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Author Topic: Throw's Special Graphic  (Read 2209 times)

Dark Knight

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Throw's Special Graphic
« on: February 03, 2015, 09:17:02 PM »
I've search and tried to change Throw's special graphic, but I couldn't find it in the end. Does anyone know how to change the Throw command's special graphic to another, I would like to change it to the left handed physical attack graphic instead.

chillyfeez

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Re: Throw's Special Graphic
« Reply #1 on: February 03, 2015, 09:37:16 PM »
The particular graphic associated with each attack is mostly undocumented. I've stumbled across pieces of the info before, but never really made any notes (changing those graphics is never something I've aimed to do).

That being said, it wouldn't be impossible to figure out. I spent some time zeroing in on charging graphics (what the characters do in between choosing the action and performing the action... Think spell chanting or the "cheering" motion that precedes Change) once, and the same methods could likely be employed here. I'll look into it, but gimme a day or two.

Pinkpuff

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Re: Throw's Special Graphic
« Reply #2 on: February 04, 2015, 05:28:42 AM »
I'm also interested in the answer to this. I'd like FF4kster to be able to edit command "stances" generally if possible.

The "Bonk!" command referenced in the other thread used to be Edward's sing; it has four different effects it randomizes between. But for flavor reasons, it seems extremely odd that she appears to "cast" and then white magic orbs come out. Ideally she should swing her weapon, or even just doing the "attacking" animation/stance would be acceptable.
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Grimoire LD

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Re: Throw's Special Graphic
« Reply #3 on: February 04, 2015, 06:07:07 AM »
I'm also interested in the answer to this. I'd like FF4kster to be able to edit command "stances" generally if possible.

The "Bonk!" command referenced in the other thread used to be Edward's sing; it has four different effects it randomizes between. But for flavor reasons, it seems extremely odd that she appears to "cast" and then white magic orbs come out. Ideally she should swing her weapon, or even just doing the "attacking" animation/stance would be acceptable.

You would have to sacrifice Frog Song's spot (hope you didn't have anything special planned there...?) but you can easily put in the AV code for a Weapon Strike which consists of the code...

$03/DCF0   A9 C0   LDA #$C0   A:0003   X:0046   Y:FFFF   P:envMxdizc - Load Weapon Swing into A.
$03/DCF2   8D C4 33   STA $33C4  [$7E:33C4]   A:00C0   X:0046   Y:FFFF   P:eNvMxdizc - Store A in Audio/visual commands.

It takes just five bytes and is rather universal in many respects.

You may also get away with erasing the useless Sing Message at the end of the routine, but I'm not sure where precedence lies with the spells or the ending... I suppose it would be worth a shot in any event.

$03/E947   A9 08   LDA #$08   A:0010   X:0680   Y:001A   P:envMxdizC - Load 08 (Sing) into A.
$03/E949   8D C8 34   STA $34C8  [$7E:34C8]   A:0008   X:0680   Y:001A   P:envMxdizC - Store A in Mini-Battle Message Data

Pinkpuff

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Re: Throw's Special Graphic
« Reply #4 on: February 04, 2015, 06:42:37 AM »
I'm also interested in the answer to this. I'd like FF4kster to be able to edit command "stances" generally if possible.

The "Bonk!" command referenced in the other thread used to be Edward's sing; it has four different effects it randomizes between. But for flavor reasons, it seems extremely odd that she appears to "cast" and then white magic orbs come out. Ideally she should swing her weapon, or even just doing the "attacking" animation/stance would be acceptable.

You would have to sacrifice Frog Song's spot (hope you didn't have anything special planned there...?) but you can easily put in the AV code for a Weapon Strike which consists of the code...

$03/DCF0   A9 C0   LDA #$C0   A:0003   X:0046   Y:FFFF   P:envMxdizc - Load Weapon Swing into A.
$03/DCF2   8D C4 33   STA $33C4  [$7E:33C4]   A:00C0   X:0046   Y:FFFF   P:eNvMxdizc - Store A in Audio/visual commands.

It takes just five bytes and is rather universal in many respects.

You may also get away with erasing the useless Sing Message at the end of the routine, but I'm not sure where precedence lies with the spells or the ending... I suppose it would be worth a shot in any event.

