution: if i free all those bytes and gather 99 vars(64 + 35), then i might use the first half as new variables and the second half for saving them, then it would be good if i manage to edit the map event which checks/set battle variable values so that it might check those vars too.
I remember that Madsiur said there some good space in RAM to use, it should be the space used to store Swdtech names, i can't remember if he said they were 48 bytes of what...
Anyway i don't even need of Veldt variables, actually i need of them as 64 extra battle vars, i was aware of the fact that those 12 battle vars are unused, in fact their use was already planned, but i'm not sure 12 vars might be enough: according to my results on var expansion the thing would expand to an higher level...
When you deal with Veldt variables, i believe you have to deal also with a piece of code triggered when you win a battle, which probably sets the bit that match with that formation, if it's the first time you win that formation.
Here's the RAM map:
http://www.mediafire.com/download/0dtyu5...AM_Map.txt
They all jump in the same check? lucky me!
Yet i forgot about the fact they save var at $3EB0-$3ED3... unless there's a decent space left for storing extra variables we might take another solution: if i free all those bytes and gather 99 vars(64 + 35), then i might use the first half as new variables and the second half for saving them, then it would be good if i manage to edit the map event which checks/set battle variable values so that it might check those vars too.
I remember that Madsiur said there some good space in RAM to use, it should be the space used to store Swdtech names, i can't remember if he said they were 48 bytes of what...
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