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How to remove/wedge-vicks and m. tek armor?

#21
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(07-17-2015, 05:30 PM)Gi Nattak Wrote: Pic of all the FD it took for cliff and town start:

So much wasted space :'(
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#22
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For sure, all that one would probably want to clean it up and do a B2 call instead. But for now...


We are born, live, die and then do the same thing over again.
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#23
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This is what I had after removing narshe cliff scene and intro, basically just letting me skip all the way to the soldiers and terra in narshe.


[Image: w3ryqZY.png]



But then I want to remove the soldiers altogether, and the M tek armor.
this is what I had then:

[Image: BoRXgAs.png]

When this did not work I tried again and got this:

[Image: IahvqtM.png]

Pointers? I'm so new at this I can't find my own problem, even with help. XD
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#24
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Only pointer I could offer atm is to check out my last post and see how I located and FD the town stuff, which is at a new address you see.
Have you checked out the event editing tutorial I linked? It should help you understand how to search for events and edit them in hex better I'd imagine.
You need to practice locating the event code in question via the dump, getting to that address in the hex editor, and then making the appropriate changes, testing often until you get a feel for this.

In the dump you will see the command that is putting the party in Magitek Armor for the map, and creates characters etc., it's just all about finding it, and doing searches for dialog that you know is associated with the event is the best way I've found to locate the event quickly. For instance doing a search in the dump for: 'There's the town' brought me right around more or less to the place I'd want to be to edit that event's code too prevent Biggs and Wedge from being created, removing the magitek armor, etc.


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#25
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I'm going to check the tutorial. I just don't understand what I am doing wrong. I'm having a hard time catching on to this. ( I also suck at locating events even with the event dump lol) I just want to get this done, because once I have done that then that's the largest hex edit I plan on doing for a while.

so far for my hack, all I want changed (right now, Ill make a ton more later)
1. War of the magi intro removed
2. Narshe cliff scene removed
3. Wedge Biggs/Vicks removed
4. The Magi Tek armor in narshe removed. (I plan on pretty much completely removing the entire "Terra/soldiers narshe invasion for the esper part")




It's not necessary, but if someone can, I would appreciate it if they could do the edits listed above and sow me some pictures of the complete edit, so I can see it and compare it to what I have now. (by no means do I want it done for me, I'm not THAT lazy Laugh ) I really want to get used to hex editing so I can learn enough and make a totally awesome hack.

I've been messing around a bit more..... No luck yet.
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#26
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You already had point one and two done and working... For initial question, refer to this post. Test points one and two (shouldn't be any problem there) then what I changed in my post (it was working on a clean ROM) and retest. Since you used ZoneDoctor, do those changes on a clean ROM and use a hex editor other than the one in ZoneDoctor.

From there removing Vicks and Wedge require to edit or remove at least 4 events and 2 battle events (which operates differently from regular events). You should go event by event starting at CC/9A4F (the party entering Narshe). I doubt anyone will do all this for you, though I could be wrong, but copying bytes from screenshots won't make your learn anything.
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#27
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You have a point. I'll be testing some more things out.

Other than ZoneDoctor, I use WindHex sometimes. But I have not been using it because I cant seem to find the address for the things I want on it. (Probably a n00by mistake lol)

Well this is odd. This time i tried the edit posted in your thread and it worked.

Now I'm going to try adding the first two points

Hey, is this what should be changed?


Removing intro/cliff scene


[Image: tGEh3xX.png]


Wedge/Vicks stuff:

[Image: 54X1xj4.png]



If this IS the right stuff, It's not working. I'll have to try a different editor.
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#28
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The reason why it's not working it's because objects $0E and $0F are created in the intro, are you're skipping it.

You have to remove everything related to characters $0E and $0F in the Narshe entering event:

