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Messages - Lenophis

1456
Game Modification Station / Re: FF6 misc ramblings
« on: March 10, 2008, 03:48:11 PM »
Magic power. Magic defense gets stored to....$3BB9,X/Y if I'm reading this right.

Code: [Select]
C2/2CA2: AA           TAX            (X = enemy # * 4 * 8.  Monster data block at $CF0000
                                      is 32 bytes)

C2/2CA3: BF 05 00 CF  LDA $CF0005,X (bottom = Defense, top = Magic Defense)
C2/2CA7: 99 B8 3B     STA $3BB8,Y
C2/2CAA: BF 0C 00 CF  LDA $CF000C,X (XP)
C2/2CAE: 99 84 3D     STA $3D84,Y
C2/2CB1: BF 0E 00 CF  LDA $CF000E,X (GP)
C2/2CB5: 99 98 3D     STA $3D98,Y
C2/2CB8: AD 46 3A     LDA $3A46
C2/2CBB: 30 27        BMI $2CE4     (branch if there was an enemy formation # switch, and
                                     it designates that the new enemies retain HP and Max HP
                                     from the current formation.)
C2/2CBD: BF 0A 00 CF  LDA $CF000A,X (MP)
C2/2CC1: 99 08 3C     STA $3C08,Y
C2/2CC4: 99 30 3C     STA $3C30,Y
C2/2CC7: BF 08 00 CF  LDA $CF0008,X (HP)
C2/2CCB: 99 F4 3B     STA $3BF4,Y
C2/2CCE: 99 1C 3C     STA $3C1C,Y
C2/2CD1: AD D4 3E     LDA $3ED4   (Battle formation)
C2/2CD4: C9 CF 01     CMP #$01CF 
C2/2CD7: D0 0B        BNE $2CE4   (Branch if not Doom Gaze's formation)
C2/2CD9: 8C FA 33     STY $33FA
C2/2CDC: AD BE 3E     LDA $3EBE   (Doom Gaze's HP)
C2/2CDF: F0 03        BEQ $2CE4
C2/2CE1: 99 F4 3B     STA $3BF4,Y (Set current HP to Doom Gaze's HP)
C2/2CE4: E2 21        SEP #$21    (Set 8-bit Accumulator, carry)
C2/2CE6: B9 1D 3C     LDA $3C1D,Y (High byte of max HP)
C2/2CE9: 4A           LSR         
C2/2CEA: C9 19        CMP #$19   
C2/2CEC: 90 02        BCC $2CF0   
C2/2CEE: A9 17        LDA #$17       (Stamina = (Max HP / 512) + 16. If this number
                                      is greater than 40, then the monster's stamina is
                                      set to 40)
C2/2CF0: 69 10        ADC #$10             
C2/2CF2: 99 40 3B     STA $3B40,Y    (Stamina)
C2/2CF5: BF 01 00 CF  LDA $CF0001,X
C2/2CF9: 99 68 3B     STA $3B68,Y    (Battle Power)
C2/2CFC: BF 1A 00 CF  LDA $CF001A,X
C2/2D00: 99 A8 3C     STA $3CA8,Y    (Monster's regular weapon graphic)
C2/2D03: BF 03 00 CF  LDA $CF0003,X  (Evade)
C2/2D07: 20 61 28     JSR $2861
C2/2D0A: 99 54 3B     STA $3B54,Y    (255 - Evade * 2 + 1)
C2/2D0D: BF 04 00 CF  LDA $CF0004,X  (MBlock)
C2/2D11: 20 61 28     JSR $2861
C2/2D14: 99 55 3B     STA $3B55,Y    (255 - MBlock * 2 + 1)
C2/2D17: BF 02 00 CF  LDA $CF0002,X
C2/2D1B: 99 7C 3B     STA $3B7C,Y    (Hit Rate)
C2/2D1E: BF 10 00 CF  LDA $CF0010,X
C2/2D22: 99 18 3B     STA $3B18,Y    (Level)
C2/2D25: BF 00 00 CF  LDA $CF0000,X
C2/2D29: 99 19 3B     STA $3B19,Y    (Speed)
C2/2D2C: BF 07 00 CF  LDA $CF0007,X  (Magic Power)
C2/2D30: 20 D6 47     JSR $47D6      (* 1.5)
C2/2D33: 99 41 3B     STA $3B41,Y    (Magic Power)
C2/2D36: BF 1E 00 CF  LDA $CF001E,X  (monster status byte 4?)
C2/2D3A: 29 82        AND #$82       (only keep float and enemy runic?)
C2/2D3C: 19 4C 3E     ORA $3E4C,Y
C2/2D3F: 99 4C 3E     STA $3E4C,Y    (turn them on in Retort/Runic/etc byte)
C2/2D42: BF 13 00 CF  LDA $CF0013,X
C2/2D46: 99 80 3C     STA $3C80,Y    (Special Byte 2)
C2/2D49: 20 C1 2D     JSR $2DC1      (load enemy elemental reactions, statuses and
                                      status protection, metamorph info, special info
                                      like human/undead/etc)
C2/2D4C: BE A8 33     LDX $33A8,Y
C2/2D4F: BF C0 37 CF  LDA $CF37C0,X  (get Enemy Special Move graphic) 
C2/2D53: 99 81 3C     STA $3C81,Y   
C2/2D56: E2 10        SEP #$10
C2/2D58: 20 99 2D     JSR $2D99
C2/2D5B: 7B           TDC
C2/2D5C: 6A           ROR
C2/2D5D: 04 B1        TSB $B1
C2/2D5F: 20 5A 4B     JSR $4B5A
C2/2D62: 29 07        AND #$07
C2/2D64: 18           CLC
C2/2D65: 69 38        ADC #$38
C2/2D67: 99 2C 3B     STA $3B2C,Y
C2/2D6A: BB           TYX
C2/2D6B: 20 50 26     JSR $2650   (deal with Instant Death protection, and Poison elemental
                                   nullification giving immunity to Poison status)
C2/2D6E: 28           PLP
C2/2D6F: FA           PLX
C2/2D70: 60           RTS

