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Right? only 477 more posts for me!I never want to post again...
I take it you know then how to darken a command so it cannot be used, correct? Or are they activated completely differently from a chosen selection? Or does it build up over five attacks using this command eventually using a 5 Attack string?The activation is automatic and (basically) random.
A9 CO LDA #$CO
8D C4 33 STA $33C4 ;Load attack animation
A6 A6 LDX $A6 ;Load character's slot into X
FE 73 20 INC $2073,X ;+1 to "dropped item" byte
BD 73 20 LDA $2073,X
C9 05 CMP #$05 ;Check if "dropped item" byte is 05
F0 04 BEQ $04 ;If it is, skip the next two ops
A9 ** LDA #$** ;Load [whichever command this is] into A
80 02 BRA $02 ;Skip the next op
A9 00 LDA #$00 ;Load 00 [Fight] into A
9D 51 20 STA $2051,X ;Store A in character's next command
20 99 C4 JSR $C499 ;Jump to attack subroutine
A9 03 LDA #$03
20 C8 85 JSR $85C8 ;Load character's "turn queue" slot into X
A9 08 LDA #$08 ;Load 08 [ready to perform next action] into A
9D 06 2A STA $2A06,X ;Store A in character's "turn queue" status
9E 04 2A STZ $2A04,X ;Store zero in character's "next turn wait time"
EE 0A 39 INC $390A ;Required op to prevent "turn queue" from resetting
60 RTS
Now, something to note here - my Limit skills are designed to execute a maximum of once per battle. They won't activate if the character's "dropped item" byte is anything other than 00 (and every limit skill increases the byte by at least 1). If you were to execute this command a second time, the character would attack 255 times before you regain control (2073,X would cycle up to FF then back to zero before finally reaching 05 again).A9 CO LDA #$CO
8D C4 33 STA $33C4 ;Load attack animation
A6 A6 LDX $A6 ;Load character's slot into X
FE 73 20 INC $2073,X ;+1 to "dropped item" byte
BD 73 20 LDA $2073,X
C9 05 CMP #$05 ;Check if "dropped item" byte is 05
F0 04 BEQ $04 ;If it is, skip the next two ops
A9 ** LDA #$** ;Load [whichever command this is] into A
80 05 BRA $05 ;Skip the next two ops
A9 00 LDA #$00 ;Load 00 [Fight] into A
9E 73 20 STZ $2073,X ;Reset "dropped item" byte to 00
9D 51 20 STA $2051,X ;Store A in character's next command
20 99 C4 JSR $C499 ;Jump to attack subroutine
A9 03 LDA #$03
20 C8 85 JSR $85C8 ;Load character's "turn queue" slot into X
A9 08 LDA #$08 ;Load 08 [ready to perform next action] into A
9D 06 2A STA $2A06,X ;Store A in character's "turn queue" status
9E 04 2A STZ $2A04,X ;Store zero in character's "next turn wait time"
EE 0A 39 INC $390A ;Required op to prevent "turn queue" from resetting
60 RTS
This adds the needed STZ and alters the necessary BRA op to make this work the way you want it to.
Ah, Rapid Fire... I don't think FFIV's system allows for that, unfortunately. There seems to be no way I can tell to refresh the audio-visual code to show more than one Character Animation & Spell Effect before each action is taken, that might require more exploration though.One of the Limit skills in my (I swear!) forthcoming hack is something I've been calling Attack Barrage (they don't have displayed names, so the name is really irrelevant). The skill is five consecutive attacks with no wait time between. This is achieved by manipulating the wait time (at 2A04,x as discovered in my "whose turn is it" thread) within the command code and making tallies of how many attacks have been used in the character's Dropped Item byte (which is unused for PCs). It works well, though takes a while, and other characters cued for a command can act in between its attacks. But this is the only way I could think of to execute such an attack.