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Functional Umaro Patch

#11
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This is very much appreciated! Thanks for taking the time to create it and share it with everyone.
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#12
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I applied this patch for my mod and so far it seems to work well, but there is one problem I noticed. In the Airship, when you choose to unequip all characters, Umaro is not included since he usually cannot equip anything. This means you have to manually unequip Umaro each time he is not in your party. Does anyone know how to add Umaro to the list of characters who are unequipped in the Airship?
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#13
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(10-09-2018, 03:53 AM)Lightning Wrote: Does anyone know how to add Umaro to the list of characters who are unequipped in the Airship?

Both NPC use the $CC3510 event. You need to add event code for Umaro. The two things to change are the $CC351E and $CC359D branches. This is pretty straight forward, use the B2 command to call some code in free space of the ROM, add in that free space the code you removed to make room for the B2 command and add your Umaro code after this. If you look at the event dump and have a hex editor opened it's basically adding an entry for Umaro like there are already 13 for other characters.



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#14
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(10-09-2018, 10:23 AM)madsiur Wrote:
(10-09-2018, 03:53 AM)Lightning Wrote: Does anyone know how to add Umaro to the list of characters who are unequipped in the Airship?

Both NPC use the $CC3510 event. You need to add event code for Umaro. The two things to change are the $CC351E and $CC359D branches.

The Full Roster Hack (https://www.ff6hacking.com/forums/thread...age-3.html) includes this expanded subroutine (as well as expanding it to include characters 0E and 0F too).

Prior to compiling the Full Roster Hack, I expanded the unequip subroutine to include slot 0D too (Leo in my hack). There's a spot on both subroutines where a sound effect plays twice. If you remove the second sound effect, you have JUST ENOUGH free bytes to include Umaro in the routine. I can check to see if I have a backup copy with that code in place. One cool thing is that the CC/3510 event is the ONLY ONE that calls these subroutines, so you can relocate them without much hassle.

Note that you will also need to check a C3 disassembly for the Optimum/Empty auto-trigger for the Gauntlet, Genji Glove, and Merit Award. It is dummied out for Umaro. I don't have my disassembly at work with me, so I can't check.


Projects:
Divergent Paths: The 3 Scenarios (Completed) - a redo of the 3 scenarios in the original game that gives equal time to each group. Meant to be a basis for future mods.
FFVI: Divergent Paths (In Progress) - a hack built off of the 3 scenarios that changes other events in the same, such as making Leo permanently recruitable, bringing Banon's story closure, and adding 1 more secret character.
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#15
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You can test this.. Make sure $CFCF50 is not used by any other patch:

Code:
$CC3592
-------
C0 AC 01 52 CF 05    ; If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CFCF52
B2 50 CF 05          ; call $CFCF50

$CC3665
-------
C0 AC 01 60 CF 05    ; If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CFCF60
DE                   ; Load CaseWord with the characters in the currently active party?
C0 AC 81 60 CF 05    ; If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CFCF60
B2 5E CF 05          ; call $CFCF5E

$CFCF50
-------
8D 0C                ; Remove all equipment from character $0C (Actor in stot 12)
E1                   ; Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
C0 AD 01 B3 5E 00    ; If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CA5EB3 (simply returns)
8D 0D                ; Remove all equipment from character $0D (Actor in stot 13)
92                   ; Pause for 30 units
3A                   ; Enable player to move while event commands execute
FE                   ; Return

$CFCF5E
-------
8D 0C                ; Remove all equipment from character $0C (Actor in stot 12)
E1                   ; Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
C0 AD 01 B3 5E 00    ; If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CA5EB3 (simply returns)
DE                   ; Load CaseWord with the characters in the currently active party?
C0 AD 81 B3 5E 00    ; If ($1E80($1AD) [$1EB5, bit 5] is set), branch to $CA5EB3 (simply returns)
8D 0D                ; Remove all equipment from character $0D (Actor in stot 13)
92                   ; Pause for 30 units
3A                   ; Enable player to move while event commands execute
FE                   ; Return



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  • Lightning (10-11-2018)

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Here is an alternate version of that script (in IPS format) that removes the 2nd sound effect and cuts the fluff to add character $0D into it without expanding to another portion of the rom.

Also, here's the section of code from C3 that I don't believe "Functional Umaro" covers.
Code:
    C3/9EF4:    C90D        CMP #$0D       (Is it Umaro?)
    C3/9EF6:    F007        BEQ $9EFF      (branch if so)

Replace all 4 bytes with EA to allow Merit Award, Genji Glove, and Gauntlet to Empty/Optimize Umaro.


Attached Files
.zip  airshipunequip.zip (425 bytes, 6 downloads)


Projects:
Divergent Paths: The 3 Scenarios (Completed) - a redo of the 3 scenarios in the original game that gives equal time to each group. Meant to be a basis for future mods.
FFVI: Divergent Paths (In Progress) - a hack built off of the 3 scenarios that changes other events in the same, such as making Leo permanently recruitable, bringing Banon's story closure, and adding 1 more secret character.
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  • Lightning (10-11-2018)

#17
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Once again you guys save the day! Panda, do I need your Full Roster Hack to use your "Airshipunequip" patch, or is it standalone? At this time, I do not want to include the Full Roster Hack in order to keep my hack simple (although later on it is very tempting to get Shadow playable again).
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#18
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The patch is a standalone. Should work with 1.0 and 1.1 headered roms. All it does is modify the event code CC/3510-CC/3672. It leaves everything else in the game alone.

The Full Roster Hack is not quite complete yet. I still need to figure out Gogo's submenu. But again, just wait for my Definitive Edition. It will include 16 characters, including Shadow, Leo, and Kappa.


Projects:
Divergent Paths: The 3 Scenarios (Completed) - a redo of the 3 scenarios in the original game that gives equal time to each group. Meant to be a basis for future mods.
FFVI: Divergent Paths (In Progress) - a hack built off of the 3 scenarios that changes other events in the same, such as making Leo permanently recruitable, bringing Banon's story closure, and adding 1 more secret character.
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#19
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(10-10-2018, 06:13 PM)PowerPanda Wrote: The patch is a standalone. Should work with 1.0 and 1.1 headered roms. All it does is modify the event code CC/3510-CC/3672. It leaves everything else in the game alone.

The Full Roster Hack is not quite complete yet. I still need to figure out Gogo's submenu. But again, just wait for my Definitive Edition. It will include 16 characters, including Shadow, Leo, and Kappa.

Kappa?  Sweet...  I will definitely play your hack when it comes out. Like we talked about before, maybe I will eventually merge parts of my hack with yours to create an alternate version down the road (if you are interested, of course).
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#20
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(10-10-2018, 06:13 PM)PowerPanda Wrote: The patch is a standalone. Should work with 1.0 and 1.1 headered roms. All it does is modify the event code CC/3510-CC/3672. It leaves everything else in the game alone.

Does it remove only the sound effect and the pause after? Because that free 6 bytes while you need at least 16 bytes to add Umaro code.



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