1457
Game Modification Station / Re: FF6 misc ramblings
« on: March 10, 2008, 03:10:34 PM »
Ram. The nice thing about the indexes (and the battle engine in particular), is that they often hold attacker and target index. However, they get swapped back and forth so often it's hard to say which is which without digging into it. Based on the comments, X at that point will hold attacker index (0, 2, 4, and 6 for characters in slots 1, 2, 3, and 4 respectively, 8, A, C, E, 10, and 12 for monsters in slots 1, 2, 3, 4, 5, and 6 respectively).

To find out what's in what, I think you can just look at the monster data (FF3usME helps here), and look at the magic stat for the appropriate monster. Though if it's x1.5, it'll be slightly higher.

1458
Game Modification Station / Re: FF6 misc ramblings
« on: March 10, 2008, 02:17:13 PM »
Question for ya. Would you also NOP out C2/18F8: A9 20        LDA #$20 ?

Since you're loading A again as follows, right after the new NOP code.

C2/18FD: A9 08        LDA #$08
You can, but it isn't necessary.

Quote
EDIT:  Awesome, I just NOPed out the code that you had stated and now the spells casts from items can be reflected and also blockable. But now the high damage factor needs to be resolved. I'm reading the code again, right now.
I'm not sure where the power is coming from, but based on previous experience, the power is put into $11A6. It doesn't look like it's set here, unfortunately. However, it is entirely possible that it isn't using that variable for this function.

