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A Guide to Ability Learning

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(07-19-2020, 01:49 PM)C-Dude Wrote: If you're going to NOP a line, you need to replace each byte of that line with an EA.  For instance, if you're removing LDA $300A, you need to replace all three bytes with EA.

EA EA EA
Oooh, That makes much more sense now that I know what that command actually does.  So yes I changed all the bytes in the offset $C25EE5-$C25EF0 to EA and that fixed that problem.

Quote:C-Dude

CMP is 'Compare A', and is extremely important.  It checks if A has a certain value, by subtracting the number that follows from it (without updating it) and setting the carry accordingly.  For instance, if the current value in A is 7, and you CMP 6, then the result of the subtraction is 1 and the carry is not set (because 7 doesn't have to 'borrow' a number to subtract 6).  If you took A is 7 and you CMP 8, then the result of the subtraction is -1 ($FF) and the carry IS set, as 7 was too small to subtract 8
You lost me on that, maybe an example would help cement that better. Phew, this reminds me of Calculus class in college, what a nightmare that was.  Still, I shall try my best tackling this problem, let's see...

So I was trying to incorporate the information you gave me regarding JMLs to both the Level Up check and the Recruitment Guides.  I actually have free space at $D095F0-$D097FF (probably from allocating instruments or music data from my last project) so I used that for the Level up Guide. (I also used Locke, since I want him to learn Dance instead of Mog)
Code:
C0/A18E: C905 CMP #$05 (is character Sabin?)
C0/A190: D003 BNE $A195 (branch if not)
C0/A192: 4C01A2 JMP $A201
C0/A195: 60 RTS

Changed $C0/A18E

C0/A18E: 5C F0 95 D0 JMP #D095F0

D0/95F0: C905 CMP #$05 (is character Sabin?)
D0/95F2: D004 BNE $95F8 (branch if not)
D0/95F4: 5C 01 A2 4C JML $C0A201 (this goes to Sabins learning)
D0/95F8: C901 CMP #01 (is character Locke?)
D0/95FA: D004 BNE $9600 (Branch if not)
D0/95FC: 5C QQ RR TT JML(This goes to Locke's Dance Learning)*
D0/9600: 5C 95 A1 C0 JML $C0A195 (This goes back up to the RTS 60)
I believe I managed to keep that routine form breaking, though I haven't chose a code for D0/95FC yet.  Then I applied what you gave me for the recruitment code
Code:
C2/61B9: 5C 04 96 D0      JML $D09604

D0/9604: C9 01         CMP #$01  (Is Character Locke?)
D0/9606: D0 04         BNE #$04  (If it's not Locke, skip the next four bytes)
D0/9608: 5C TT RR QQ   JML $QQRRTT  (Jump to Dance learning, Freespace)*
D0/960C: C9 00         CMP #$00  (Is Character Terra?)
D0/960E: F0 04         BEQ #$04  (If it is Terra, we branch to her natural learning)
D0/96A1: 5C BD 61 C2   JML $C261BD (If it isn't Terra or Locke, jump to Celes check)
Again I left out the code here too.  I'm assuming in both cases both $D095FC and $D09608 should jump to the same place, right?  I was thinking it should jump to $D096A9, i still have plenty of space for Dancing code.

I'm just not sure how to create a Dance Learning Routine yet.
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Messages In This Thread
A Guide to Ability Learning - by Sutebenukun - 10-18-2010, 05:10 PM
RE: Hacking: A Guide to Ability Learning - by Mudkippower1 - 02-05-2012, 07:05 PM
RE: Hacking: A Guide to Ability Learning - by Mudkippower1 - 02-06-2012, 08:57 AM
RE: Hacking: A Guide to Ability Learning - by Mudkippower1 - 02-06-2012, 05:26 PM
RE: Hacking: A Guide to Ability Learning - by Mudkippower1 - 02-07-2012, 07:57 AM
RE: Hacking: A Guide to Ability Learning - by Mudkippower1 - 02-07-2012, 08:48 AM
RE: A Guide to Ability Learning - by Mutteo - 07-09-2020, 03:00 PM
RE: A Guide to Ability Learning - by madsiur - 07-10-2020, 10:46 PM
RE: A Guide to Ability Learning - by GrayShadows - 07-11-2020, 10:39 PM
RE: A Guide to Ability Learning - by Mutteo - 07-18-2020, 08:40 PM
RE: A Guide to Ability Learning - by C-Dude - 07-19-2020, 01:49 PM
RE: A Guide to Ability Learning - by Mutteo - 07-19-2020, 08:52 PM
RE: A Guide to Ability Learning - by C-Dude - 07-20-2020, 12:56 AM
RE: A Guide to Ability Learning - by Mutteo - 07-20-2020, 09:55 PM
RE: A Guide to Ability Learning - by C-Dude - 07-20-2020, 10:57 PM

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