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Magic Control Code

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Hi sleepydude. I'm glad to see that you're interested in working on this. I've done a bit of work with the attack animation scripts that you might find useful. Here's my translation of the script for the Fire spell:

Code:
; [ Animation Script $00C1: Fire, Blaze (sprite) ]

D0/5D4D: 40 00                    speed 5, align to bottom of character/monster
D0/5D4F: 90 00                    set animation tile priority to 0
D0/5D51: EB                       jump based on thread ($5D58, $5D5E, $5D65)
D0/5D58: C9 00                    play default sound effect
D0/5D5A: 80 3B                    change target's color palette to animation palette
D0/5D5C: 83 99                    move back 26
D0/5D5E: 8B 04                    animated loop start (4 times, increment frame offset each time)
D0/5D60: 00                       [$00]
D0/5D61: 80 3C                    restore target's color palette
D0/5D63: 8C                       animated loop end
D0/5D64: FF                       end of script

D0/5D65: 83 79                    move forward 26
D0/5D67: 8B 04                    animated loop start (4 times, increment frame offset each time)
D0/5D69: 00                       [$00]
D0/5D6A: 8C                       animated loop end
D0/5D6B: FF                       end of script

I made a list of the commands I've managed to decipher. I'll post it here and hopefully you can get some use out of it or even add to it. I formatted this much like the list of event commands in the old FF3Info.txt. It gives the command number, followed by the format of the data bytes, the address of the asm code for the command (in bank $C1), and then a description of what the command does (some are more descriptive than others).

P.S. Command $80 is a weird one. Instead of being a command itself, it's a link to a separate list of subcommands based on the byte after the $80.

P.P.S. Wherever it says "threads", it's the same as what you're calling "subsprites". I don't remember why I called them threads, but I kinda like subsprites better.

