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FFVI: Divergent Paths
06-04-2021, 02:21 PM
(06-04-2021, 12:40 PM)C-Dude Wrote: Insert a subroutine at the start of the scenario split code, right before the screen fade but after Mog is spawned as an object.
Add an action queue that pauses event execution until completion.
In this action queue, make actor $0A do the following (Mog is still actor $0A, yes?)
> Set movement speed to normal
> Set layering priority to 0
> Set to walk while moving
> Set action to $00
> Set to face down
Code:{0A-87} Begin action queue for character $0A (Actor in slot 10), 7 bytes long (Wait until complete)
{C2} Set event speed to normal
{C8-00} Set object layering priority to 0, (low nibble 0)
{C6} Set entity to walk when moving
{00} Do graphical action $00
{CE} Turn object downward
{FF} End queue
That should at least clean up the animation trouble whenever the scenarios pop up. The other place it happened was on the airship... not sure what you could do there.
EDIT: You didn't mess with ram addresses $09F8 or $0A11 did you? Those could mess with Mog's field display, the latter especially for his lower body.
The scenario split already accounts for that at CA/AD9C. I am also trying to puzzle out that I didn't change any of the event code regarding Mog, aside from switching him from character slot D to character slot A. In the other places where I have noticed it, there seems to be no rhyme or reason to it. Once was in the Gau's Father scene, where he was party member 3. Once was simply entering the menu and then exiting it when he was the lead character. I have not done anything with the listed RAM addresses either.
I'm thinking it might have something to do with the code for Everybody Gets a Chocobo, but again, that code doesn't touch Mog's sprite or any of the code near it.
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
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