1459
I can assure you, Disch did that quite intentionally. :happy:

1460
Game Modification Station / Re: FF6 misc ramblings
« on: March 10, 2008, 01:26:10 PM »
Code: [Select]
Tools
C2/1885: A5 B6        LDA $B6
C2/1887: E9 A2        SBC #$A2    (carry was clear, so subtract 163)
C2/1889: 85 B6        STA $B6     (save unique Tool index.  0 = NoiseBlaster,
                                   1 = Bio Blaster, etc.)
C2/188B: 80 11        BRA $189E

Throw
C2/188D: A9 02        LDA #$02
C2/188F: 85 BD        STA $BD     (Increment damage by 100%)
C2/1891: A9 10        LDA #$10
C2/1893: 14 B3        TRB $B3     (Clear ignore increment on ignore defense)
C2/1895: 80 07        BRA $189E

Item
C2/1897: 9C 14 34     STZ $3414   (Set ignore damage modification)
C2/189A: A9 80        LDA #$80
C2/189C: 14 B3        TRB $B3     (Set Ignore Clear)
C2/189E: BB           TYX
C2/189F: A9 01        LDA #$01
C2/18A1: 8D 12 34     STA $3412
C2/18A4: AD 7D 3A     LDA $3A7D
C2/18A7: 20 C1 19     JSR $19C1
C2/18AA: A9 10        LDA #$10
C2/18AC: 14 B1        TRB $B1     (clear "don't deplete from Item inventory" flag)
C2/18AE: D0 05        BNE $18B5   (branch if it was set)
C2/18B0: A9 FF        LDA #$FF
C2/18B2: 9D F4 32     STA $32F4,X  (null item index to add to inventory.  this means
                                    the item will stay deducted from your inventory.)
C2/18B5: BD 18 30     LDA $3018,X
C2/18B8: 0C 8C 3A     TSB $3A8C      (set this character's "add item to inventory" bit)
C2/18BB: A5 B5        LDA $B5    (Command #)
C2/18BD: 90 24        BCC $18E3  (Carry is set (by the $19C1 call) for:
  - Skeans/Tools that don't use a spell
                                  - normal Item usage
                                  which means it isn't set for:
                                  - Equipment Magic or Skeans/Tools that do use a spell )
 
C2/18BF: C9 02        CMP #$02   (Carry will be set if Command >=2, which means it'll
                                  be set for Throw and Tools, but not plain Item --
                                  or apparently Item Magic, which also uses Command 1)

C2/18C1: AD 11 34     LDA $3411
C2/18C4: 20 37 2A     JSR $2A37
C2/18C7: AD AA 11     LDA $11AA
C2/18CA: 89 C2        BIT #$C2    (Check if Dead, Petrify or Zombie attack)
C2/18CC: D0 12        BNE $18E0   (if so, branch)
C2/18CE: C2 20        REP #$20    (Set 16-bit Accumulator)
C2/18D0: AD 74 3A     LDA $3A74
C2/18D3: 0D 42 3A     ORA $3A42
C2/18D6: 25 B8        AND $B8
C2/18D8: 85 B8        STA $B8
C2/18DA: E2 20        SEP #$20    (Set 8-bit Accumulator)
C2/18DC: A9 04        LDA #$04
C2/18DE: 14 B3        TRB $B3
C2/18E0: 4C 7B 31     JMP $317B

C2/18E3: C9 01        CMP #$01    (is command Item?)
C2/18E5: D0 07        BNE $18EE   
C2/18E7: E6 B5        INC $B5     (if so, bump it up to Magic, as we've reached this
                                   point thanks to Equipment Magic)
C2/18E9: AD 10 34     LDA $3410
C2/18EC: 85 B6        STA $B6
C2/18EE: 64 BD        STZ $BD
C2/18F0: 20 51 29     JSR $2951
C2/18F3: A9 02        LDA #$02
C2/18F5: 0C A3 11     TSB $11A3   (Set Not reflectable)
C2/18F8: A9 20        LDA #$20
C2/18FA: 0C A4 11     TSB $11A4   (Set unblockable)
C2/18FD: A9 08        LDA #$08
C2/18FF: 14 BA        TRB $BA     (Clear "can target dead/hidden targets")
C2/1901: 9C A5 11     STZ $11A5   (Set MP cost to 0)
C2/1904: 4C 7B 31     JMP $317B

The code at C2/317B executes a person's turn. It looks like it'll be easier than even I thought. I wasn't entirely sure the settings were being set here. :tongue: Ok, so if you wanted to remove the "ignore reflect" and "unblockable" properties, it looks like a series of NOP's are in order from C2/18F5 to C2/18FC.

assassin and Terii Senshi documented a lot about the C2 bank (the second bank that involves battle, C1 handles a lot of animation stuff, so this could be considered the guts). Last time it was updated? I dunno, you'd have to ask assassin.

