Users browsing this thread: 1 Guest(s)
MMMMMMMagic update
"Pick a bank, and find some addresses so we can plan our code!"
- Ok
C0 Bank
Event command to teach a spell, there is an event for learning a spell (CA/000C), that is never used. There is code for an event command but no pointer it seems.
C0/AE0D: Learn a spell, though this looks like unused code
C0/A17F: Teach Natural Abilities learned via Automatic Level-Up
C0/A196: Fork: Terra's Spell list
C0/A1B8: Fork: Celes's Spell list
C2 Bank
Colosseum:
C2/0420: (Pick action to take if character Berserked, Zombied, Muddled, Charmed, or in the Colosseum)
C2/051A: (Magic and X-Magic)
Battle Menu:
C2/5429: (Magic and X-Magic menu entry) - (Blank out Magic/X-Magic menu if no spells are known and no Esper is equipped), maybe you don't need this it uses RAM $F6
C2/5551: (Generate Lore menus based on known Lores, and generate Magic menus based on spells
known by ANY character. C2/568D will eliminate unknown spells and modify costs as
needed, on a per character basis.)
C2/568D: (Generate a character's Esper menu, blank out unknown spells from their Magic menu,
and adjust spell and Lore MP costs based on equipped Relics.)
Spell Points and Level Ups:
C2/5FEF: (Progress towards uncursing Cursed Shield, and learning spells taught by equipment)
C2/602A: (Progress towards learning spells taught by Esper)
C2/604B: Progress towards learning spell
C2/6133: (Mark just-learned spells for a character as known, and display messages for them)
C2/61FC: (Terra and Celes natural magic learning at level up)
C3 Bank
C3/0D2B: Determine if a character actually knows magic
C3/4FC4: Draw a column of spells
C3/50A2: Get spell's learned amount, or, if it's Gogo, branch below to check everybody else in the party.
C3/599F: Esper detailed screen
C3/5A84: Draw dd% in the esper screen
C3/87C7: Draw spell learning in equipment info screen
That's what I got for now, I also wanted to suggest you make hex for testing your data structure. We could directly modify the SRM with a script (https://www.ff6hacking.com/forums/showth...p?tid=2067) or debugger.
Edit:
Made some hypothetical data list.
Edit 2: added some C2 stuff, a lot in the C2 seems to work on the initalized battle menus
- Ok
C0 Bank
Event command to teach a spell, there is an event for learning a spell (CA/000C), that is never used. There is code for an event command but no pointer it seems.
C0/AE0D: Learn a spell, though this looks like unused code
C0/A17F: Teach Natural Abilities learned via Automatic Level-Up
C0/A196: Fork: Terra's Spell list
C0/A1B8: Fork: Celes's Spell list
C2 Bank
Colosseum:
C2/0420: (Pick action to take if character Berserked, Zombied, Muddled, Charmed, or in the Colosseum)
C2/051A: (Magic and X-Magic)
Battle Menu:
C2/5429: (Magic and X-Magic menu entry) - (Blank out Magic/X-Magic menu if no spells are known and no Esper is equipped), maybe you don't need this it uses RAM $F6
C2/5551: (Generate Lore menus based on known Lores, and generate Magic menus based on spells
known by ANY character. C2/568D will eliminate unknown spells and modify costs as
needed, on a per character basis.)
C2/568D: (Generate a character's Esper menu, blank out unknown spells from their Magic menu,
and adjust spell and Lore MP costs based on equipped Relics.)
Spell Points and Level Ups:
C2/5FEF: (Progress towards uncursing Cursed Shield, and learning spells taught by equipment)
C2/602A: (Progress towards learning spells taught by Esper)
C2/604B: Progress towards learning spell
C2/6133: (Mark just-learned spells for a character as known, and display messages for them)
C2/61FC: (Terra and Celes natural magic learning at level up)
C3 Bank
C3/0D2B: Determine if a character actually knows magic
C3/4FC4: Draw a column of spells
C3/50A2: Get spell's learned amount, or, if it's Gogo, branch below to check everybody else in the party.
C3/599F: Esper detailed screen
C3/5A84: Draw dd% in the esper screen
C3/87C7: Draw spell learning in equipment info screen
That's what I got for now, I also wanted to suggest you make hex for testing your data structure. We could directly modify the SRM with a script (https://www.ff6hacking.com/forums/showth...p?tid=2067) or debugger.
Edit:
Made some hypothetical data list.
Code:
Learned Magic Byte #1
$01 Black Magic Fire
$02 Black Magic Ice
$04 Black Magic Bolt
$08 Black Magic Poison
$10 Black Magic Drain
$20 Black Magic Fire2
$40 Black Magic Ice2
$80 Black Magic Bolt2
Learned Magic Byte #2
$01 Black Magic Bio
$02 Black Magic Fire3
$04 Black Magic Ice3
$08 Black Magic Bolt3
$10 Black Magic Break
$20 Black Magic Doom
$40 Black Magic Pearl
$80 Black Magic Flare
Learned Magic Byte #3
$01 Black Magic Demi
$02 Black Magic Quartr
$04 Black Magic X-Zone
$08 Black Magic Meteor
$10 Black Magic Ultima
$20 Black Magic Quake
$40 Black Magic WWind
$80 Black Magic Merton
Learned Magic Byte #4
$01 Gray Magic Scan
$02 Gray Magic Slow
$04 Gray Magic Rasp
$08 Gray Magic Mute
$10 Gray Magic Safe
$20 Gray Magic Sleep
$40 Gray Magic Muddle
$80 Gray Magic Haste
Learned Magic Byte #5
$01 Gray Magic Stop
$02 Gray Magic Bserk
$04 Gray Magic Float
$08 Gray Magic Imp
$10 Gray Magic Rflect
$20 Gray Magic Shell
$40 Gray Magic Vanish
$80 Gray Magic Haste2
Learned Magic Byte #6
$01 Gray Magic Slow2
$02 Gray Magic Osmose
$03 Gray Magic Warp
$04 Gray Magic Quick
$10 Gray Magic Dispel
$20 White Magic Cure
$40 White Magic Cure2
$80 White Magic Cure3
Learned Magic Byte #7
$01 White Magic Life
$02 White Magic Life2
$04 White Magic Antdot
$08 White Magic Remedy
$10 White Magic Regen
$20 White Magic Life3
$40 Esper Ramuh
$80 Esper Ifrit
Learned Magic Byte #8
$01 Esper Shiva
$02 Esper Siren
$04 Esper Terrato
$08 Esper Shoat
$10 Esper Maduin
$20 Esper Bismark
$40 Esper Stray
$80 Esper Palador
Edit 2: added some C2 stuff, a lot in the C2 seems to work on the initalized battle menus
« Next Oldest | Next Newest »
|
||||
Users browsing this thread: 1 Guest(s)