Code:
$00-$1F               Show frame number [$00-$1F]
$20-$7F               -
$80 xx          $C878 Command $80 Subcommands
                      $00            $D9BE quadra slam/quadra slice
                      $01            $D9A9
                      $02            $D981
                      $03            $D995
                      $04            $D96E Randomize vector angle and position (init fire dance sprites)
                      $05            $D938 bum rush
                      $06            $D907 init tornado (w wind/spiraler)
                      $07            $D8F2 move tornado to thread position (w wind/spiraler)
                      $08            $D8EB move thread to vector position (w wind/spiraler)
                      $09            $D879 update character/monster sprite tile priority for tornado (w wind/spiraler)
                      $0A            $D82B white/effect magic intro
                      $0B            $D7E3 Update Esper Pre-Animation Balls Position
                      $0C            $D753
                      $0D            $D7C4
                      $0E            $D79D
                      $0F            $D779
                      $10            $D73E move to target position
                      $11            $D727 Randomize vector angle
                      $12            $D734
                      $13            $D6E5 toggle imp graphics for target (imp)
                      $14            $D6BD make target vanish (vanish)
                      $15            $D698 move circle to thread position
                      $16            $D68E
                      $17            $CBC1 update sprite layer priority based on target
                      $18            $D677 Load Sketched Monster Palette
                      $19            $D62E sketch
                      $1A xx         $CB74
                      $1B            $CB5D transform into magicite
                      $1C            $CB6A decrement screen brightness
                      $1D            $CB61 transform into magicite
                      $1E            $D56B
                      $1F            $D5FC
                      $20            $D59F
                      $21            $D54E Update Rotating Sprite Layer Priority
                      $22            $D4F2 pearl wind
                      $23            $D4BE pearl wind
                      $24            $D49B Clear BG3 HDMA scroll data
                      $25            $D4AD Clear BG1 HDMA scroll data
                      $26 xx         $D493 Enable/Disable Character Color Palette Updates (x: 1 = disable, 0 = enable)
                      $27 xx         $D48B Hide/Show Characters for Esper Attack (x: 1 = hide, 0 = show)
                      $28 --oo----   $D45C Affects all characters
                                           o: sprite priority
                      $29 xx         $D454 Hide/Show Cursor sprites (esper attack)
                      $2A xx         $D44C load animation palette xx, sprite
                      $2B xx         $D43C load animation palette xx, bg1 (inferno)
                      $2C xx         $D444 load animation palette xx, bg3 (justice, earth aura)
                      $2D xxxx yyyy zzzz $D423 Jump based on battle type
                                           xxxx: jump location if normal attack
                                           yyyy: jump location if back attack or (side attack and attacker is character 3 or 4)
                                           zzzz: jump location if pincer attack or (side attack and attacker is character 1 or 2 or monster)
                      $2E xx yy      $D3E4 Move sprite to ($xx, $yy)
                      $2F            $D3AF
                      $30 xx         $D38E load animation palette xx for character 1
                      $31 xx         $D365 move in wide vertical sine wave with speed xx (hope song, sea song)
                      $32 xxxx yyyy  $D33E Jump to xxxx if facing left, yyyy if facing right
                      $33 xx         $D2D2 update rainbow gradient lines
                      $34            $D28D copy monster palettes to character palettes (hope song)
                      $35            $D27A use character palettes for monster sprite data (hope song)
                      $36            $D267 restore palettes for monster sprite data (hope song)
                      $37            $D256 clear fixed color value hdma data ($2132)
                      $38            $D24D enable high priority bg3 (justice)
                      $39 xx         $D1E6 update blue gradient lines (S. Cross, Carbunkl, Odin/Raiden)
                      $3A xx         $D1DE
                      $3B            $D1B0 Set target's color palette to animation palette
                      $3C            $D18A Set target's color palette to normal
                      $3D            $D12E quadra slam/quadra slice
                      $3E xx         $D126 Set main screen designation ($212C)
                      $3F            $D0E0 sonic dive
                      $40 -----mmm   $D0D3 Set screen mode ($2105)
                                           m: screen mode
                      $41 cx cy dx dx $D06D Shrink/Grow BG1 by (cx,cy) (positive is smaller) and move (dx,dy)
                      $42 ------vh   $D064 Set MODE7 Settings register ($211A)
                                           v: vertical flip
                                           h: horizontal flip
                      $43            $D00B moon song/charm
                      $44            $CFCC fire beam/bolt beam/ice beam
                      $45 xx         $CFC0 Set BG1/BG2 Mask Settings Hardware Register ($2123)
                      $46            $CFB9
                      $47            $CFAA
                      $48            $CF8D clear
                      $49            $CF7F ink hit/virite
                      $4A            $CF6A
