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Pony Fantasy VI Remake
(07-14-2017, 11:31 PM)DrakeyC Wrote:
Let's break this down how it should be:
Code:
A) C0 D2 80 60 D8 02 If bit 00D2 is set, branch to $CCD860 (D), else continue (B)
B) C0 7E 80 7E D8 02 If bit 007E is set, branch to $CCD87E (Q), else continue (C) <- Remove D0
C) FE Return
D) 42 13 Hide object $13
E) 42 14 Hide object $14
F) 42 15 Hide object $15
G) 42 16 Hide object $16
H) 42 17 Hide object $17
I) 42 18 Hide object $18
J) 42 19 Hide object $19
K) 42 1A Hide object $1A
L) 42 1B Hide object $1B
M) 42 1C Hide object $1C
N) 42 1D Hide object $1D
O) C0 7E 80 7E D8 02 If bit 007E is set, branch to $CCD87E (Q), else continue (P) <- Remove D0.
P) FE Return
Q) 42 11 Hide object $11
R) FE Return
Problems:
B) the game crash because of the D0. It will check bit $7ED0 and branch outside the ROM if clear.
O) Same as previous problem
Also, if any object that you hide on the map are not present, the game will crash I think.
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