$03/E947   A9 08   LDA #$08   A:0010   X:0680   Y:001A   P:envMxdizC - Load 08 (Sing) into A.
$03/E949   8D C8 34   STA $34C8  [$7E:34C8]   A:0008   X:0680   Y:001A   P:envMxdizC - Store A in Mini-Battle Message Data

It didn't work for me... she still did the magic orb thing.
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Grimoire LD

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Re: Throw's Special Graphic
« Reply #5 on: February 04, 2015, 11:27:19 AM »
Oh, I was a bit careless in my labels...

You want to change...

$03/E900  A9 C0   LDA #$C0   A:0003   X:0046   Y:FFFF   P:envMxdizc - Load Weapon Swing into A.
$03/E902   8D C4 33   STA $33C4  [$7E:33C4]   A:00C0   X:0046   Y:FFFF   P:eNvMxdizc - Store A in Audio/visual commands.
$03/E905   D0 08   BNE $09    [$E910]   A:0000   X:0010   Y:0000   P:envMxdiZc -If not, branch to 03E910.

And that should do it if you had no plans for Frog Song spot's inclusion...

If you had plans then you can work it into there, I'd say. Just let me know if you need any assistance in that regard.

Pinkpuff

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Re: Throw's Special Graphic
« Reply #6 on: February 04, 2015, 12:24:59 PM »
Aw yiss! Works perfectly!

Though I seem to have hijacked someone's thread. The original question was about Throw...

 :edit: Er, upon further experimentation, while the visual is now totally awesome, the behaviour has become that it always uses the same effect instead of randomizing between the four...

 :edit: 2: Upon closer reading of your code, I notice you had typed D0 08 and then translated it as BNE 09 so I guessed that the 08 was a typo and changed it to 09 and now it works
« Last Edit: February 04, 2015, 12:39:11 PM by Pinkpuff »
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Grimoire LD

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Re: Throw's Special Graphic
« Reply #7 on: February 04, 2015, 01:16:17 PM »
Aw yiss! Works perfectly!

Though I seem to have hijacked someone's thread. The original question was about Throw...

 :edit: Er, upon further experimentation, while the visual is now totally awesome, the behaviour has become that it always uses the same effect instead of randomizing between the four...

 :edit: 2: Upon closer reading of your code, I notice you had typed D0 08 and then translated it as BNE 09 so I guessed that the 08 was a typo and changed it to 09 and now it works

More carelessness on my part (I even made sure to triple check it! Bah) No matter, you got it right in the end.

Throw is still a large unknown to me, when I was dealing with the instruction I found Nothing to link it to the graphic thrown. I'm sure someone will eventually figure it out though.

chillyfeez

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Re: Throw's Special Graphic
« Reply #8 on: February 05, 2015, 11:07:16 AM »
ok, I've got some findings here... the answer to Dark Knight's question plus some more...

SO there is a table that assigns a "charging" stance to each command (again, that is, what the character does in between selecting the command and actually executing it).
That's located at $0B/E760  :edit: that's $0B/7E60, sorry about that... Significant error (ROM w/Header). It works on a 1:1 basis with the commands as listed here, so the first byte is for fight, the second for Item, the Third for White magic, etc.

The breakdown of what each value will do is as follows:
Code: [Select]
01:Resting
02:parry
03:Walking
04:crouching
05:right hand striking
06:left hand striking
07:getting hit
08:cheering
09:swoon
0a:chanting
0b:Charging (Chanting without motion)
0c:casting (raising arms, or whatever, no orbs)
od:raising left hand like to attack, but no motion
0e:"special" stance
0f:same
10:Resting
11 and (I assume) above:glitch

Now, bear in mind that this will not change the position the character assumes while performing the action, just what s/he does before, however the values above are still important.
The stance taken for performing each action is, unfortunately, buried in a separate subroutine for each action, so finding all of them would take a while.
To change the stance for Dart, change the value at $01/434B from 0F to whichever value you want from above. Of course, you'll notice that there is no option to simply hold out the left hand, but you can do a left hand swing, or raise your hand up, or fall down and play dead if you so choose!
 :laugh:

If anybody is feeling industrious and wants to find the stance for other actions, set a breakpoint in geiger's for when the game executes $02/C048, and select each action in turn. The value that is stored into 7E:EFD0 (if the character is in slot 00, add 0x10 for each next slot up) is the value you want to change to change the action's stance.