                      $4B            $D2CC update red/yellow gradient lines (megazerk)
                      $4C            $CF45 move triangle to thread position
                      $4D            $CF1C set vector from triangle to target
                      $4E            $CF15
                      $4F            $CEF0
                      $50            $CE9A
                      $51            $CE62 rippler
                      $52            $CE29 stone
                      $53            $CDDF r.polarity
                      $54            $CDC4 r.polarity
                      $55            $CD72 quasar
                      $56            $CD28 goner
                      $57 xx         $CD1F set bg3/bg4 window mask settings (xx -> $2124)
                      $58 xx         $CD17 change circle shape to xx
                      $59            $CD12 goner/flare star
                      $5A            $CD0D mind blast
                      $5B            $CD08 mind blast
                      $5C            $CD03 mind blast
                      $5D            $CCDF
                      $5E            $CC98 overcast
                      $5F xx         $CC93 Increase/Decrease Blue Backdrop Gradient (used by Overcast)
                      $60 aabbccdd   $CC3F Toggle attacker status (aa = status 1, etc.) (morph/revert)
                      $61 xx yy zz   $CC1A
                      $62            $CBF5 evil toot/fader
                      $63 xx         $D361 move in narrow vertical sine wave with speed xx (evil toot)
                      $64            $CBE5 purifier/inviz edge
                      $65            $CBE0
                      $66            $CBDB shock wave
                      $67            $CBD6 Load Extra Esper Palette (purifier)
                      $68            $CBD1 purifier
                      $69            $CBB6 update sprite layer priority based on attacker
                      $6A            $CBAC align bottom of thread with bottom of target (ice 3)
                      $6B            $CBB1 l? pearl
                      $6C            $CB5A overcast
                      $6D            $CB56 disable battle menu
                      $6E            $CB51
                      $6F            $CB4D
                      $70            $CB43
                      $71            $CB34 restore character palettes (purifier/hope song)
                      $72 xx         $CB48 Branch forward xx if attack didn't miss
                      $73 xx         $CB1D Set graphics for dice roll (xx = die index)
                      $74            $CAB8
                      $75            $CAE5 super ball
                      $76            $CAD6 seize
                      $77            $CADB seize
                      $78            $CAE0 discard
                      $79            $CAC2 Characters Run to Left Side of Screen (takes 56 loops to reach other side)
                      $7A            $CAC7 Characters Run to Right Side of Screen
                      $7B            $CACC Flip All Characters (after running to opposite side of screen)
                      $7C            $CAD1 Swap Target and Attacker
                      $7D xx         $CABD Branch forward xx bytes if dragon horn effect is active
                      $7E            $CAA1 Flip Target Character Vertically
                      $7F            $CA9D Hide all monsters
                      $80            $CA65 boss death
                      $81            $CA61
                      $82            $CA3D boss death
                      $83            $CA38
                      $84            $CA29 chadarnook exit
                      $85            $CA24 chadarnook exit
                      $86 xx         $CA0F Play Sound effect xx (pan based on sprite X position)
                      $87 xx         $C9F7 Play Sound effect xx (pan based on sprite Y position)
                      $88            $C9C9
                      $89 xx         $C9C1
                      $8A            $C9A9 Set Target Monster Sprite Priority to 0
                      $8B            $C9A5 Play Ching Sound effect
                      $8C xx         $CA09 Play Sound effect xx (pan center)
$81 xx yy       $F347 Change attacking character's graphic to $xx if facing left, $yy if facing right
$82 xx yy       $F33F Change targetted character's graphic to $xx if facing left, $yy if facing right
$83 dddxxxxx    $F377 Move Thread
                      d: direction (0 = down/forward, 1 = down, 2 = down/back, 3 = forward, 4 = back, 5 = up/forward, 6 = up, 7 = up/back)
                      x: distance - 1
$84 xx          $F7B3 Set Animation Speed to xx
$85             $F89D Move Thread to Attacker Position
$86 dddxxxxx    $F491 Move Attacker (data same as command $83)
$87 dddxxxxx    $F476 Move Target (data same as command $83)
$88 xx          $F71D Jump forward with weapon for "Fight" command (xx = frame index)
$89 xx          $F7BC Loop start (loop xx times)
$8A             $F82F Loop end
$8B xx          $F7E6 Animated loop start (loop xx times, increment frame offset each loop, start at frame 0)
$8C             $F84B Animated loop end
$8D dddxxxxx    $F263 Move Thread if Animation is Flipped Horizontally
$8E bf-----h    $F27A Show Thread Above/Below Other Sprites
                      b: show below
                      f: show in front
                      h: 1 = show with weapon hand, 0 = show opposite weapon hand
$8F dddxxxxx    $F263 Move Thread if Animation is Flipped Horizontally
$90 --oo----    $F255 Set Thread's Sprite Tile Priority
$91             $F8B4 Move This Thread to Attacker Thread Position
$92 xx yy       $FADB Move Thread along Vector (speed xx, code branch yy)
$93 xx          $FA3D Set position on vector
$94             $F8E0 Set vector from attacker to a random location on the target (GP Rain, AutoCrossbow)
$95             $F9E6 Set vector from attacker to target
$96 xx yy       $FB63 Branch if ??? (xx = bytes to branch backwards)
