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Adding Commands (for battle/spell animations)


Solar Flare
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First, should i even try to add commands? if no, then there is no point for this topic. If yes, then how would i go about doing it? now, my main reason for this is to add animation commands (like Nergal's dark aura or the sage runes), so, if there is a different way of doing those, could you specify? I would have started trying this already, but...... I'm not sure of where to start or whether I should be trying this at all. Thank you in advance for your time.

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you would use a debugger to figure out how the existing animation commands are parsed in-ROM

you would then add in some extra asm to adjust for the new commands

Edited by CT075
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(sorry for the late response) hmm.... any programs that I could use for that? and how do you use a debugger? Would you just try to isolate to instance (the command)? Also, say that I assemble a command, how would I use it when it came time to use it in an animation script? also, how would you incorporate an animation with the command? (sorry for so many questions).<div>Edit: I don't know about asm. is there a tutoral or something on it? Same with the debugger?

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Edited by Solar Flare
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you would use a debugger and your favorite text editor + compiler

1ttuY.png

i like no$debugger personally, but don't ask me for it since i paid $15 for it

there's no point in isolating a single command since in the end you want to mess with the entire animation parsing structure

i would guess that it's a switch statement, so all you'd need to do would be to add in the extra branch and just stick the corresponding command in your animation script

Edited by CT075
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hmm...... I would probably understand all that if I knew about asm. I kenw that it would require some knowledge of it in order to make/add commands, but I thought it would be simple. as i had edited on my last post: is there any tutorals on asm? oh, on the subject of the debugger, how did you know where to seach for where the commands are?

Edited by Solar Flare
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asm hacking is rarely simple since oftentimes it requires adding in completely new code where there wasn't meant to be

you can find tutorials and an opcode listing here

wrt finding the commands:

without actually knowing about any documentation that could be used you could also set a break-on-read to the place that FEditor wrote your script to and then trace that when it pings

edit

if you have no prior programming experience i wish you good luck

edit2

in case you think the screenshot shows me actually inserting a command it's not, it's me just peeking at a random part of the ROM to show what a debugger could look like

Edited by CT075
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Man, I feel stupid. I came to this fight without any ammo what-so-ever. Well, at least I have a general idea of what asm ACTUALLY is (I actually thought it was something specific to this game), and maybe this topic might help others who actually know asm (or not). sorry for wasting your time.

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