Banon's Donkey Farm > Game Modification Station
The Decompressed C2/686C Block
TheNattak:
Hello S.P. board. I am trying to locate the correct bytes in the decompressed C2/686C Block documented by Novalia Spirit, and I am having trouble, hoping someone might be able to help a brotha out.
THE MISSION: I'm trying to get the game to loop the title screen over and over without going into the intro (1000 years have passed...) all by itself, so I'm looking here at the document, and I can't seem to locate the correct bytes at the addresses, or anywhere else for that matter. I display the offset to SNES Memory in the hex editor, I think that's right..? I search 'E53BC' and come up with something else completely. Searching for the bytes A9 FF 85 19 is not working for me either really, I thought it was but I was still somewhere else. I also thought since I'm using the FFVI J title screen that everything WOULD be different possibly, but it's the same problem on a clean ROM, as well as simply finding other addresses. This is what I'm trying to locate here:
Title screen part 11, exit
7E/53BC: A9FF LDA #$FF
7E/53BE: 8519 STA $19
7E/53C0: 7B TDC (Zero A)
7E/53C1: 8D0002 STA $0200 (Acknowledge the title-screen sequence went uninterrupted)
7E/53C4: 60 RTS
7E/53C5: AA TAX (Transfer A to X)
7E/53C6: 7CC953 JMP ($53C9,X)
Lenophis:
You guys make this way too complicated:
--- Code: ---CA/5E23: AB Invoke game loading screen
CA/5E24: C0 If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CA5E2C
CA/5E2A: AC Command $AC
CA/5E2B: FE Return
CA/5E2C: D4 Set event bit $1E80($2FE) [$1EDF, bit 6]
CA/5E2E: B2 Call subroutine $CA5E8E
CA/5E32: FE Return
CA/5E33: A9 Show title screen
CA/5E34: 7F Change character $00's name to $1D (????? )
CA/5E37: 40 Assign properties $00 to character $00 (Actor in stot 0)
CA/5E3A: 3D Create object $00
CA/5E3C: 3F Assign character $00 (Actor in stot 0) to party 1
CA/5E3F: 37 Assign graphics $00 to object $00 (Actor in stot 0)
CA/5E42: 43 Assign palette $02 to character $00 (Actor in stot 0)
CA/5E45: D4 Set event bit $1E80($2E0) [$1EDC, bit 0]
CA/5E47: D4 Set event bit $1E80($2F0) [$1EDE, bit 0]
CA/5E49: 7F Change character $0E's name to $20 (WEDGE )
CA/5E4C: 40 Assign properties $20 to character $0E (Actor in stot 14)
CA/5E4F: 3D Create object $0E
CA/5E51: 3F Assign character $0E (Actor in stot 14) to party 1
CA/5E54: 37 Assign graphics $0E to object $0E (Actor in stot 14)
CA/5E57: 43 Assign palette $01 to character $0E (Actor in stot 14)
CA/5E5A: 7F Change character $0F's name to $21 (VICKS )
CA/5E5D: 40 Assign properties $21 to character $0F (Actor in stot 15)
CA/5E60: 3D Create object $0F
CA/5E62: 3F Assign character $0F (Actor in stot 15) to party 1
CA/5E65: 37 Assign graphics $0E to object $0F (Actor in stot 15)
CA/5E68: 43 Assign palette $01 to character $0F (Actor in stot 15)
CA/5E6B: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/5E70: 46 Make party 1 the current party
CA/5E72: 89 Inflict the following status ailments on character $00 (Actor in stot 0): M-Tek
CA/5E76: 89 Inflict the following status ailments on character $0E (Actor in stot 14): M-Tek
CA/5E7A: 89 Inflict the following status ailments on character $0F (Actor in stot 15): M-Tek
CA/5E7E: D2 Set event bit $1E80($10B) [$1EA1, bit 3]
CA/5E80: D2 Set event bit $1E80($1E3) [$1EBC, bit 3]
CA/5E82: 6C Set parent map to $0000 (World of Balance), parent coordinates to (84, 0), facing down
CA/5E88: C0 If ($1E80($2FF) [$1EDF, bit 7] is set), branch to $CA5E23
CA/5E8E: B2 Call subroutine $CC985B
CA/5E92: AA Show intro with Magitek Armor walking through snowfields
CA/5E93: C0 If ($1E80($2FE) [$1EDF, bit 6] is set), branch to $CC9A4F
CA/5E99: C0 If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CA5E33
CA/5E9F: AB Invoke game loading screen
CA/5EA0: C0 If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CC9A4F
CA/5EA6: AC Command $AC
CA/5EA7: FE Return
--- End code ---
Pay careful attention to CA/5E8E.
