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Pony Fantasy VI Remake

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Yes. That's why Sketch sucks.
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Brave New World has it calculate Sketch's damage with Relm's stats instead of the monster's stats, so it is possible to do it. (Although I myself don't know how it's done, just that it's possible.)

Good to see you working on this again, maybe once you get the next version out I can actually help playtest it this time.
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For the Lete River, removing the option to take the looping path is the route I'd prefer. The no encounters bit intrigues me though. For that one looping path, I can set it to have no encounters on it?

With the Atlas Armlet, nope. EAing those two bytes actually caused it to have no effect at all, damage with none, one, and two Armlets was the same. Reverted, one Armlet boosted damage properly.
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yeah there's a 'no encounters' event bit that can be set, and if that route/branch is chosen you can work it in right then, and then when the circle is complete and the option for which way happens you can unset it there.

hmm okay, someone else with a bit more assembly knowledge will most likely have to answer, which is usually the case when I try to answer these ones lol. I'd imagine it's pretty simple, though.


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Setting the "no random encounters bit" won't do anything, I think. These encounters are called via the event code 50% of the time in specific locations. They aren't random encounters.

If you just want to remove the encounters, I'm pretty sure that you can just FD out the subroutine calls at CB/0809, CB/081E and CB/082D.

I think the cleanest way to remove the Lete River exploit is to set an unused event bit when you reach the end of that path, and then use it to branch past the random encounters if it is set. But that would likely require extra space and it might not be worth the effort.


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  • DrakeyC (08-06-2016)

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(08-05-2016, 09:43 PM)Lockirby2 Wrote: Setting the "no random encounters bit" won't do anything, I think.  These encounters are called via the event code 50% of the time in specific locations.  They aren't random encounters.

Oopsies Hmm  right you are. It looks like they are shared, too, so like he couldn't just remove the ones for that particular route. Your idea is pretty sound, though.


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Yup, FD-ing those three bytes, no encounters on that path. Thanks so much. Laugh

Okay, looking at Sketch. I think this is what I want? Looking at BNW's code here though, it's unchanged. Also tried to FD out C2/153D and C2/1540, did nothing.

Code:
C2/151F: BB           TYX
C2/1520: 20 8A 29     JSR $298A      (Clear special effect, magic power, etc.)
C2/1523: A9 FF        LDA #$FF
C2/1525: 85 B7        STA $B7        (start with null graphic index, in case it misses)
C2/1527: A9 AA        LDA #$AA
C2/1529: 8D A9 11     STA $11A9      (Store Sketch in special effect)
C2/152C: 20 7B 31     JSR $317B      (entity executes one hit)
C2/152F: AC 17 34     LDY $3417      (get the Sketchee)
C2/1532: 30 EA        BMI $151E      (Exit if it's null)
C2/1534: 8E 17 34     STX $3417      (save the attacker as the SketcheR)
C2/1537: B9 81 3C     LDA $3C81,Y    (get target [enemy] Special attack graphic)
C2/153A: 9D 81 3C     STA $3C81,X    (copy to attacker)
C2/153D: B9 2D 32     LDA $322D,Y    (get target Special attack)
C2/1540: 9D 2D 32     STA $322D,X    (copy to attacker)
C2/1543: 9C 15 34     STZ $3415      (will force randomization and skip backing up of
                                     targets)
C2/1546: AD 00 34     LDA $3400
C2/1549: 85 B6        STA $B6        (copy "spell # of second attack" into normal
                                     spell variable)
C2/154B: A9 FF        LDA #$FF
C2/154D: 8D 00 34     STA $3400      (clear "spell # of second attack")
C2/1550: A9 01        LDA #$01
C2/1552: 04 B2        TSB $B2        (will allow name of attack to be displayed atop
                                     screen for its first strike)
C2/1554: A5 B6        LDA $B6
C2/1556: 20 BF 1D     JSR $1DBF      (choose a command based on spell #)
C2/1559: 85 B5        STA $B5
C2/155B: 0A           ASL
C2/155C: AA           TAX
C2/155D: 7C C7 19     JMP ($19C7,X)  (execute that command)
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I'm actually also interested to have sketch call Relm's stats instead, so I'm wishing you guys all the luck to figure it out...I can try to help but I'm not sure how could I lol


Step forward, spriters! We are also responsible to make hacks look new and fresh, we are no less important than code or ASM hackers! CHARGE!!
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Ya'll wanted a Sketch improvement patch?

Code:
hirom
;header
!freespace = $C2A65A

;(Put attacker level [or Sketcher if applicable] in $11AF) (Modified by Synchysi)
org $C22C21
PHX                  
LDA $3417       ;(Get Sketcher)
JSR newfunc     ;(New function)
LDA $3B18,x     ;(Level)
STA $11AF       ;(Level)
PLX                    
RTS                  

org !freespace
newfunc:
;(original code)
BMI exit                ;(Branch if no Sketcher)
TAX                     ;(if there's a valid Sketcher, use their Level
                       ;for attack)
;(end original code)
;(new code)
LDA $11A2               ;(Spell Properties)
LSR A                   ;(Check if Physical/Magical)
LDA $3B41,x             ;(Sketcher's Mag.Pwr)
BCC magical             ;(Branch if not physical damage)

;physical
;LDA $3B2C,X            ;(Attacker's Vigor * 2)
CLC
ADC $3B2C,Y             ;(Target's Vigor? [not sure if doubled, but shouldn't be, for monsters])
;BCC nocap
;LDA #$FF                ;(If Vigor + Magic was larger than 255, make it 255)
;nocap:
LSR A                   ;(A = [Sketcher's Magic + Sketchee's Vigor] / 2)
;add overflow check and cap here
magical:
STA $11AE               ;(Set Attacker's Magic or Vigor)
exit:
RTS
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  • Gi Nattak (08-07-2016)

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I've forgotten what to do with that stuff? Sorry, it's been a couple months.
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