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ff3se 2.12
(06-03-2020, 07:26 PM)Gi Nattak Wrote: True, if you have F2-F7 open you can just change the $60 byte I had to $F2 and I'd imagine it should work. I neglected to keep in mind that was where you had your monster sprites expanded to already >_<
Wait, so I literally just change this line:
Code:
C3/AF8D: A9 60 LDA #$60
to this?
Code:
C3/AF8D: A9 60 LDA #$F2
And I am also guessing these lines in the ASM file also from $60 to $F2?
Code:
org $C3AF8D
lbl_AF8D:
lda #$60
Also, just to clarify, this is what I typed for my own reference back in the day when I expanded the monster graphics:
F1A820\31A820 - F1B2CB\31B2CB:
Pointer to 8-High Monster Composition Data,
Pointer to 16-High Monster Composition Data,
DATA Monster 8-High Composition Data,
DATA Monster 16-High Composition Data
*F20000\320000 - F60570\360570
Main Monster Graphics
Battle Scripts:
F70000\370000 - F75000\375000
I remember I had to do something special to get my 1.1 ROM working with FF3SE_m for expanded monster graphics. I hope this will work with what I have done... Also, thanks for your patience; I never did learn ASM hacking as well as other parts of hacking.
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