--- Code: ---CC/985B: D2 Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/985D: F0 Play song 0 (Silence), (high bit clear), full volume
CC/985F: 6B Load map $0017 (Narshe, mountaintop (WoB / "Long ago, the War of the Magi...")) instantly, (upper bits $2000), place party at (18, 25), facing down
CC/9865: 38 Hold screen
CC/9866: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CC/9868: C4 Set vehicle/entity's event speed to faster
CC/9869: 9C Move vehicle/entity up 8 tiles
CC/986A: 9C Move vehicle/entity up 8 tiles
CC/986B: 84 Move vehicle/entity up 2 tiles
CC/986C: FF End queue
CC/986D: 48 Display dialogue message $0006, continue executing commands (Show text only)
Long ago, the War of the Magi
reduced the world to a
scorched wasteland, and magic
simply ceased to exist.
CC/9870: 42 Hide object $31
CC/9872: 45 Refresh objects
--- End code ---
Remove that line. Weren't you guys supposed to be aces at this event hacking stuff? :tongue:
TheNattak:
That's the first thing I started with actually, but the problem I have there, is that if I edit or erase the
'Set event bit $1E80($1CC) [$1EB9, bit 4]' the intro music gets interrupted by each map that it shows during the intro, and besides that, it does not stop the automated intro from going off. So unless I'm missing something, I'm not sure how that would help. ;*(
Or do you mean remove the CA/5E8E: B2 Call subroutine $CC985B?
That makes it skip the intro all together even on a New Game, so I doubt it. Just want to make sure here.
I know there's something that dictates if there is any .srm data present, because how it will bypass the game loading screen and go right to the intro if a button is pressed, if there is no .srm data present that is. So I can see something potentially bad happening there, so that's why I need to get the intro to loop over and over, until an actual button is pressed, to make it work out.
Basically, I just want to eliminate the automatic intro from going off, while keeping everything else in-tact and working, however possible. Alternatively, if this does not work out, I would be happy with it going right to the 'New Game intro', instead of the automated intro if no button is pressed. There IS an actual reason why I need it to be like this, I've not gone crazy or anything. ^_^
I AM the best there is though at missing the blatantly obvious, so if there is still something I am missing here please let me know! I'm totally fine with looking like an idiot as long as I get it working - and I appreciate your assistance. I'll keep at it here.
--- Quote from: Lenophis on January 20, 2012, 12:21:47 AM ---Weren't you guys supposed to be aces at this event hacking stuff? :tongue:
--- End quote ---
Haha, more or less. I much prefer doing flashy flying dragon event battles with a ton of crazy sound effects and character actions though LOL. This kind of event work I tend to get confused and lost rather easily. I've gotten my hands dirty though with setting and clearing event bits and the tedious stuff, but this one's a real biotch so far.
Lenophis:
--- Quote from: TheNattak on January 20, 2012, 02:56:01 AM ---Or do you mean remove the CA/5E8E: B2 Call subroutine $CC985B?
That makes it skip the intro all together even on a New Game, so I doubt it. Just want to make sure here.
--- End quote ---
I didn't actually think that part through, and forgot about actually doing a new game. I'm thinking there's a way you can do this with clever branching. I know we "fixed" the bug of the intro "skipping" itself if you waited for it before starting your game, but that's probably not what you're shooting for here. You can get it to work with just events, I'm sure of that.
TheNattak:
--- Quote from: Lenophis on January 20, 2012, 11:42:02 AM ---
--- Quote from: TheNattak on January 20, 2012, 02:56:01 AM ---Or do you mean remove the CA/5E8E: B2 Call subroutine $CC985B?
That makes it skip the intro all together even on a New Game, so I doubt it. Just want to make sure here.
--- End quote ---
I didn't actually think that part through, and forgot about actually doing a new game. I'm thinking there's a way you can do this with clever branching. I know we "fixed" the bug of the intro "skipping" itself if you waited for it before starting your game, but that's probably not what you're shooting for here. You can get it to work with just events, I'm sure of that.
--- End quote ---
Alright cool, that's good to know. I'm sure we can think of a way to get it to work then, thanks man. =)
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