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C. V. Reynolds Bug-Fix Compilation and Script Fix

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Something that may be of interest to people here, could be integrated into the comp as well. The "Bird Bars" patch has a hiccup where, by the way it changes how the Bar-Bar-Bar Slots result is implemented, it will use the animation of the Magicite item before calling a random Esper and doing its animation, ergo if you change the Magicite item to something else, it'll screw up Slots visually.
 
Fortunately this is easy to fix. The offending bit of code is at C2/4DD1
Code:
C24DD1:    BNE revert_xba  ; branch if not
    XBA  ; item ID = null
REPLACE5:  ; LDA replaces JSR
C24DD4:    LDA #$01  ; set Item command
;C24DD4:    JSR $37DC  ; v1.0 or v1.1
;C24DD4:    JSR $37D7  ; SFC only
    XBA
    NOP
    NOP
    NOP

From C2/4DD3, change it to 20 DC 37, the vanilla coding to call up the subroutine to call a random Esper. After that, EA out the EB afterwards, and Slots is fixed and will function normally independent of the Magicite item. In the end the code from C2/4DD3 onward will look like this:

Code:
20 DC 37 EA EA EA EA EB
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[-] The following 1 user says Thank You to DrakeyC for this post:
  • CVReynolds (06-01-2023)



Messages In This Thread
RE: C. V. Reynolds Bug-Fix Compilation and Script Fix - by REDTITAN - 10-06-2021, 11:12 PM
RE: C. V. Reynolds Bug-Fix Compilation and Script Fix - by DrakeyC - 05-14-2023, 11:41 PM

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