$97             $FBD7 boomerang/wing edge/full moon/rising sun
$98 xx bbbbeeee $FBA8 Increment graphic index offset every x frame(s), (b..e)
$99 ----ppp-    $FC37 Set Thread Palette to p
$9A             $FC40 Set Thread Facing Direction to Match Attacker
$9B             $F31A
$9C xx          $F2A2
$9D xx          $F2F1
$9E             $F2B6
$9F xx          $F7CF Animated Loop start (loop count equal to the number of active threads, xx = 0) (autocrossbow)
$A0 xx yy       $FA4B Jump Forward Along Vector (speed xx, code branch yy)
$A1 xx yy       $FA90 Jump Backward Along Vector (speed xx, code branch yy)
$A2             $F2E1 drill
$A3 xxxx        $F1E5 Shift Color Palette Left
$A4 xxxx        $F21D Shift Color Palette Right
                      aaaabbbb ccccdddd
                      a: offset color
                      b: number of colors
                      c: palette index
                      d: speed (number of loops per shift)
$A5 aabbccxxyyyyzz    $F0EC circle origin (aa,bb), (80,80) is center of screen
                            cc: grow speed?
                            xx
                            yyyy: max size
$A6 xx yy zz    $F094 Move circle ($xx,$yy), size changes by zz (signed)
$A7             $F088 Update Circle?
$A8             $F073 Move circle to attacker
$A9 xx yy       $EFC8 Move circle ($xx,$yy) (signed, based on character facing direction)
$AA rgbfffff    $EC6E Set sprite palette 3 color subtraction (absolute)
                      r: affect red
                      g: affect green
                      b: affect blue
                      f: amount to subtract
$AB rgbfffff    $EC58 Set sprite palette 3 color addition (absolute)
                      r: affect red
                      g: affect green
                      b: affect blue
                      f: amount to add
$AC xx yy       $EE9C set background Scroll HDMA data
                      123fffff vhaaaaaa
                      1: affect BG1
                      2: affect BG2
                      3: affect BG3
                      f: frequency
                      v: vertical
                      h: horizontal
                      a: amplitude (max 14, must be even ???)
$AD nnxxxxxx    $EFA3 Set BG Scroll HDMA Index
                      n: BG (0,1,2)
                      x: index
$AE vh---123    $ED86 Update Scroll HDMA data
                      v: vertical
                      h: horizontal
                      1: affect BG1
                      2: affect BG2
                      3: affect BG3
$AF rgbfffff    $EBDA Set background palette color subtraction (absolute)
$B0 rgbfffff    $EBC4 Set background palette color addition (absolute)
$B1 rgbaffff    $ECAC Set sprite palette 1 color subtraction (absolute)
$B2 rgbaffff    $EC96 Set sprite palette 1 color addition (absolute)
$B3 rgbaffff    $EC4F Add color to sprite palette 3 (relative)
                      r: affect red
                      g: affect green
                      b: affect blue
                      a: 0 = increase addition amount, 1 = decrease addition amount
                      f: amount to increase/decrease
$B4 rgbaffff    $EC46 Subtract color from sprite palette 3 palette (relative)
                      r: affect red
                      g: affect green
                      b: affect blue
                      a: 0 = increase subtraction amount, 1 = decrease subtraction amount
                      f: amount to increase/decrease
$B5 rgbaffff    $EBB2 Add color to background palette (relative)
$B6 rgbaffff    $EBBB Subtract color from background palette (relative)
$B7 rgbaffff    $EC84 Add color to sprite palette 1 (relative)
$B8 rgbaffff    $EC8D Subtract color from sprite palette 1 (relative)
$B9 rgbfffff    $ECEA Set monster palettes color subtraction (absolute)
$BA rgbfffff    $ECD4 Set monster palettes color addition (absolute)
$BB rgbaffff    $ECCB Add color to monster palettes (relative)
$BC rgbaffff    $ECC2 Subtract color from monster palettes (relative)
$BD abcd----    $EAA1 Hide/Show BG1/BG3 Animation Thread Graphics
                      a: affect bg1
                      b: affect bg3
                      c: bg1 (0 = show, 1 = hide)
                      d: bg3 (0 = show, 1 = hide)
$BE xx          $EA98 Set Screen Mosaic to xx ($2106)
$BF xxxx        $EA85 Jump to Subroutine $xxxx
$C0             $EA76 Return from Subroutine
$C1 xx yy       $EA05 xx = vector movement speed ???, yy = number of bytes to branch backwards
$C2 abc-----    $E9EB Unpause Animation
                      a: unpause bg1
                      b: unpause bg3
                      c: unpause sprites
$C3             $F02F Move circle to target
$C4 ab------    $E99F Move BG1/BG3 Thread to This Thread's Position
                      a: affect bg1
                      b: affect bg3
$C5 4 addresses $E8FB jump based on swdtech hit
$C6 xx yy       $E830 quadra slam/quadra slice
$C7 <varies>    $C873 Command $C7 Subcommands
                      $00 xx       $C2C39B Change Attacking Character Facing Direction (xx: 0 = face left, 1 = face right)
                      $01          $C2C362 reset position offsets for attacking character
                      $02          $C2C31E save attacking character position
                      $03          $C2C339 restore attacking character position and reset offsets
                      $04          $C2C303 restore attacking character position
                      $05 xx       $C2C2B7 (unused)
                      $06 xx yy    $C2C26A
                      $07          $C2C247 update character action based on vector direction (walking)
                      $08 xx yy    $C2C1D6 set vector target (xx,yy) from attacker
                      $09          $C2C1B3 update character action based on vector direction (arms up)
                      $0A xx       $C2C194 (unused)
                      $0B xx yy zz $C2C171 spc command
                      $0C xx yy    $C2C136 change actor xx graphic index to yy
                      $0D xx       $C2C115
