Lisandra_brave Posted April 23, 2012 Share Posted April 23, 2012 I expanded a FE7 rom, and put a new animation reference at the end. It gives dancers the ability to use staffs, as well as the standard. only problem is, the new location is at 010489b0 when i try to put that in for the battle animation pointer, it crashes what would i use for the battle animation pointer instead? Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 23, 2012 Share Posted April 23, 2012 ever notice how the offset (i'm pulling this number out of my ass) 0xBA8FF0 (note that there are only six digits) shows up in nightmare as 0x08BA8FF0 (note eight digits)? if you're savvy, you'll notice that your offset (0xBA8FF0) plus the ROM offset (0x08000000): 0x08000000 + 0x00BA8FF0. so if you take your new offset... 0x010489B0 + 0x08000000 = 0x090489B0 Quote Link to comment Share on other sites More sharing options...
Lisandra_brave Posted April 23, 2012 Author Share Posted April 23, 2012 (edited) it turns out that the disarmed animation needs to be first for the dancer to work the more you know. and thank you Cam, that will eliminate any other woes for this EDIT: Until i try to have someone use both weapons and staves. it is now doing the ranged attack animation for everything. great. Edited April 23, 2012 by Lisandra_brave Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted April 23, 2012 Share Posted April 23, 2012 (edited) it turns out that the disarmed animation needs to be first for the dancer to work the more you know. and thank you Cam, that will eliminate any other woes for this EDIT: Until i try to have someone use both weapons and staves. it is now doing the ranged attack animation for everything. great. *Nudge Nudge* If you want a separate magic stat... well... that's kinda not possible at the moment unless you can get Nintelord to fix it AS WELL as fork it over. Edited April 23, 2012 by shadowofchaos Quote Link to comment Share on other sites More sharing options...
Lisandra_brave Posted April 23, 2012 Author Share Posted April 23, 2012 ok, now to either a)figure out how the .ips file is structured or b) find a .ups version of that patch Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted April 23, 2012 Share Posted April 23, 2012 Lunar IPS patching. That's how I use it. I didn't bother UPS'ing it because it was so small. Quote Link to comment Share on other sites More sharing options...
Lisandra_brave Posted April 24, 2012 Author Share Posted April 24, 2012 but ips patches only work on 16 megs or less *points at the first post* Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted April 24, 2012 Share Posted April 24, 2012 (edited) but ips patches only work on 16 megs or less *points at the first post* Which doesn't matter... because all it's modifying is the ASM portion of the ROM. Which... unless I'm missing the part where you ported all of those routines in another portion... modifies something at an offset nowhere even close to the expanded portion of your ROM. Edited April 24, 2012 by shadowofchaos Quote Link to comment Share on other sites More sharing options...
Lisandra_brave Posted April 24, 2012 Author Share Posted April 24, 2012 oh wait. i misunderstood the limitations of the ips format it cant make any changes after the 16 meg mark, right? Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted April 24, 2012 Share Posted April 24, 2012 yes, but even if the file is larger than 16Mb it can still change anything before that mark... the problem is that it can't append data to the original ROM, it can only change the current values, IIRC. Quote Link to comment Share on other sites More sharing options...
Lisandra_brave Posted April 24, 2012 Author Share Posted April 24, 2012 oh, ok i feel kinda dumb now. Quote Link to comment Share on other sites More sharing options...
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