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37+ New weapons - FF6 Comprehensive Arsenal Patch
(04-24-2024, 04:50 PM)C-Dude Wrote: The spreadsheet has animation script addresses, but regrettably is missing many of the other addresses that are modified by your patch. Something very difficult to work out is how the tile maps are changed in the D2 bank (and which changes correspond to which weapon). Could you go into further detail as to how you set up the tile layout for the weapons? This information would be immensely helpful for people trying to add additional weapons, or those trying to integrate them into an existing project. Even simply listing the D2 addresses that each weapon alters would be of tremendous utility. The animation frame data addresses in D1 would be quite useful as well.
Also, both patches have a bunch of FF3USME shifted data (the World of Ruin shift build into the program by its creator). This is fine for the plug-and-play, but you may want to crop the changes after 2EB21E for the hack-oriented patch.
Code:2EB21E 8 No 0000164D-00001659 D
2F4A46 52D1 No 0000165A-0000692F 52D6
I've written some node scripts to automatically track pointers and addresses for any animation and weapon, which were really useful (despite my coding skills lol):
I haven't posted it on github yet, but I'll try to do it asap, or at least use this script to further document the project as you asked.
Also, I wasn't aware of the FF3USME changes on the hack-oriented, I'll be investigating it further.
Like C-dude, I would also strongly desire some documentation. My hack already has a few custom weapons and animations, so I would want to port over some of your weapon sprites but not all of them (I don't have space for all of them, sadly!)
Edit: By the way, is there a Github link I'm missing?
Edit: By the way, is there a Github link I'm missing?
(04-24-2024, 08:02 PM)Lightning Wrote: Like C-dude, I would also strongly desire some documentation. My hack already has a few custom weapons and animations, so I would want to port over some of your weapon sprites but not all of them (I don't have space for all of them, sadly!)
Edit: By the way, is there a Github link I'm missing?
So, I've update the attachment with a new file:
Code:
============================================================================
--[ Animation $11 (Ornate Bow) graphics data ($D4D066) ]--
Animation script: Pointer address: $D1EAFA --> Data address: $D07D6B
Graphics format: 3bpp
Number of frames: 4
Tile formation index: $24 (Address: $D20900)
First frame index: $E3 (Pointer Address: $D4E102 --> Data address: $D1059B)
Frame width: 3
Frame height: 3
============================================================================
--[ Animation $13 (Simple Bow) graphics data ($D4D072) ]--
Animation script: Pointer address: $D1EAFE --> Data address: $D07D6B
Graphics format: 3bpp
Number of frames: 4
Tile formation index: $120 (Address: $D24800)
First frame index: $7F (Pointer Address: $D4E03A --> Data address: $D10461)
Frame width: 3
Frame height: 3
...
Also posted some of the scripts I made to github: https://github.com/tomilho1/FF6weaponTracker/tree/main
Don't expect too much elegance on the code, though . I haven't tested it extensively and it was written rather hastily.
Oh, I've added another file to the attachment too, a tile diagram. Take this as a kind of "tip" from someone who spent hours doing this. If you want to quickly find the address of a tile, you can use a diagram like this:
Match the row and the column and you will find that the address of that knife tile is $02EA ($EA 02 in the tile formation table).
04-25-2024, 01:28 AM
Thank you. This information is incredibly helpful, not just with your patch but in understanding how FF6 handles tile mapping in general. I was missing part of the picture about the first byte of the graphics data, but now it makes sense.
Hey, I'd like to warn everyone about a bug I just found. The Fire animation is broken. The cause is the altered animation script at $D07F98. I didn't realize I was editing the last animation script on the table and ended up overwriting data from the next table, thus, corrupting the Fire animation .
I'll be fixing this and posting a new version asap. Just need to find some space in the animation script table...
Ok, I've updated the patch to version 1.1:
- Fixed the corrupt Fire animation (moved the animation script in $D07F98 to $D07F94).
- The hack-oriented patch no longer patches unrelated data at the end of the ROM.
I'll be fixing this and posting a new version asap. Just need to find some space in the animation script table...
Ok, I've updated the patch to version 1.1:
- Fixed the corrupt Fire animation (moved the animation script in $D07F98 to $D07F94).
- The hack-oriented patch no longer patches unrelated data at the end of the ROM.
Nice catch! I'm glad you got that figured out.
Just wanted to drop a few ideas for more weapons:
1) Torch
2) Crowbar
3) A thinner mace and/or morning star
4) Sai
5) Katar
6) Spell Book
7) Wands (instead of Staves)
8) Jousting Lance
1) Torch
2) Crowbar
3) A thinner mace and/or morning star
4) Sai
5) Katar
6) Spell Book
7) Wands (instead of Staves)
8) Jousting Lance
We are born, live, die and then do the same thing over again.
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