Code:
CC/9A4F: 6B    Load map $0013 (Narshe, lower town (Magitek attack / guards seek Terra / party files out)) instantly, (upper bits $0000), place party at (38, 58), facing up
CC/9A55: 92    Pause for 30 units
CC/9A56: F1    Fade in song 57 (Wind) (high bit clear) with transition time 160
CC/9A59: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/9A5B: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CC/9A5F: 92    Pause for 30 units
CC/9A60: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9A62: D7        Center screen on vehicle/entity
CC/9A63: FF        End queue
CC/9A64: 3C    Set up the party as follows: $00 (Actor in stot 0), $0E (Actor in stot 14), $0F (Actor in stot 15), $FF (<Invalid Character>)
CC/9A69: 41    Show object $00
CC/9A6B: 0E    Begin action queue for character $0E (Actor in stot 14), 5 bytes long (Wait until complete)
CC/9A6D: D5        Set vehicle/entity's position to (37, 60)
CC/9A70: C2        Set vehicle/entity's event speed to normal
CC/9A71: FF        End queue
CC/9A72: 0F    Begin action queue for character $0F (Actor in stot 15), 5 bytes long (Wait until complete)
CC/9A74: D5        Set vehicle/entity's position to (39, 60)
CC/9A77: C2        Set vehicle/entity's event speed to normal
CC/9A78: FF        End queue
CC/9A79: 41    Show object $0E
CC/9A7B: 41    Show object $0F
CC/9A7D: 45    Refresh objects
CC/9A7E: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9A80: CC        Turn vehicle/entity up
CC/9A81: FF        End queue
CC/9A82: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/9A84: CC        Turn vehicle/entity up
CC/9A85: FF        End queue
CC/9A86: 0F    Begin action queue for character $0F (Actor in stot 15), 2 bytes long
CC/9A88: CC        Turn vehicle/entity up
CC/9A89: FF        End queue
CC/9A8A: 44    Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9A8D: 44    Place character $0E (Actor in stot 14) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9A90: 44    Place character $0F (Actor in stot 15) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9A93: 84    Give 3000 GP to party
CC/9A96: 39    Free screen
CC/9A97: 59    Unfade screen at speed $04
CC/9A99: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long
CC/9A9B: 9C        Move vehicle/entity up 8 tiles
CC/9A9C: FF        End queue
CC/9A9D: 0F    Begin action queue for character $0F (Actor in stot 15), 4 bytes long
CC/9A9F: 94        Move vehicle/entity up 6 tiles
CC/9AA0: 81        Move vehicle/entity right 1 tile
CC/9AA1: 80        Move vehicle/entity up 1 tile
CC/9AA2: FF        End queue
CC/9AA3: 0E    Begin action queue for character $0E (Actor in stot 14), 8 bytes long (Wait until complete)
CC/9AA5: 88        Move vehicle/entity up 3 tiles
CC/9AA6: CF        Turn vehicle/entity left
CC/9AA7: E0        Pause for 4 * 10 (40) frames
CC/9AA9: 88        Move vehicle/entity up 3 tiles
CC/9AAA: 81        Move vehicle/entity right 1 tile
CC/9AAB: CC        Turn vehicle/entity up
CC/9AAC: FF        End queue
CC/9AAD: 0F    Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete)
CC/9AAF: E0        Pause for 4 * 8 (32) frames
CC/9AB1: CF        Turn vehicle/entity left
CC/9AB2: FF        End queue
CC/9AB3: 4B    Display dialogue message $000B, wait for button press
               WEDGE: Let's put her on point.
               No sense taking any risks.
               Forward!
CC/9AB6: 78    Enable ability to pass through other objects for object $0E (Actor in stot 14)
CC/9AB8: 78    Enable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9ABA: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/9ABC: 80        Move vehicle/entity up 1 tile
CC/9ABD: FF        End queue
CC/9ABE: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long
CC/9AC0: 88        Move vehicle/entity up 3 tiles
CC/9AC1: D1        Make vehicle/entity disappear
CC/9AC2: FF        End queue
CC/9AC3: 0F    Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete)
CC/9AC5: 87        Move vehicle/entity left 2 tiles
CC/9AC6: 88        Move vehicle/entity up 3 tiles
CC/9AC7: D1        Make vehicle/entity disappear
CC/9AC8: FF        End queue
CC/9AC9: 45    Refresh objects
CC/9ACA: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9ACC: 80        Move vehicle/entity up 1 tile
CC/9ACD: FF        End queue
CC/9ACE: 36    Disable ability to pass through other objects for object $0E (Actor in stot 14)
CC/9AD0: 36    Disable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9AD2: D2    Set event bit $1E80($1C1) [$1EB8, bit 1]
CC/9AD4: FE    Return

Edit: I don't understand how skipping the whole intro was working in the first place.
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#29
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Oh ok, lol that was stupid.
I'm trying it out now.

Ok, another stupid thing.

For some reason I can't remember.
Is CC/9A4F = 009A4F? I feel so stupid. Confused
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#30
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(07-17-2015, 05:57 PM)URNext7634 Wrote: Is CC/9A4F = 009A4F?

For HiRom offsets you need to add 0xC00000 to the offset in the hex editor. So in this example, 009A4F = C0/9A4F. CC/9A4F would be 0C9A4F.
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