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25th & 10th Anniversary Challenge
12-30-2019, 07:18 PM
(This post was last modified: 12-31-2019, 09:20 PM by PowerPanda.)
(12-30-2019, 05:14 PM)C -Dude Wrote: Regarding #3, I learned that the game by default treats all guests as the same class (if you happen to load two different guest profiles, it uses the last one loaded). If that profile is $0E, then by the arrangement of the data an equippable guest treats the "Spec active if Imp" flag on equipment as their equip-able flag. Likewise, $0F behaves the same way with the "Heavy Gear" equipment flag (the one the Merit Award enables). I'm sure Hatzen knew about this when he wrote Guest Adder (which I haven't used or examined but of which I am peripherally aware), but I was invigorated to learn it myself. At the moment I'm only using the Merit Award flag for four pieces of equipment, so if I were to approach that in another fashion (perhaps moving the "Requires Merit Award" functionality to an unused bit, as I recall you mentioning in a different thread), my presentation could be made more elegant.
So what's going on is that the Imp and Merit Award flags are actually stored on the "which actor can equip this" bytes. They take up bits $40 and $80 of the second byte. As part of the full roster hack, Hatzen wrote a new routine that uses 2 unused equipment bits for the Merit Award and "Active if Imp" flags, allowing actors $0E and $0F to use $40/$80 to have an actual equipment list. Check the download on the 3rd page of this thread:
https://www.ff6hacking.com/forums/thread...age-3.html
In the zip file, I put in the source ASM for everything that was done. You will want the file called "ff6re_10_edit_noshop.asm".
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
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