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Harp Weapon Tutorial

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(06-28-2020, 11:12 AM)Everything Wrote: You can edit the bytes at D0/7F01 and D0/7F03 to change the harp's position. Here's another doc on the wiki that gives better descriptions of most of these commands: https://www.ff6hacking.com/wiki/doku.php...ion_script
Thank you very much for your help, Everything!  I may not be able to understand the Battle Animation commands (I don't know how to translate "$" into bytes so I can edit them in the hex editor) but relying on my improvisational skills. I changed the first byte of D0/7F01 from 83 to A4 and that put the harp in the desired position.  It did indeed change the punch animation as well, but I'm not concerned with learning how to fix that (It's not distracting to the gameplay anyway)

I also used FFusME and used the attack animation of 39, which is the coin in GP Rain and set it to Atma wpn. Gfx (because the note was transparent otherwise)

Thank you for showing me where the scripts are.  I barely can understand it, but here are the codes I found for GP and Music Note
Code:
; [ Animation Script $0039: GP Rain (sprite) ]

D0/65D4: 00 20                    speed 1, align to center of character/monster
D0/65D6: 85                       move to attacker position
D0/65D7: DB 06                    branch to $65DF if character already stepped forward to attack
D0/65D9: 83 77                    move forward 24
D0/65DB: 89 07                    loop start (7 times)
D0/65DD: 1F                       [---]
D0/65DE: 8A                       loop end
D0/65DF: 80 72 01                 branch to $65E3 if attack hit
D0/65E2: FF                       end of script

D0/65E3: C9 00                    play default sound effect
D0/65E5: 94 93                    calculate vector from attacker to a random location on target
D0/65E7: 08                       [$08]
D0/65E8: 00                       [$00]
D0/65E9: 92 08 03                 move along vector at speed 8, branch to $65E8
D0/65EC: 89 07                    loop start (7 times)
D0/65EE: 87 81                    move target back 2
D0/65F0: 00                       [$00]
D0/65F1: 87 61                    move target forward 2
D0/65F3: 00                       [$00]
D0/65F4: 8A                       loop end
D0/65F5: FF                       end of script

; [ Animation Script $0270: Music Note Hit (bg1) ]

D0/0635: 00 20                    speed 1, align to center of character/monster
D0/0637: D1 01                    invalidate character/monster sprite priority
D0/0639: 85                       move to attacker position
D0/063A: 95                       calculate vector from attacker to target
D0/063B: C9 00                    play default sound effect
D0/063D: 80 5D                    command $80/$5D
D0/063F: 98 04 02                 increment frame offset every 4 loops (0..2)
D0/0642: 00                       [$00]
D0/0643: 92 02 08                 move along vector at speed 2, branch to $063D
D0/0646: 80 4E                    clear frame offset
D0/0648: 80 5D                    command $80/$5D
D0/064A: BF 2F 07                 jump to subroutine $072F
D0/064D: FF                       end of script

In a pure guess, I just copied the coding from the Music Note Hit to GP Rain (and adding "FF"s to fill in the extra space) and I indeed have attack animation working for the note!

However I do have a couple issues with the animation:
  • The note animates before my character steps forward to attack.  It is a slight annoyance, but I was hoping to find a way to delay the attack just fraction of a second so the character has time to get ready before the note comes out the first time.
  • My other problem is the sprite flickers (Most likely due to the fact that it needs TWO sprites, and GP rain only has ONE) Is there a way to either load the note graphic from the Music Note Hit animation, or perhaps load a sprite from somewhere else and combine that with the graphic that I used for GP Rain?
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Messages In This Thread
Harp Weapon Tutorial - by Mutteo - 06-18-2020, 12:05 AM
RE: Harp Weapon - by Gi Nattak - 06-18-2020, 01:55 AM
RE: Harp Weapon - by Mutteo - 06-18-2020, 11:00 AM
RE: Harp Weapon - by PowerPanda - 06-18-2020, 09:34 AM
RE: Harp Weapon - by Morendo - 06-19-2020, 02:48 AM
RE: Harp Weapon - by Mutteo - 06-19-2020, 11:07 AM
RE: Harp Weapon - by C-Dude - 06-19-2020, 09:20 PM
RE: Harp Weapon - by Mutteo - 06-20-2020, 03:11 PM
RE: Harp Weapon - by C-Dude - 06-20-2020, 03:43 PM
RE: Harp Weapon - by Mutteo - 06-20-2020, 04:35 PM
RE: Harp Weapon - by C-Dude - 06-20-2020, 06:58 PM
RE: Harp Weapon - by SSJ Rick - 06-20-2020, 07:19 PM
RE: Harp Weapon - by Mutteo - 06-20-2020, 08:05 PM
RE: Harp Weapon - by SSJ Rick - 06-20-2020, 11:41 PM
RE: Harp Weapon - by Mutteo - 06-21-2020, 12:24 AM
RE: Harp Weapon - by SSJ Rick - 06-27-2020, 03:16 PM
RE: Harp Weapon - by Mutteo - 06-27-2020, 07:02 PM
RE: Harp Weapon - by Everything - 06-27-2020, 10:33 PM
RE: Harp Weapon - by Mutteo - 06-27-2020, 10:53 PM
RE: Harp Weapon - by SSJ Rick - 06-28-2020, 01:10 AM
RE: Harp Weapon - by Mutteo - 06-28-2020, 01:24 AM
RE: Harp Weapon - by Everything - 06-28-2020, 11:12 AM
RE: Harp Weapon - by Mutteo - 06-28-2020, 12:57 PM
RE: Harp Weapon - by Everything - 06-28-2020, 05:50 PM
RE: Harp Weapon - by Mutteo - 06-28-2020, 07:03 PM
RE: Harp Weapon - by Everything - 06-28-2020, 08:42 PM
RE: Harp Weapon - by Mutteo - 06-29-2020, 02:48 AM
RE: Harp Weapon - by Everything - 06-29-2020, 09:14 AM
RE: Harp Weapon - by Mutteo - 06-29-2020, 02:14 PM
RE: Harp Weapon Tutorial - by SSJ Rick - 07-03-2020, 01:53 PM

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