Posted: 2nd March 2004 19:46
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![]() Posts: 3 Joined: 2/3/2004 ![]() |
If there's a more appropriate forum to ask about FF6 hacking, please notify me.
Anyways, regardless... As it is already known, using byte values for esper level-up bonuses (in hacking) other than the admittable ones like Strength +1 and Speed +1, etc.(along with a few dummied values such as Speed +2/HP +100%)...will cause a glitch upon leveling-up. I assume there's some sort of ASM code in "Bank 2" of the ROM specifying what stats to raise according to the assigned level-up bonus byte value if the esper is equipped... The point I'm driving at is, how would one go about creating their OWN level-up bonus (eg Speed +10) and override any glitches that would occur otherwise? I've checked over TerriSenshi's ASM code dump and found nothing... ...but there are still many unexplored segments of that mysterious region in the ROM that have yet to be deciphered. Thanks for any help. Oh, the Final Kefka trick. Has this already been done? Kill him before he even speaks a word. 1. bring 3 characters at level 99 with high stats 2. equip Palidor 3. equip everyone with 1 Dragon Horn and relic of choice (with DragoonBoots, Palidor may not be necessary) 4. on 3rd tier, kill 'Girl' in back; bring 'Sleep' to less than 9999 HP 5. cast Palidor 6. the first to land will kill 'Sleep' (may be put out of commission from Calmness if low M.Block%) 7. the last 3 characters will fall from the sky and bring Kefka to death before his antecedent speech about 'life' and 'dreams'(at least ONE person must jump 3 times to do more than 63001 dmg) Bring Gogo to continually 'Mimic' Palidor, if desired. |
Post #31167
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Posted: 4th March 2004 16:16
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![]() Posts: 139 Joined: 25/1/2004 Awards: ![]() ![]() ![]() |
The place where the bonuses are added is in bank 2, somewhere in the 6000-7000 region (I'm not on my computer now). I do remember that this function is very small-- it reuses the same code to do all +1's, all +2's, etc. Also, since it does it with increments (instead of adds) you cannot simply put in a new number for the addition. You COULD create a whole new function, with more increments, if you wanted to. Also, the bonuses that say (+10%/30%/50% at level up) would be easy to hack. That function is just above the increment function. These are done via multiplication, so just change the value (note this will affect both HP and MP, to do anything else will require more hacking). Next time I'm at home I will edit this with the exact function locations.
-------------------- Food is like magic in my ears. - Djibriel Ogopogo lives. |
Post #31333
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Posted: 4th March 2004 22:31
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![]() Posts: 3 Joined: 2/3/2004 ![]() |
Found it:
C2/6185: B5 FC LDA $FC,X C2/6187: 20 81 47 JSR $4781 C2/618A: EB XBA C2/618B: D0 01 BNE $618E C2/618D: 1A INC C2/618E: 18 CLC C2/618F: 75 FC ADC $FC,X C2/6191: 95 FC STA $FC,X C2/6193: 90 02 BCC $6197 C2/6195: F6 FD INC $FD,X C2/6197: 60 RTS C2/6198: C8 INY C2/6199: C8 INY C2/619A: C8 INY C2/619B: 8A TXA C2/619C: 4A LSR C2/619D: 4A LSR C2/619E: BB TYX C2/619F: BD 1A 16 LDA $161A,X C2/61A2: 1A INC C2/61A3: B0 01 BCS $61A6 C2/61A5: 1A INC C2/61A6: C9 81 CMP #$81 C2/61A8: 90 02 BCC $61AC C2/61AA: A9 80 LDA #$80 C2/61AC: 9D 1A 16 STA $161A,X C2/61AF: 60 RTS By changing 0x000263a0 (C2/6187 $20) to $FF, HP/MP+ bonuses made a tremendous increase (more specifically...HP+50% became HP+1900%; MP+50% became MP+3000%). 0x000263a0 (C2/61A0 $1A) to $FF maxes out all +1/+2 bonuses (to 128); HP/MP+ caused a glitch. These were all experimented on a level up. Different consecutive values brought up completely different results, probably because of the accumulator position alteration. Not anything complex, but 2 new Game Genie codes I created might be of some interest... EE1B-57A6...+1/+2 max EE16-5F06...HP/MP+ increase EDIT: fixed the codes so they work with everyone This post has been edited by giango on 5th March 2004 03:09 |
Post #31360
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