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Functional Umaro Patch
10-11-2018, 11:15 AM
(10-11-2018, 09:47 AM)madsiur Wrote:(10-10-2018, 11:09 PM)PowerPanda Wrote: Then, for the CC/351E routine (unequip all), I realized that it was redundant to keep loading the caseword with collected characters, so I removed 12 instances of the E1 command.
That is a very good optimization. I wouldn't call removing an SFX an optimization though but your way does the job. At the same time using free space is not a sin, sometimes people are reluctant to it but it has no difference aside of as an example you expand the ROM to do so.
True, but if you modify an event within the bounds of that event, you ensure compatibility. Using free space introduces the danger of patch conflicts.
I toyed around with putting all of the following into a subroutine, but it takes 4 bytes to call a subroutine, and only 3 bytes to play the sound effect and pause. Since I was so pressed for space, I opted for the 3-byte sound effect.
Note that in the version I'm actually putting out, I use freespace created by the Cyan's Uneventful Dream patch, as the routine is expanded by 72 bytes for 3 extra characters.
Code:
3B: "Position character in a 'ready-to-go' stance
92: Pause for 30 units
F4 4F: Play sound effect 79
92: Pause for 30 units
F4 4F: Play sound effect 79
92: Pause for 30 units
3A: Enable player to move while event commands execute (note: I don't know if this will do anything if nested in a subroutine)
FE: End
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
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