06-30-2018, 12:27 PM
(This post was last modified: 06-30-2018, 02:04 PM by PowerPanda.)
For my hack, I've been planning to use HatZen08's "Learnable Rage" patch, which allows Gau to learn Rages simply by fighting monsters. While it's much better than the base game, it's still just a little bit unbalanced, making it too easy for Gau to learn Rages.
However, I read on The Cutting Room Floor that there is a flag for monster formations that causes Leap to miss. This, to me, presents an ideal solution. If I could create a hack where Gau could leap/return anywhere, but have Leap either miss or be disabled on boss fights, Gau could be balanced without having to go back to the Veldt all the time.
I've successfully gotten Leap to be always available by NOPing the lines with asterixes (quick and dirty, but just a mockup)
What I can't find is the line of code that checks to see if you're on the Veldt to determine if Gau should show up at the end.
Other considerations:
1. There will need to be a battle event flag that prevents Gau from showing up. In the WoR, some cutscene will have to permanently clear that flag (probably beating the Cave on the Veldt)
2. It would be great to change C2/543E-C2/5443 to check for the "Can't Leap" formation flag, and blank out the command when it is present.
This hack may be beyond me and my horrendous ASM skills, but I want to look into it anyway.
EDIT: I suppose an alternative to having Gau return anywhere would be to just have him leave the battle, but not the party. I'd make Leap not end the battle. That way, I wouldn't have to worry about battle event flags. He'd just only show up on the Veldt when it's time to recruit him. I'll look into the disassemblies to see if I can figure out how to do that.
However, I read on The Cutting Room Floor that there is a flag for monster formations that causes Leap to miss. This, to me, presents an ideal solution. If I could create a hack where Gau could leap/return anywhere, but have Leap either miss or be disabled on boss fights, Gau could be balanced without having to go back to the Veldt all the time.
I've successfully gotten Leap to be always available by NOPing the lines with asterixes (quick and dirty, but just a mockup)
Code:
(Leap menu entry)
C2/543E: AD E4 11 LDA $11E4
C2/5441: 89 02 BIT #$02 (is Leap available?)
*C2/5443: 80 ED BRA $5432 (if it's not, menu entry will be nulled after branch)
Code:
(Blanks out Leap from the Menu screen when not on the Veldt)
C3/614F: B91600 LDA $0016,Y
C3/6152: C911 CMP #$11 (is it leap?)
C3/6154: D00A BNE $6160
C3/6156: ADE411 LDA $11E4
C3/6159: 8904 BIT #$04 (are we on the Veldt?)
C3/615B: D003 BNE $6160 (branch if so)
*C3/615D: A9FF LDA #$FF (no command)
*C3/615F: 60 RTS
What I can't find is the line of code that checks to see if you're on the Veldt to determine if Gau should show up at the end.
Other considerations:
1. There will need to be a battle event flag that prevents Gau from showing up. In the WoR, some cutscene will have to permanently clear that flag (probably beating the Cave on the Veldt)
2. It would be great to change C2/543E-C2/5443 to check for the "Can't Leap" formation flag, and blank out the command when it is present.
This hack may be beyond me and my horrendous ASM skills, but I want to look into it anyway.
EDIT: I suppose an alternative to having Gau return anywhere would be to just have him leave the battle, but not the party. I'd make Leap not end the battle. That way, I wouldn't have to worry about battle event flags. He'd just only show up on the Veldt when it's time to recruit him. I'll look into the disassemblies to see if I can figure out how to do that.
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character