*whew* just in time.
Off to work now!
 :cycle:
« Last Edit: February 06, 2015, 01:06:39 AM by chillyfeez »

LordGarmonde

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Re: Throw's Special Graphic
« Reply #9 on: February 05, 2015, 10:35:08 PM »
I've search and tried to change Throw's special graphic, but I couldn't find it in the end. Does anyone know how to change the Throw command's special graphic to another, I would like to change it to the left handed physical attack graphic instead.

I know that the Dancing Dagger when used as an item (while equipped) uses the throw graphic - same as Shurikens it seems. Maybe that might help trying to trace out the path. I'm curious how that works - like is it calling the same Throw Routine (probably) or is it something more specific to the Dancing Dagger. Also, does anyone happen to know anything else that when used in battle mimics throw?

One idea that came to mind would be to emulate throw instead of it being a command - and then converting that command to some kind of custom command.  Maybe combine that with Edge's dual-wield...one Katana and one thrown weapon... :hmm:
"Now I know; and knowing makes it even more confusing..."

chillyfeez

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Re: Throw's Special Graphic
« Reply #10 on: February 06, 2015, 01:58:40 AM »
I've looked into this a bit more now. It gets pretty cool here.
Those single byte values (in my previous post) point into a table beginning at $09/FB85. The entries here are four bytes long and each represents a character's position. Cycling through these (up to) four positions encompasses what I've been calling a "stance." There are ten completely unused stances (data read all FFs). They're stances 55 through 5E. So you can make several custom stances without messing anything up!
To change stance 55, jump to $09/FCD5 and change those four bytes to whatever you want. Here's a key:
Code: [Select]
00: resting
01: parry
02: spread legs
03: crouch
04: raise right arm
05: extend left arm
06: raise left arm
07: getting hit
08: (cheer) arms up
09: swoon
0a: chanting 1
0b: chanting 2
0c: single tile glitch
0d-23: more glitches? (Haven't tested all)
24: special stance
25+: (untested)

So if you make the four bytes at 9FCD5 read
Code: [Select]
06 04 02 08Then change B7E60 to 55, then your characters will spend their time waiting to attack by raising the left arm, raising the right arm, spreading their legs and cheering. Obviously that would be really silly, but it's a good way to observe what can be done here!

OK, I'm exhausted. Bed time. :sleep:

Pinkpuff

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Re: Throw's Special Graphic
« Reply #11 on: February 06, 2015, 05:02:53 AM »
Expect a new component to the Command editor in the near future!  :wink:
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chillyfeez

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Re: Throw's Special Graphic
« Reply #12 on: February 06, 2015, 07:33:18 AM »
Expect a new component to the Command editor in the near future!  :wink:
If you wanna hold off for a little while on that, Pinkpuff, I'll probably explore each command to find the location for the performance stance for each. I'll make a little chart and post it here. I'll also try out all the different position possibilities, since so far I only have listed about 1/16 of them.

Grimoire LD

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Re: Throw's Special Graphic
« Reply #13 on: February 06, 2015, 08:06:31 AM »
Expect a new component to the Command editor in the near future!  :wink:
If you wanna hold off for a little while on that, Pinkpuff, I'll probably explore each command to find the location for the performance stance for each. I'll make a little chart and post it here. I'll also try out all the different position possibilities, since so far I only have listed about 1/16 of them.

This is a fantastic find Chillyfeez! I'm glad to see this is finally being tackled!

Pinkpuff

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Re: Throw's Special Graphic
« Reply #14 on: February 06, 2015, 08:50:13 AM »
Expect a new component to the Command editor in the near future!  :wink:
If you wanna hold off for a little while on that, Pinkpuff, I'll probably explore each command to find the location for the performance stance for each. I'll make a little chart and post it here. I'll also try out all the different position possibilities, since so far I only have listed about 1/16 of them.

Agreed! This is exciting!
Let's dance!