Users browsing this thread: 2 Guest(s)
Functional Umaro Patch
10-10-2018, 01:25 PM
You can test this.. Make sure $CFCF50 is not used by any other patch:
Code:
$CC3592
-------
C0 AC 01 52 CF 05 ; If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CFCF52
B2 50 CF 05 ; call $CFCF50
$CC3665
-------
C0 AC 01 60 CF 05 ; If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CFCF60
DE ; Load CaseWord with the characters in the currently active party?
C0 AC 81 60 CF 05 ; If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CFCF60
B2 5E CF 05 ; call $CFCF5E
$CFCF50
-------
8D 0C ; Remove all equipment from character $0C (Actor in stot 12)
E1 ; Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
C0 AD 01 B3 5E 00 ; If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CA5EB3 (simply returns)
8D 0D ; Remove all equipment from character $0D (Actor in stot 13)
92 ; Pause for 30 units
3A ; Enable player to move while event commands execute
FE ; Return
$CFCF5E
-------
8D 0C ; Remove all equipment from character $0C (Actor in stot 12)
E1 ; Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
C0 AD 01 B3 5E 00 ; If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CA5EB3 (simply returns)
DE ; Load CaseWord with the characters in the currently active party?
C0 AD 81 B3 5E 00 ; If ($1E80($1AD) [$1EB5, bit 5] is set), branch to $CA5EB3 (simply returns)
8D 0D ; Remove all equipment from character $0D (Actor in stot 13)
92 ; Pause for 30 units
3A ; Enable player to move while event commands execute
FE ; Return
« Next Oldest | Next Newest »
Users browsing this thread: 2 Guest(s)