Posted: 19th March 2011 07:26
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![]() Posts: 141 Joined: 2/6/2005 Awards: ![]() ![]() ![]() |
Just curious if anyone has data about the mechanics of getting Shadow to appear before bailing off the Floating Continent, since it's possible to blow it unintentionally. If it's on the White Sheet or Tenchinohoukai, well, I missed it.
Does Shadow always show at 00:04 as long as you meet the requirements? Is it the same in Advance? Some people say you need to call the "Jump!" dialog twice to trigger the Shadow appearance event. Some people say that the dialog has nothing to do with it. I suspect that event tiles are the real trigger. If so, where are they? -------------------- "Cavefish is delicious, but only if cooked." |
Post #193586
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Posted: 19th March 2011 08:38
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![]() Posts: 337 Joined: 24/5/2006 Awards: ![]() ![]() ![]() ![]() |
I think this has been discussed in other posts amany times. But to answer your question you can either click dont jump then wait for shadow and just sit there waiting, or you can just gte to the edge click dont jump and still wait.
It is the same in all systems. So just go with whichever works for you -------------------- Kefka's Message of the week: Get off your couch noobs and get my new game Dissidia 012 |
Post #193587
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Posted: 19th March 2011 20:33
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![]() Posts: 2,674 Joined: 9/12/2006 Awards: ![]() ![]() ![]() |
I think what happens is, once you trigger the dialog once, that triggers his appearance at 4 seconds. You don't need to do it twice, it's set to happen at that time.
I've never tried it, but I'm guessing that if you don't trigger the dialog box, it doesn't happen and it's a game over. This post has been edited by BlitzSage on 19th March 2011 20:35 -------------------- |
Post #193604
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Posted: 20th March 2011 01:04
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![]() Posts: 27 Joined: 15/11/2010 Awards: ![]() ![]() |
I know I had problems once because I had the dialogue box open while waiting at the last seconds. The dialogue box had to be closed for Shadow to come to me.
Here's the code around that event (from Izmogelmo's eventscript), in case you really want to know. All I can make sense of is the dialogue and the character movements: CA/577E: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/5784: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/5786: C0 If ($1E80($1FD) [$1EBF, bit 5] is set), branch to $CA57A8 CA/578C: D2 Set event bit $1E80($1FD) [$1EBF, bit 5] CA/578E: 11 Begin action queue for character $11 (NPC $11), 13 bytes long CA/5790: A2 Move vehicle/entity left/down 1x1 tiles CA/5791: A2 Move vehicle/entity left/down 1x1 tiles CA/5792: A2 Move vehicle/entity left/down 1x1 tiles CA/5793: A8 Move vehicle/entity left/down 1x2 tiles CA/5794: C1 Set vehicle/entity's event speed to slow CA/5795: A8 Move vehicle/entity left/down 1x2 tiles CA/5796: C0 Set vehicle/entity's event speed to slowest CA/5797: A8 Move vehicle/entity left/down 1x2 tiles CA/5798: 80 Move vehicle/entity up 1 tile CA/5799: 82 Move vehicle/entity down 1 tile CA/579A: FC Branch 2 bytes backwards ($CA5798) CA/579C: FF End queue CA/579D: 4B Display dialogue message $0872, wait for button press The airship's below. ^ (Jump!!) ^ (Wait!!) CA/57A0: B6 Indexed branch based on prior dialogue selection [$CA48C1, $CA5EB3] CA/57A7: FE Return CA/57A8: 4B Display dialogue message $0873, wait for button press ^ (Jump!!) ^ (Gotta wait for SHADOW…) CA/57AB: B6 Indexed branch based on prior dialogue selection [$CA48C1, $CA5EB3] CA/57B2: FE Return CA/57B3: C1 If ($1E80($1FE) [$1EBF, bit 6] is clear) or ($1E80($1FD) [$1EBF, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/57BB: A1 Reset timer 0 CA/57BD: A1 Reset timer 2 CA/57BF: 3D Create object $03 CA/57C1: 45 Refresh objects CA/57C2: 03 Begin action queue for character $03 (Actor in stot 3), 7 bytes long (Wait until complete) CA/57C4: D5 Set vehicle/entity's position to (104, 12) CA/57C7: C7 Set vehicle/entity to stay still when moving CA/57C8: C1 Set vehicle/entity's event speed to slow CA/57C9: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/57CA: FF End queue CA/57CB: 41 Show object $03 CA/57CD: 03 Begin action queue for character $03 (Actor in stot 3), 8 bytes long (Wait until complete) CA/57CF: 85 Move vehicle/entity right 2 tiles CA/57D0: 4B Do vehicle/entity graphical action $0B, flipped horizontally CA/57D1: C2 Set vehicle/entity's event speed to normal CA/57D2: A6 Move vehicle/entity right/down 2x1 tiles CA/57D3: C3 Set vehicle/entity's event speed to fast CA/57D4: A6 Move vehicle/entity right/down 2x1 tiles CA/57D5: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/57D6: FF End queue CA/57D7: 92 Pause for 30 units CA/57D8: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/57DA: 1F Do vehicle/entity graphical action $1F CA/57DB: E0 Pause for 4 * 3 (12) frames CA/57DD: CF Turn vehicle/entity left CA/57DE: FF End queue CA/57DF: F4 Play sound effect 24 CA/57E1: 4B Display dialogue message $0874, wait for button press (At bottom of screen) “SHADOW!!” SHADOW: I'll be blown to bits before I can even collect my pay… CA/57E4: D6 Set event bit $1E80($37D) [$1EEF, bit 5] CA/57E6: B2 Call subroutine $CA5806 CA/57EA: 03 Begin action queue for character $03 (Actor in stot 3), 21 bytes long (Wait until complete) CA/57EC: C6 Set vehicle/entity to walk when moving CA/57ED: C2 Set vehicle/entity's event speed to normal CA/57EE: 81 Move vehicle/entity right 1 tile CA/57EF: A1 Move vehicle/entity right/down 1x1 tiles CA/57F0: A1 Move vehicle/entity right/down 1x1 tiles CA/57F1: A1 Move vehicle/entity right/down 1x1 tiles CA/57F2: E0 Pause for 4 * 3 (12) frames CA/57F4: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/57F5: E0 Pause for 4 * 1 (4) frames CA/57F7: 09 Do vehicle/entity graphical action $09 (kneeling) CA/57F8: E0 Pause for 4 * 1 (4) frames CA/57FA: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/57FB: C7 Set vehicle/entity to stay still when moving CA/57FC: DD Make vehicle/entity jump (high) CA/57FD: 86 Move vehicle/entity down 2 tiles CA/57FE: C4 Set vehicle/entity's event speed to faster CA/57FF: 96 Move vehicle/entity down 6 tiles CA/5800: FF End queue CA/5801: B2 Call subroutine $CA48D6 CA/5805: FE Return CA/5806: 38 Hold screen CA/5807: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long CA/5809: C2 Set vehicle/entity's event speed to normal CA/580A: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/580B: E0 Pause for 4 * 4 (16) frames CA/580D: C7 Set vehicle/entity to stay still when moving CA/580E: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/580F: DD Make vehicle/entity jump (high) CA/5810: 86 Move vehicle/entity down 2 tiles CA/5811: C4 Set vehicle/entity's event speed to faster CA/5812: 9E Move vehicle/entity down 8 tiles CA/5813: C6 Set vehicle/entity to walk when moving CA/5814: FF End queue CA/5815: 94 Pause for 60 units CA/5816: FE Return |
Post #193614
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Posted: 21st March 2011 23:53
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![]() Posts: 141 Joined: 2/6/2005 Awards: ![]() ![]() ![]() |
@_@ I wish I could figure that out.
Since that's way out of my league, I used the game to run some trials the old fashioned way. Conclusion: You must chose to wait AND be in one of 7 trigger tiles before 00:04. The tiles are: the one at the end that calls the "Jump!" dialog, and the six tiles closest to it. If you aren't in the green zone by 00:04, Shadow won't appear. If you ARE in the green zone at 00:04, you can stall in the menu or the "Jump!" dialog up until the timer expires and Shadow will appear. Quote ("Tesco") I think this has been discussed in other posts amany times. But to answer your question you can either click dont jump then wait for shadow and just sit there waiting, or you can just gte to the edge click dont jump and still wait. I should just ignore this...but I'm not gonna. I asked for how it works, not for an impromptu walk-through. Please read more closely. -------------------- "Cavefish is delicious, but only if cooked." |
Post #193648
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