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Magic Order

#1
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Pienso reorganizar el orden de las magias pero el problema ponemos 

por ejemplo (White)Holy (Black) Toad/Imp (Time)Meteor no se ordena y pienso hacerlo de esta manera

Nota: si el que solucione que intente que el codigo se pueda parchear con SNEStuff para que lo pueda usar hasta los que casi no saben editar en hexadecimal

Inglés English

I plan to reorganize the order of magic but we put the problem

for example (White) Holy (Black) Toad/Imp (Time) Meteor is not ordered and I plan to do it this way

Note: if the one that solves that tries that the code can be patched with SNEStuff so that it can use it until those who almost do not know how to edit in hexadecimal
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#2
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Faith
Not sure if your issue is the same as the one on this thread, but I'm gonna link it just in case.

https://www.ff6hacking.com/forums/thread-3576.html
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#3
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Texto:Oculto

English Inglés
Text: Hidden

Black

Hidden

Time

Hidden


White
Hidden
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#4
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Changing the order spells are listed in is actually quite involved.

1) You need to manually re-order the spells in FF3USME by recreating all of their components in the desired spot (setting spell power, all the flags, special properties, and animations). The best way to do this is to open FF3USME twice, once with the file you are changing and once with a vanilla file so that you can compare the spell data.

2) You need to find the hex address of Doom's new slot and adjust values in the C2 bank so that Roulette and Condemn work properly. You need to find the hex address of Shell's and Protect's new slots and adjust values in the C2 bank so that "Near Fatal->Shell" and "Near Fatal->Safe" work properly.

3) You need to rearrange all of the Esper learning, since moving the spells won't move their indices and the Espers will still point to the old slots.

4) You need to adjust all of the items that cast spells on hit and spells on use, since moving the spells won't move their indices and they'll point to the wrong places.

5) You need to adjust _every_ enemy's control, sketch, and rage list, as well as their battle scripts, for the reasons stated in 3 and 4.

6) You need to make Hex value adjustments in the menu block (C3 bank if I recall correctly) so that moved white-magic spells can be cast correctly. Spells affected are Purify, Remedy, Cure1-3, Life1, Life2, and Warp.

7) You need to make Hex value adjustments in the C0, C1, and C3 blocks so that the game knows how to sort the magic correctly; it does this by identifying which index number is the start of a spell type, starting with Black magic.

8) Likewise, you need to change values to indicate which spell index corresponds to the start of a spell intro. This decides which animation to play when casting a spell; if unmoved then some of your extra black magic spells will play the white magic intro.

You're going to have to sink your teeth into the ROM disassemblies to be able to do all that. You can find them on the wiki for this site: https://www.ff6hacking.com/wiki/doku.php...s:doc:game
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[-] The following 3 users say Thank You to C-Dude for this post:
  • Gi Nattak (09-21-2019), MoisésDGT (09-21-2019), SSJ Rick (09-26-2019)

#5
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Victory This will be very helpful.
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