1461
General Discussion / Re: The big move
« on: March 09, 2008, 11:41:06 PM »
Welcome to the forum. ...Your avatar looks like ET after a trip in the microwave. :eek: Your username is unique, which I have to say is something that is rare, almost a lost art nowadays. :happy:

--Edit--
Typos suck, especially when typing with only one hand.

1462
Game Modification Station / Re: FF6 misc ramblings
« on: March 09, 2008, 03:18:04 PM »
Ok and I have a question for you guys.  Damage is really high from a spell that is cast directly from an item. From what I understand, steps 6 and 7 are skipped when calculating damage. I would like to know if it's possible for a spell that is cast from an item to calculate defense so that the damage is not so high. To see what I mean, take any of the three element rods and cast the spell from the item, which could be Bolt 2, Fire 2 and Ice 2 respectively. The damage is high and I'm pretty sure that defense is ignored.
Ignores defense, ignores reflect, and I think doubles damage. It's extremely overpowering. To answer the question, yes. Most likely you can, I'm just unsure of the steps to do so at this time. :sad:

1463
General Discussion / Re: Snow...in...Texas?!
« on: March 09, 2008, 01:03:27 PM »
We just got a huge amount of rain here over the past two days.  I don't know the official total but it was enough to make the ceiling in my kitchen leak and a tiny bit of flooding in the basement,
:eek: That's not right. The ceiling leaking is bad enough, when was the last time the roof had work done?

1464
Gaming Discussion / Re: A Request for Entroper
« on: March 08, 2008, 09:42:27 PM »
AI can change magic power, so it's possible that the game is upping the magic power of whatever is casting Double Meteor for it to do high damage. However, this is a total guess, and isn't to be taken seriously.

1465
General Discussion / Re: Snow...in...Texas?!
« on: March 08, 2008, 06:51:52 PM »
That's a huge amount for any area, especially if it falls within a few hours. Then it's crippling. :whoa:

1466
Ugh, well, I guess that makes sense. That also explains why Haste is a huge boost, and Slow is a massive penalty. I suspected the Plague hasting Haste on the entire party was to make the death countdown go faster, and this pretty much confirms it.

1467
Gaming Discussion / Re: Why Do I Bother?
« on: March 08, 2008, 02:36:31 PM »
Well, the guy had a legitimate counterpoint, which was consistant with the game.. for the most part. However, his point doesn't really prove/disprove success or failure.
Well, that could be disputed. How many times have you played FF6, gotten to the Magitek Research Facility, and noticed Proto Armor using TekMissile or Launcher, have them visually hit you hundreds of thousands of times, and that magical "miss" message still pops up? If later games are doing it, you know the earlier games are doing it. :tongue: Yes, that's a bit of a stretch... I have to admit though, seeing that brought up fond memories of "what can actually miss," regarding things that clearly hit you. "World Destruction Attack!" *miss* Sephiroth does Super Nova! *miss*

[/ramble]

1468
Gaming Discussion / Re: Why Do I Bother?
« on: March 08, 2008, 12:57:02 PM »
*adds programmer's lingo to it*

 :happy:

1469
Game Modification Station / Re: (Another) FF1 Hack
« on: March 06, 2008, 06:22:05 PM »
Well, the class selection screen is horribly broken. The second half of classes are all messed up, in terms of sprite and palette. Balance seems pretty good so far, though the equipment changes are taking me by surprise. :eek:

1470
Game Modification Station / Re: FF1 Project
« on: March 06, 2008, 05:38:52 PM »
Uhhhhh....



DTE does not work in battle, this has been a known issue since, well, forever. :tongue: You may want to take a look at that.