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Pony Fantasy VI Remake
The correct branching from event trigger is here. Check first if all this is the same as original:
The problem is with character $31, party character 0. Check this event which is called in the code I posted: $CAC6AC. Basically what it does is taking the first character present from Terra to Umaro and set the character as party leader. The 3 other spots are left empty. Check if your character 0 subroutine that set him as leader is correct (see $CAC6AC).
Finally in the code I posted there is a call to $CB2E34, check this too. Basically it enable all 4 character to pass through objects. What should happen is your leader doing the $CB2A69 queue, which is facing right on the event trigger.
Code:
CB/2A5B: C0 If ($1E80($172) [$1EAE, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/2A61: B2 Call subroutine $CAC6AC
CB/2A65: B2 Call subroutine $CB2E34
CB/2A69: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long
CB/2A6B: CD Turn vehicle/entity right
CB/2A6C: FF End queue
CB/2A6D: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long
CB/2A6F: C2 Set vehicle/entity's event speed to normal
CB/2A70: A0 Move vehicle/entity right/up 1x1 tiles
CB/2A71: CE Turn vehicle/entity down
CB/2A72: FF End queue
CB/2A73: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long
CB/2A75: C2 Set vehicle/entity's event speed to normal
CB/2A76: A1 Move vehicle/entity right/down 1x1 tiles
CB/2A77: CC Turn vehicle/entity up
CB/2A78: FF End queue
CB/2A79: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long
CB/2A7B: C2 Set vehicle/entity's event speed to normal
CB/2A7C: 85 Move vehicle/entity right 2 tiles
CB/2A7D: CF Turn vehicle/entity left
CB/2A7E: FF End queue
CB/2A7F: 94 Pause for 60 units
CB/2A80: 4B Display dialogue message $0661, wait for button press (At bottom of screen)
That's odd…
No Imperial soldiers…
The problem is with character $31, party character 0. Check this event which is called in the code I posted: $CAC6AC. Basically what it does is taking the first character present from Terra to Umaro and set the character as party leader. The 3 other spots are left empty. Check if your character 0 subroutine that set him as leader is correct (see $CAC6AC).
Finally in the code I posted there is a call to $CB2E34, check this too. Basically it enable all 4 character to pass through objects. What should happen is your leader doing the $CB2A69 queue, which is facing right on the event trigger.
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