                      $0E xx       $C2C0F8 enable/disable screen shaking (xx -> $6285)
                      $0F          $C2C0F2 (unused)
                      $10 xx       $C2C0B9
                      $11          $C2C0B0 disable running with L+R
$C8 xx          $E7B1 Set attacker modified graphic index
$C9 xx          $DAE4 Play sound effect xx ($00 means play default for this animation)
$CA             $E798
$CB eddddddd    $E779 Enable/Disable Echo Sprites (4 copies of character sprite)
                      e: 1 = enable, 0 = disable
                      d: frame delay between echo sprites (bitmask)
$CC rgbfffff    $EC24 Set sprite palette 2 color subtraction (absolute)
                      r: affect red
                      g: affect green
                      b: affect blue
                      f: amount to subtract
$CD rgbfffff    $EC02 Set sprite palette 2 color addition (absolute)
                      r: affect red
                      g: affect green
                      b: affect blue
                      f: amount to add
$CE rgbaffff    $EBF0 Add color to sprite palette 2 (relative)
                      r: affect red
                      g: affect green
                      b: affect blue
                      a: 0 = increase addition amount, 1 = decrease addition amount
                      f: amount to increase/decrease
$CF rgbaffff    $EBF9 Subtract color from sprite palette 2 (relative)
                      r: affect red
                      g: affect green
                      b: affect blue
                      a: 0 = increase subtraction amount, 1 = decrease subtraction amount
                      f: amount to increase/decrease
$D0 vhftpppm    $E746 Set sprite data for all character/monster sprites
$D1 xx          $E73D Validate/Invalidate Character/Monster Order Priority (0 = validate, 1 = invalidate)
$D2 xx yy       $F86D Set Target Position (xx,yy) doesn't actually move target
$D3             $F044 Move Circle to Attacking Character
$D4 xxxx yy     $E722 Set Color Addition/Subtraction Data
                      shbo4321 mmss--cd (+$2130)
                               s: 0 = add, 1 = subtract
                               h: 0 = full add/sub, 1 = half add/sub
                               bo4321: layers affected by add/sub (b = background)
                               m: 0
                               s: 0
                               c: 0 = fixed color add/sub, 1 = subscreen add/sub
                               d: 0
                      ---o4321 subscreen designation ($212D)
                               o4321: layers to add/sub
$D5 ------vh    $E707 Flip Monster (v = vertical, h = horizontal)
$D6             $E6CD
$D7 xx          $E68D Move Fire Dance Sprites
$D8 xx yy zz    $E5F9 x: x speed, y: y speed, z: ???
$D9 xx          $E5F0 (bum rush)
$DA xxxx        $E528 update tornado (w wind/spiraler)
$DB xx          $E509 Branch forward xx bytes if character already stepped forward to attack
$DC             $E43A Rotate Triangle 2D
$DD xx yy dd rr $E416 Init Triangle
$DE             $E401 move triangle to attacker position
$DF             $E3EC move triangle to target position
$E0 xx yy dd rr $E3A0 Modify Triangle
$E1 xx          $E328 show/hide attacker sprite
$E2             $DD8D
$E3             $DD42
$E4             $E286
$E5 xx yy zz    $E15D yy = number of bytes to branch backwards
$E6 xx yy zz    $E1B3 yy = number of bytes to branch backwards
$E7             $E25A
$E8 rr tt       $DCDF Move rr,tt in polar coordinates (radius,theta)
$E9 xx yy       $DC9B Move randomly (0...xx,0...yy)
$EA 13--xxxx    $DC81 Set BG Tile Data Quadrants
                      1 = affect bg1
                      3 = affect bg1
                      x = quadrant
$EB xxxx ...    $DC66 Jump to $xxxx... based on thread index (number of addresses is number of threads)
$EC xx          $DC55 Change Thread Layer (0 = sprite, 1 = bg1, 2 = bg3)
$ED             $DB8F
$EE --oo----    $E5C5 Set Target's Sprite Tile Priority
$EF rr tt       $DCD9 similar to $E8
$F0 5 words     $DB6C Jump based on current target index (char1, char2, char3, char4, monster)
$F1 xx          $E2C0
$F2             $F980 Set a trajectory from target center to attacker
$F3 5 words     $DB64 Jump based on current attacker index (char1, char2, char3, char4, monster)
$F4 -------t    $F30F Set Sprite Layer Priority
$F5             $F7FC Loop End (loop until no threads are active)
$F6             $E4A2 Rotate Triangle 3D
$F7 xx          $DB50 Wait until vertical scanline position xx
$F8 xxxx yyyy   $DB31 Jump to either xxxx or yyyy if magitek mode is enabled
$F9 xx yy zz    $DAF9
$FA xxxx        $DB23 Jump to $xxxx
$FB rgbfffff    $ED4C Set character palettes color subtraction (absolute)
                      r: affect red
                      g: affect green
                      b: affect blue
                      f: amount to subtract
$FC rgbfffff    $ED12 Set character palettes color addition (absolute)
                      r: affect red
                      g: affect green
                      b: affect blue
                      f: amount to add
$FD rgbaffff    $ED00 Add color to character palettes (relative)
                      r: affect red
                      g: affect green
                      b: affect blue
                      a: 0 = increase addition amount, 1 = decrease addition amount
                      f: amount to increase/decrease
$FE rgbaffff    $ED09 Subtract color from character palettes (relative)
                      r: affect red
                      g: affect green
                      b: affect blue
                      a: 0 = increase subtraction amount, 1 = decrease subtraction amount
                      f: amount to increase/decrease
$FF                   End of Animation
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#12
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Holy crap, that's amazing! Here I was wondering how many hours it was going to take to figure all this stuff out and you've already done it!

