06-19-2016, 02:33 PM
Code:
Check for greyed out commands (judging from this, adding Sketch shouldn't be difficult)
C3/5F25: 48 PHA
C3/5F26: C90B CMP #$0B (is it runic?)
C3/5F28: F010 BEQ $5F3A
C3/5F2A: C907 CMP #$07 (is it swdtech?)
C3/5F2C: F016 BEQ $5F44
C3/5F2E: A920 LDA #$20
C3/5F30: 8529 STA $29 (set text color to white)
C3/5F32: 68 PLA
C3/5F33: 60 RTS
C3/5F34: A924 LDA #$24
C3/5F36: 8529 STA $29 (set text color to gray)
C3/5F38: 68 PLA
C3/5F39: 60 RTS
Grey out Runic command if no weapons have Runic ability
C3/5F3A: ADDA11 LDA $11DA
C3/5F3D: 0DDB11 ORA $11DB
C3/5F40: 10F2 BPL $5F34
C3/5F42: 80EA BRA $5F2E
Grey out SwdTech command if no weapons have SwdTech ability
C3/5F44: ADDA11 LDA $11DA
C3/5F47: 0DDB11 ORA $11DB
C3/5F4A: 8902 BIT #$02
C3/5F4C: F0E6 BEQ $5F34
C3/5F4E: 80DE BRA $5F2E
^From Lenophis' site.
I want this kind of check to be made for the Lore command. So if the player doesn't have the appropriate weapon equipped, Lore should be greyed out.
I also have this:
Code:
Hex values for skills:
Fight - 00
Item - 01
Magic - 02
Morph - 03
Revert - 04
Steal - 05
Capture - 06
SwdTech - 07
Throw - 08
Tools - 09
Blitz - 0A
Runic - 0B
Lore - OC
Sketch - 0D
Control - OE
Slot - OF
Rage - 10
Leap - 11
Mimic -12
Dance -13
Row - 14
Def - 15
Jump - 16
X-Magic - 17
GP Rain - 18
Summon - 19
Health - 1A
Shock -1B
Possess -1C
MagiTek -1D
So let's say I want the weapon check for Runic to effect Lore instead. It should be a simple matter of replacing hex, right? Like
Code:
C3/5F26: C90B CMP #$0B (is it runic?)
to
Code:
C3/5F26: C90C CMP #$0C (is it lore?)
Thats the "check for greyed out commands" part. But what about the "grey out Runic command if no weapons have Runic ability"?
Looking at the code for that part, it's not really obvious what I should do. Any ideas?