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Author Topic: Appearance/Sprite ID offset  (Read 8554 times)

HHIPDragonFox

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Re: Appearance/Sprite ID offset
« Reply #15 on: January 26, 2009, 01:09:22 AM »
Sorry, I should have updated my post. There's actually two magic list links, one to the battle menu and one to the main menu.

9FFDD-A000C   Magic List # to Battle Command/Learning Link
A81A2-A81CB   Magic List # to Menu Item Link

They both follow the same format (top list, mid list, bottom list).

Do these Lists include Setting up Magic Command in Main Menu as well?
If I didn't see where you posted it yet, please let me know, thanks.

Edit:
  Found the previous posts.
  I'm attempting to check in my rom for what works for me....

Edit:
  Done. and Thanks
« Last Edit: April 07, 2009, 05:31:30 AM by HHIPDragonFox »
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fedorajoe

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Re: Appearance/Sprite ID offset
« Reply #16 on: May 14, 2011, 10:29:57 PM »
Found it. I actually found it the day after I last posted, but haven't had time to post yet. The information is here (ROM with header):

A81A2-A81CB   Magic List # to Menu Item Link (3 bytes per character: top list, mid list, bottom list)

The top list name defaults to "White", the middle to "Black", and the bottom to "Call". (I don't know where the information is that changes Edge's to "Ninja".) So, for example, Dark Knight Cecil's 3 bytes are FF FF FF, since he doesn't use magic. If you wanted to map magic list 01 to Black magic for Cecil, you would change his list to FF 01 FF.

Ah, success!  :cycle:

I hope thread necromancy is allowed here.  I just found something pertinent to this thread, which has been very helpful to me.

You can change Edge's "Ninja" command to "Black" by editing this hex data.  At location B405, change the string "4F 64 69 65 5C" to "43 67 5C 5E 66."

There may be a more elegant solution, but I found this to work well.

Zozma

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Re: Appearance/Sprite ID offset
« Reply #17 on: May 15, 2011, 02:53:12 PM »
I hex edited that to use blanks and removed edge's magic totally and used his spells for ultimate elemental attacks for other black magic users. he was totally useless with magic anyway.

otherwise if you remove his assigned menu magic, it still shows this "ninja" text there, greyed out. so that just looked odd. too bad i cant reserve icebomb/firebomb/boltbomb as "throwing" items to make him more like shadow... or can i?
eh, what do I care...

Deathlike2

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Re: Appearance/Sprite ID offset
« Reply #18 on: May 15, 2011, 05:32:46 PM »
I believe the item list sections off stuff (items, weapons, armor are in their own areas), but it couldn't hurt to try I guess.

I don't think you can make items that are not weapons to "throw" w/o doing some ASM hacking. You could do either one of the following...

1) Hack the item command to be usable for particular characters, so that they can use specific items like Paladin Cecil and the Crystal.

2) Hack the throw command to be able to "throw" special items that execute a magic effect. This may be tricky, but remember that "throwing" weapons that are equipped has the same effect as using the item-weapon behavior (it shares the item command after all). Perhaps this may give you some ideas to work with.
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Zozma

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Re: Appearance/Sprite ID offset
« Reply #19 on: May 15, 2011, 05:39:28 PM »
as far as being complicated 2 would be ideal, but 1 looks like it would be more doable... if only i knew how to make the game say only character bla bla bla can use these 3 items.

i would be willinig to sacrifice 3 weapons for this purpose tho (probably arrow slots) but would i actually be able to make them look like those effects when thrown? thats where its complicated...
eh, what do I care...

Deathlike2

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Re: Appearance/Sprite ID offset
« Reply #20 on: May 15, 2011, 05:46:46 PM »
The weapon part is "easy". Setting the properties of a weapon to display X magic for Y spell has been documented. The hard part is actually hacking the throw command to produce the correct visual... probably based on the item slot #. If it doesn't have a throw graphic (and audio), it won't look correct. I know there's a thread on throw graphics... but that would be a more complicated process I'd bet.

I'm sure if you could find the Crystal's item # relatively close to Cecil's character ID # reference, that would make it significantly easier for you.....
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Zozma

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Re: Appearance/Sprite ID offset
« Reply #21 on: May 15, 2011, 05:54:13 PM »
yes, that sounds like the best bet, making the bombs simply a ninja only item.

you know i just thought of something, but it would only work for one item. Edward's Salve command could be turned into this. it does exactly what i need it to. consumes the item and uses a visual... hmm too bad theres not more like this.

edward has white magic in my patch nobody else would need it.
eh, what do I care...

Deathlike2

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Re: Appearance/Sprite ID offset
« Reply #22 on: May 15, 2011, 06:04:11 PM »
Phoenix has a hack that dealt with modifying the Medicine command... determining what item it consumed and I "think" the spell power of the item that was used. I believe it also documented the graphics... but I'm unsure. That would be a quick fix but it would only be useful for only one item.

http://www.romhacking.net/hacks/386/

However, there are obvious limitations, such as no versatility and no scaling (items have limited scaling unless you are using an HP based attack).
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Zozma

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Re: Appearance/Sprite ID offset
« Reply #23 on: May 15, 2011, 07:28:17 PM »
yeah it was that exact information that makes me know i can do it with "Salve" :) thanks for leading me to it incase i need it

in such case i suppose i could make it a non elemental bomb of some sort that does caster hp damage.
i did this for palom and poroms comet and pyro spells, (they now suck when you first get them, but their twin makes more sense in later levels) its a shame i cant make it do 2x caster hp... but oh well
eh, what do I care...

Deathlike2

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Re: Appearance/Sprite ID offset
« Reply #24 on: May 15, 2011, 08:00:18 PM »
Well, IIRC a while ago, Pinkpuff was trying to hack some sort of spell multiplier for a particular HP based spell. I'm sure if you search the board, you could try to find the thread. The problem had something to do with the game not actually doing anything with the parameter...
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Zozma

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Re: Appearance/Sprite ID offset
« Reply #25 on: May 15, 2011, 08:21:47 PM »
oh that's a shame. well im trying very hard not to dig too deeply as the project is just for fun. if it gets complicated im not likely to finish lol
eh, what do I care...