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A little animation help?

#1
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Definitely one of my weaker suits in hacking this game has been dealing with battle/spell animations. I've managed to get by just toss shit around, but I've hit a roadblock dealing with Odin. I cannot figure out how to remove the "cleave" animation from his summon (Odin deals damage in BNW instead of instant death) without just giving him no animation at all. I even tried just using Raiden's "lightning bolt" animation to no avail.

Is it possible to edit the animation code to detatch the cleave portion from it entirely? If so, would that affect other animations (i.e. the Cleave Bushido) that also call on it?


"You don't have to be a vampire to die like one... b*t*h." -Simon Belmont
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#2
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Is that extra effect removeable in ff3usme?  Try clicking on nothing and saving.

nvm just tested it. Still slices though.
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#3
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It's definitely hardcoded, and I'm wagering in C1. I tried to replace Raiden some time ago with something else and it still had the flash effect, and the cleave if I recall.
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#4
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That... may actually be good news. It means that the effect isn't hard-coded to the animations themselves; it's just tied to the spell slot.

Meaning that it'll probably be easier to cut off.


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#5
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Well I was able to make it take damage... but I changed all indexs to bahamats just to test.
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#6
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In that case, it would seem that the animation is tied to index 0.

Actually, quick clarification Badass... did you also change byte 10 or just the indexes?


"You don't have to be a vampire to die like one... b*t*h." -Simon Belmont
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#7
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Umm I changed the byte at first to test... but it sliced. Then I changed all indexes afterwards and it was able to damage the enemy. I have to retest tonight to be sure.
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#8
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I ask because my understanding is that the esper that's shown is tied to byte 10, and I'd like to find out what, specifically the cleave animation is tied to.

If I'm lucky, it won't be something I'll have to ask Synchysi to look at. But I haven't gotten lucky in over a decade.


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#9
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I believe this is what you're looking for:
Code:
C1/B0DF:    AD7D62      LDA $627D       (Animation's Byte 10 in FF3usME)
C1/B0E2:    300F        BMI $B0F3       (Branch if top bit set)
C1/B0E4:    C96B        CMP #$6B        (0x6B=Raiden)
C1/B0E6:    F008        BEQ $B0F0       (Branch if Raiden)
C1/B0E8:    C945        CMP #$45        (0x45=Odin)
C1/B0EA:    F004        BEQ $B0F0       (Branch if Odin)
C1/B0EC:    C90B        CMP #$0B        (0x0B=Cleave)
C1/B0EE:    D003        BNE $B0F3       (Branch if not Cleave)
C1/B0F0:    205AAF      JSR $AF5A       (Dices up an enemy)
C1/B0F3:    A917        LDA #$17
C1/B0F5:    8D8D89      STA $898D       (Does something)
C1/B0F8:    60          RTS

Just get rid of the check for Odin and that should do it.
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#10
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See, that's not even documented in my C1 sheet. Barely anything is.
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