Users browsing this thread: 10 Guest(s)
Pony Fantasy VI Remake
Thank you.
So other folks reading the thread know; the magic is fixed, and I just moved Umaro to palette 0 so all is well again.
Three things. First; the Genji Glove and Gauntlet aren't trigger Umaro's auto-re-equip, not sure how to fix. Second, I think this is something Resilient Morph may have done, when Morphed Terra takes more damage from enemy attacks. Presuming it's an easy fix I don't want that.
Third, trying to get my bonus boss working; the fight initiates fine by inspecting Gestahl's portrait, but if the party dies, I just want them to respawn before the painting at 1 HP, instead of a game over. Here's how the Terra fight at the start of the game does things, when you fight the guards with the Moogles.
Here's what I did, using the event bit for the Emperor's letter, since that event has been converted to the fight
Then at CA/6570 I have the code above from CC/AABA, hex dumped and inserted; the jump to CA/658A is to the FE, return.
So, summary of all that - it doesn't work. I still get a game over.
So other folks reading the thread know; the magic is fixed, and I just moved Umaro to palette 0 so all is well again.
Three things. First; the Genji Glove and Gauntlet aren't trigger Umaro's auto-re-equip, not sure how to fix. Second, I think this is something Resilient Morph may have done, when Morphed Terra takes more damage from enemy attacks. Presuming it's an easy fix I don't want that.
Third, trying to get my bonus boss working; the fight initiates fine by inspecting Gestahl's portrait, but if the party dies, I just want them to respawn before the painting at 1 HP, instead of a game over. Here's how the Terra fight at the start of the game does things, when you fight the guards with the Moogles.
Code:
CC/AABA: 8B For character $31 (Party Character 0), take HP and add 1
CC/AABD: 8B For character $32 (Party Character 1), take HP and add 1
CC/AAC0: 8B For character $33 (Party Character 2), take HP and add 1
CC/AAC3: 8B For character $34 (Party Character 3), take HP and add 1
CC/AAC6: 88 Remove the following status ailments from character $31 (Party Character 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/AACA: 88 Remove the following status ailments from character $32 (Party Character 1): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/AACE: 88 Remove the following status ailments from character $33 (Party Character 2): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/AAD2: 88 Remove the following status ailments from character $34 (Party Character 3): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/AAD6: 7E Move characters to (14, 11)
CC/AAD9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/AADB: 28 Do vehicle/entity graphical action $28
CC/AADC: FF End queue
CC/AADD: 7B Restore backup party (in $055D) to active status
CC/AADE: FE Return
CC/AADF: 4C Center screen on party and invoke battle, enemy set $05, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/AAE2: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCAAEC
CC/AAE7: B2 Call subroutine $CCAABA
CC/AAEB: FE Return
CC/AAEC: 96 Restore screen from fade
CC/AAED: 5C Pause execution until fade in or fade out is complete
CC/AAEE: F4 Play sound effect 45
CC/AAF0: 42 Hide object $13
CC/AAF2: 45 Refresh objects
CC/AAF3: DD Clear event bit $1E80($60A) [$1F41, bit 2]
CC/AAF5: 7B Restore backup party (in $055D) to active status
CC/AAF6: FE Return
CC/AADF: 4C Center screen on party and invoke battle, enemy set $05, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/AAE2: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCAAEC
CC/AAE7: B2 Call subroutine $CCAABA
CC/AAEB: FE Return
Here's what I did, using the event bit for the Emperor's letter, since that event has been converted to the fight
Code:
CA/6530: F4 Play sound effect 61
CA/6532: 55 Flash screen with color component(s) 2 (Red), at intensity 0
CA/6534: 4D Invoke battle, enemy set $96, background $20 (Owzer's House), (mosaic effect enabled), (swoosh sound enabled)
CA/653F: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA6570
CA/6545: B2 Call subroutine $CA658A
CA/6549: FE Return
Then at CA/6570 I have the code above from CC/AABA, hex dumped and inserted; the jump to CA/658A is to the FE, return.
So, summary of all that - it doesn't work. I still get a game over.
« Next Oldest | Next Newest »
Users browsing this thread: 10 Guest(s)