03-19-2015, 11:55 PM
Yeah, everything in that scene is a scripted event, so he wouldn't have been needed. There is no actual battle going on, unlike in most of the other battle cutscenes.
Guest Adder Patch and Events
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03-19-2015, 11:55 PM
Yeah, everything in that scene is a scripted event, so he wouldn't have been needed. There is no actual battle going on, unlike in most of the other battle cutscenes.
03-20-2015, 12:08 AM
Need of some extra info about monster #379, since it will play a vital role in my hack: so... battle events are also able to make appear ALL type of sprites? I ask it because Gestahl is basically a map sprite, rather than a battle sprite, so that should mean i might potentially call whatever i want, if i overwrite original events, right?
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03-21-2015, 04:49 PM
I haven't studied the code, hell when I first downloaded it I thought the pdf and txt were the same info...
Anyway, how hard would it be to make this check on a rare item instead of a common item? Or the unused bits for the unused rare items?
The only true wisdom is knowing you know nothing.
03-21-2015, 07:14 PM
Quote:Anyway, how hard would it be to make this check on a rare item instead of a common item? Or the unused bits for the unused rare items? You will need to rewrite the following code: Code: check current item for guest adder items The routine will branch to C3/F0BE to flag the setup of the first guest and to C3/F0C2 to flag the setup of the second guest. Instead of the item in the guest data as a condition, you can use another variable to determine if the guest will be added to the roster. It can be a rare item flag or events flags. You only need to discovery its variable/RAM address and the appropriated opcodes. In summary, the new routine must branch/call to C3/F0BE (first guest setup) or C3/F0C2 (second guest setup) based on your specific conditions. If they aren't called, the guests aren't added to the roster. Otherwise, the specific guest is added. You will also need to rewrite the end of C3/F0BE and C3/F0C2. They branch back to C3/F0B6 in the old code. Because the code will be rewritten, you must take it in consideration. If you call C3/F0BE and C3/F0C2 with JSRs, you can substitute the branchs for RTS (return), but it depends on your implementation.
03-21-2015, 07:32 PM
Nice, so not to hard at all.
Thanks again for the information.
The only true wisdom is knowing you know nothing.
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