Pony Fantasy VI Remake
I'm using this.

https://www.ff6hacking.com/forums/showth...p?tid=3170
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(04-13-2016, 08:18 AM)DrakeyC Wrote: I'm using this.

https://www.ff6hacking.com/forums/showth...p?tid=3170

Yes, according to the thread you modified the hack. Is this pastebin up-to-date?: http://pastebin.com/wW6rh0kh

When you tested with Resilient Morph did you make sure to apply Gogo's Magic patch after the Resilient Morph patch.
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Just tried - applied Resilient Morph as a .ips patch, then used the assembler to add the Gogo magic stuff. Terra's still Morphing forever.

At this point I'm questioning if I even care because this thing seems adamant it will not be fixed.
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(04-13-2016, 03:15 PM)DrakeyC Wrote: At this point I'm questioning if I even care because this thing seems adamant it will not be fixed.

At a point where understanding roughly how the morph code works and using a debugger to find what is wrong, I doubt anyone will give you step by step instructions on how to fix your problem. I personally don't see anything outside that that could be done.
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I don't know how to use the debugger. I do recall trying it before, and it got me nowhere because I didn't understand it. I could try the debugger, but I would have to post my findings here because you know I would not understand them.

That aside, I really don't know what more to try that I haven't already. Not even the patch the Gogo Magic code was made to work with wants to work. I'll see if Rydel has any ideas, I guess.

Okay, here's what happened. This Rom was unchanged from the start of the discussion - the Gogo magic patch applied with compatibility for Resilient Morph, but Resilient Morph was not applied.

Quote:$C2/0B18 8D 30 3F STA $3F30 [$7E:3F30] A:FFFF X:0000 Y:0000 P:eNvmXdIzc
$C2/0B1B AE 3A 1E LDX $1E3A [$7E:1E3A] A:FFFF X:0000 Y:0000 P:eNvmXdIzc
$C2/0B1E 20 92 47 JSR $4792 [$C2:4792] A:FFFF X:0055 Y:0000 P:envmXdIzc
$C2/4792 5A PHY A:FFFF X:0055 Y:0000 P:envmXdIzc
$C2/4793 08 PHP A:FFFF X:0055 Y:0000 P:envmXdIzc
$C2/4794 C2 20 REP #$20 A:FFFF X:0055 Y:0000 P:envmXdIzc
$C2/4796 8F 04 42 00 STA $004204[$00:4204] A:FFFF X:0055 Y:0000 P:envmXdIzc
$C2/479A E2 30 SEP #$30 A:FFFF X:0055 Y:0000 P:envmXdIzc
$C2/479C 8A TXA A:FFFF X:0055 Y:0000 P:envMXdIzc
$C2/479D 8F 06 42 00 STA $004206[$00:4206] A:FF55 X:0055 Y:0000 P:envMXdIzc
$C2/47A1 EA NOP A:FF55 X:0055 Y:0000 P:envMXdIzc
$C2/47A2 EA NOP A:FF55 X:0055 Y:0000 P:envMXdIzc
$C2/47A3 EA NOP A:FF55 X:0055 Y:0000 P:envMXdIzc
$C2/47A4 EA NOP A:FF55 X:0055 Y:0000 P:envMXdIzc
$C2/47A5 EA NOP A:FF55 X:0055 Y:0000 P:envMXdIzc
$C2/47A6 EA NOP A:FF55 X:0055 Y:0000 P:envMXdIzc
$C2/47A7 EA NOP A:FF55 X:0055 Y:0000 P:envMXdIzc
$C2/47A8 EA NOP A:FF55 X:0055 Y:0000 P:envMXdIzc
$C2/47A9 AF 16 42 00 LDA $004216[$00:4216] A:FF55 X:0055 Y:0000 P:envMXdIzc
$C2/47AD AA TAX A:FF00 X:0055 Y:0000 P:envMXdIZc
$C2/47AE C2 20 REP #$20 A:FF00 X:0000 Y:0000 P:envMXdIZc
$C2/47B0 AF 14 42 00 LDA $004214[$00:4214] A:FF00 X:0000 Y:0000 P:envmXdIZc
$C2/47B4 28 PLP A:0303 X:0000 Y:0000 P:envmXdIzc
$C2/47B5 7A PLY A:0303 X:0000 Y:0000 P:envmXdIzc
$C2/47B6 60 RTS A:0303 X:0000 Y:0000 P:envmXdIZc
$C2/0B21 90 01 BCC $01 [$0B24] A:0303 X:0000 Y:0000 P:envmXdIZc
$C2/0B24 4A LSR A A:0303 X:0000 Y:0000 P:envmXdIZc
$C2/0B25 4A LSR A A:0181 X:0000 Y:0000 P:envmXdIzC
$C2/0B26 4A LSR A A:00C0 X:0000 Y:0000 P:envmXdIzC
$C2/0B27 FF 00 08 90 SBC $900800,x[$90:0800] A:0060 X:0000 Y:0000 P:envmXdIzc
$C2/0B2B 03 A9 ORA $A9,s [$00:1684] A:2758 X:0000 Y:0000 P:envmXdIzc
$C2/0B2D FF 07 1A 8D SBC $8D1A07,x[$8D:1A07] A:2758 X:0000 Y:0000 P:envmXdIzc
$C2/0B31 32 3F AND ($3F) [$7E:0000] A:2757 X:0000 Y:0000 P:envmXdIzC
$C2/0B33 28 PLP A:0000 X:0000 Y:0000 P:envmXdIZC
$C2/0B34 FA PLX A:0000 X:0000 Y:0000 P:envMXdIZc
$C2/0B35 60 RTS A:0000 X:0000 Y:0000 P:envMXdIZc
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Try changing C2/0B27 (0x20D27) to C9
It looks like the CMP there got replaced with an SBC, which takes a different size argument, turning the whole function to gibberish

I tested it on the copy I have for the artwork, and that fixed the issue.
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Does this look okay to other folks? Just wanna be sure.
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Rydel is right, the line should be as follow:

Code:
C2/0B27: C9 00 08     CMP #$0800

I don't know how that ever happened in your ROM. And no, your ROM is not sentient Tongue
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I remain unconvinced. ;p

Now still that mold problem to handle. I re-imported the original Air Force sprites and the attachments show up behind the Air Force, so it isn't a sprite problem. I compared the formation for my Air Force to vanilla and it's identical save for enemy placement.
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Good job on doing basic disassembling! FYI pressing "Step over" here ($C2/0B1E 20 92 47 JSR $4792) would have skipped the whole "C2/4XXX" code and continue in the C2/0BXX zone. Just a trick. Anyway sometime a disassembly of the code like that is needed to see the problem.

I still have no clue about your mold issue.
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