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Some final code requests (and screenshots)
(08-05-2018, 03:05 PM)Gi Nattak Wrote: 'dispay offset as snes hi-rom'. I've never heard of CrystalTile, most people here use HxD or Windhex
That is EXACTLY what I was looking for. I couldn't figure out how you guys were getting these addresses until I downloaded Windhex and saw the "display offset as SNES hi-rom". I was always confused why there was a discrepancy there. Removing the header is obviously a piece of cake and I've already added/removed it hundreds of times for various programs. Thanks!
(08-05-2018, 06:28 PM)madsiur Wrote:(08-05-2018, 02:31 PM)Lightning Wrote: In the hex editor I have used (CrystalTile2), there are addresses such as "0021A380" on the left bar, but nothing that resembles the tables you guys are referring to. I guess everyone here already knows this stuff, but all my editing has been through FF3USME and FF3SE!
I seems you have not looked at the hacking FAQ: https://www.ff6hacking.com/wiki/doku.php?id=hacking_faq
Actually, I did look through the FAQ, but honestly I don't have hours to spend combing through the hex editing section. I really don't have any interest in learning hex editing, although I am picking up some stuff here and there just attempting to fix bugs in my mod. But anyway, I figured out what I needed to know with Gi Nattak's tip to use Windhex and switch to "display offset as SNES hi-rom". In fact, I have already fixed almost all the throw/jump weapon animations with this new information. The rest of that stuff on the FAQ I already know.
Now I just need to find out if anyone knows how to solve the Rage/Ninja bug (also present in the original FF3). This is the bug in which Gau continually takes steps forward while using a water edge with the Ninja rage (eventually walking across the whole battle field). Has anyone ever fixed this bug?
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