Well, I've got my work cut out for me now trying to implement all this (it'll take a while), but as I do I'll put it all into the dump code to so in the end I'll be able to make a pretty complete dump of all the spells. It'd be fun to build an editor to that just spits out the hex code to create new effects, but that's probably getting ahead of myself.

Anyway again, wow, this is a seriously impressive list.
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#13
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What the heck?!? that's a gold mine!!! Surprised
Impressive as always, Everything Smile

As far i've read the list, it basically covers everything, i believe that actually involves even battle event command(there was inside also character actions and their graphics changed) and many other stuff...

How 'bout this one?
$42 ------vh $D064 Set MODE7 Settings register ($211A)
even mode7 is involved then? are we still talking about battles, or this one is outside battle? if not then where is it used this command?


In any case i definitively look forward seeing a complete dump file, while i might try some experiment with those info, i'll still wait since i have other priorities with my hack, for now.


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#14
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(09-19-2015, 05:49 AM)Tenkarider Wrote: How 'bout this one?
$42 ------vh $D064 Set MODE7 Settings register ($211A)
even mode7 is involved then? are we still talking about battles, or this one is outside battle? if not then where is it used this command?

Mode 7 is used in battles to zoom/rotate the bg1 layer. This command is used by S. Cross, Odin/Raiden, Crusader, H-Bomb, and Overcast.

I actually wrote a program that makes a dump of the entire script. It's a text file, about 1MB. Is okay to post something that big here? Or is there a better way to share it?
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(09-19-2015, 10:43 AM)Everything Wrote: I actually wrote a program that makes a dump of the entire script. It's a text file, about 1MB. Is okay to post something that big here? Or is there a better way to share it?

We could host it on our server. I don't think a post can handle that much text. Just send me a temp download link (mediafire, etc...) and I'll put it on the server and in the hacking documents thread.
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#16
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Okay, I just made a MediaFire account. See if this works.

http://www.mediafire.com/view/1u4e4bc8x2...script.txt
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#17
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Oh, my god... *drools*

Someone should give a medal to this guy.


THE GREATEST CHALLENGE OF ALL TIMES AWAITS:
http://www.ff6hacking.com/forums/showthr...p?tid=2593
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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