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New patch: Banon Riding Glitch fix

#1
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Hi everyone! I finally got around to fixing a bug that's been...bugging me ever since I found out about it. It's the infamous oversight of Square not including a chocobo-riding sprite for Banon, making the game pull data from Terra's Esper form sprites instead. To fix this, I drew up my own riding sprite for Banon, which came out pretty well if I do say so myself. The best part is, there's a lot of free space right before the sprite data, so I just shifted all the other sprites into that section to make room and adjusted all the pointers accordingly. This patch also fixes a related issue that causes Banon to look all scrambled when riding a chocobo on the world map.

Here's a link to where you can download this patch.
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#2
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Nattak\'d
Madsiur actually made a version of this for my hack a long time ago to allow Banon's sprite and the ghost also I think. I'm fairly sure he won't mind me posting it if it might help you out with yours:

Code:
This code assume sprite 17 riding pose is at FF/2EE0 and sprite 20 at FF/5C40
funny at FF/3D20

EE/8943:    2000B0      JSR $B000      (Jump to empty space)

EE/B000:    ADFB11      LDA $11FB      (Sprite number for map character)
EE/B003:    C911        CMP #$11       (Compare to sprite ID 17)
EE/B005:    F005        BEQ $B00C
EE/B007:    C914        CMP #$14       (Compare to sprite ID 20)
EE/B009:    F012        BEQ $B01A
EE/B00B:    60            RTS               (Return if not an exception)
EE/B00C:    A960        LDA #$C0       (Low byte of sprite 17 offset)
EE/B00E:    856A        STA $6A
EE/B010:    A929        LDA #$3C       (Middle byte of sprite 17 offset)
EE/B012:    856B        STA $6B
EE/B014:    A9FF        LDA #$FF       (High byte of sprite 17 offset)
EE/B016:    856C        STA $6C
EE/B0XX   AB                       PLB
EE/B0XX   AB                       PLB
EE/B018:    4C8089        JMP $8980
EE/B01A:    A980        LDA #$40       (Low byte of sprite 20 offset)
EE/B01C:    856A        STA $6A
EE/B01E:    A94B        LDA #$5C       (Middle byte of sprite 20 offset)
EE/B020:    856B        STA $6B
EE/B022:    A9FF        LDA #$FF       (High byte of sprite 20 offset)
EE/B024:    856C        STA $6C
EE/B026: AB                      PLB
EE/B027: AB                      PLB
EE/B028:    4C8089        JMP $8980

I'm confident this was the final version of the code, it's the only one I can find in my asm files folder.


We are born, live, die and then do the same thing over again.
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[-] The following 1 user says Thank You to Gi Nattak for this post:
  • 13375K37CH3R (12-10-2015)

#3
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That did help a little bit, thanks. I didn't use that solution exactly, but I did find an alternative that fits my current method, thanks to you (and Madsiur). Now I just need to adjust it even more to fix Banon completely, and then figure out a way to fix the sprites in the shop menu. As far as I can tell, that's the ONLY place left where the sprites are messed up.
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#4
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Yes, I know now what Madsiur's code does, and again, thanks to that I was able to fix all of the sprites on the world map, including Banon's. Now all that's left is to fix the sprites in the shop menu.

And yes, I did know that there are three pointer tables and I adjusted the pointers in all three tables. It seems the shop menu has some other way of handling sprites, because the sprites in other menus, such as party selection, are unaffected.

Yes! I did it! I fixed the shop menu! Now I can officially post this on my website! Again, thanks for the help!
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#5
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Sure, I can do that. I'll write a text file with the code changes. I won't include the actual change to the sprite data, just the pointers and math and all that stuff.
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#6
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So just to clarify things, catone's last 3 posts content were "null" in a html tag. I'm assuming he wanted them deleted, so I did that. If you guys want a post deleted, write something like "Delete this post", otherwise it's confusing.
  Find
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