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Pony Fantasy VI Remake
This seems to work for stackable Atlas Armlet (or any relic having the "raise fight damage" property). You need some space in C2:
Edit: For your re-equip bug, you're probably still have this unchanged:
I would also check proper relics are pulled at $C39F5C and that the optimum function works properly with actor $0D.
Code:
hirom
;header
org $C21077
JSR subrA
BRA continueA
org $C21086
continueA:
org $C20D5C
JSR atlas
BCS brnD ;Branch if physical damage unless concerns mp
BIT #$02
BNE double ;Branch double earrings - add 50% damage
XBA
LSR
brnD:
LSR
BCC exitB ;Exits function if not Atlas Armlet / Earring
LDA $3C59,X ;Load item special effect #4
BIT #$20 ;Check if double Atlas Armlet
BNE double ;Branch double atlas armlet - add 50% damage
org $C20D75
double:
org $C20D85
exitB:
org $C26469 ;Change to free space in C2
subrA:
LDA #$02
TRB $11D5 ;clear "raise magic damage" bit in Item Bonuses
BEQ brnA
TSB $11D7 ;if Earring effect is set in current equipment slot, set it in Item Special 2:
BEQ brnA
TSB $11D5 ;if Earring effect had also been set by other equipment slots, set it again in item bonuses
brnA:
LDA #$01 ;Do the same for Atlas Armlet effect
TRB $11D5
BEQ exitA
LDA #$20
TSB $11D9 ; Use item special effect #4 bit 5 (unused)
BEQ exitA
LDA #$01
TSB $11D5
exitA:
RTS
; We need so room in original function
atlas:
LDA $11B0 ;Max Damage
STA $EE ;Stores damage at $EE
LDA $3C44,X ;Relic effects
SEP #$20 ;Set 8-bit Accumulator
RTS
Edit: For your re-equip bug, you're probably still have this unchanged:
Code:
C3/9EF1: B90000 LDA $0000,Y ; Actor
C3/9EF4: C90D CMP #$0D ; Umaro?
I would also check proper relics are pulled at $C39F5C and that the optimum function works properly with actor $0D.
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