Reverse actors HP MP progression
#21
Just to be sure, you(Synchysi) said if you're working with a headered ROM, you'll need to add 0x200 to your result... you mean adding 0x200000, or 0x000200? probably a stupid question... Laugh
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#22
(06-14-2014, 06:33 PM)Tenkarider Wrote: Just to be sure, you(Synchysi) said if you're working with a headered ROM, you'll need to add 0x200 to your result... you mean adding 0x200000, or 0x000200?

You add 0x000200.
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#23
They also said there's plenty of space on bank C2, but actually checking the disassembly file, according to what i understand about this stuff, i see that the addresses of each C2/ instruction are really near, if not attached... Probably i need of a different point of view... Could you please tell me an example of a C2/ address that leads to 8/10 bytes of empty space? thanks Smile
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#24
There's some free space starting at C2/6469.
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#25
I heard about 2 possible instructions to change the increase into a decrease:
- C2/6105
- C2/618F

What's the difference between them, especially the difference in what it changes after i change ADC into SBC between both the commands?

Should i change just one of them or what?

PS. i'm almost there... if you answer me quickly, i may even be able to finish the hack!!! Wink (maybe) Laugh
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Tenkarider's project #2 is started: FF6 Curse of the Madsiur Joke (CotMJ)
http://www.ff6hacking.com/forums/showthr...p?tid=2755
What happens when Madsiur tweaks your account? This full game hack will show that!
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#26
You can ignore my suggestion. GrayShadows was on the mark. C2/6105 is the one you're looking for.

The block I pointed out applies only to bonus HP from espers at level up.

In theory, changing ADC to SBC should simply change the arithmetic from (max HP + HP gain at level) to (max HP - HP gain at level).

Edit: Upon further consideration and without being able to test it myself, you may need to change both of them.
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#27
Do i need to use JSR long(22), instead of JSR addr(20), in order to jump from C0 bank to C2 bank?
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Tenkarider's project #2 is started: FF6 Curse of the Madsiur Joke (CotMJ)
http://www.ff6hacking.com/forums/showthr...p?tid=2755
What happens when Madsiur tweaks your account? This full game hack will show that!
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#28
It'd be more efficient to use some free space in bank C0.

http://slickproductions.org/docs/FF6/Ban...sembly.txt

A decent-sized block of free space starts at C0/D613.
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#29
I see... anyway i was wondering... is it really better to use JSR instead of JMP? I'm afraid i may mess with stuff if i call a subroutine, i think it's better to simply go to the free space without call any subroutines, if i have to do a simple operation... am i wrong? Huh
THE GREATEST CHALLENGE OF ALL TIMES AWAITS:
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DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
------------------------------------------------------------------------
Tenkarider's project #2 is started: FF6 Curse of the Madsiur Joke (CotMJ)
http://www.ff6hacking.com/forums/showthr...p?tid=2755
What happens when Madsiur tweaks your account? This full game hack will show that!
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#30
JSR and JMP are identical instructions, except JSR allows you to easily return to the point you jumped from (with an RTS instruction). Since you're interrupting an existing routine for a bit of custom code (and not writing a brand new, custom subroutine), you'll definitely want to RTS afterward.

For example, here's a section of the block the Edrin pasted above:

Code:
C0/A286:    8D0342      STA $4203      (save as a multiplier)
C0/A289:    B90816      LDA $1608,Y    (character level)
C0/A28C:    851B        STA $1B        (save it for now)
C0/A28E:    641F        STZ $1F        (zero out upper HP byte)
C0/A290:    AE1642      LDX $4216
C0/A293:    BFA07CED    LDA $ED7CA0,X  (Initial HP)
C0/A297:    851E        STA $1E        (save initial HP)
C0/A299:    A600        LDX $00        (X = #$0000)

Wherever you interrupt this routine, you're going to want to finish executing it after your custom subroutine has run, which is where the RTS instruction would come into play.
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