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Reverse actors HP MP progression
06-13-2014, 05:37 PM
(06-13-2014, 09:38 AM)Tenkarider Wrote: Actually a stupid problem , i was dealing with HxD, i even managed to find out the placement of actors parameters(2D7EA0), but it's almost sure that i don't have to deal with that, since they are basically the hex version of the actor section of FF3usme.
When you see addresses like C2/6170, it's CPU addressing. To get the hex offset you'll need to edit, subtract 0xC00000 from that address.
For example, C2/6170 would become 0x26170. Enter that into HxD's offset search and it should drop you right at the desired location.
Bear in mind that if you're working with a headered ROM, you'll need to add 0x200 to your result to get to the correct offset.
Quote:So... what exactly should you do to access assembly operations like LDA or others, from HxD i can only see packs of hex data, but not operation(i think)...
This can be a little tricky without knowledge of 65816 addressing modes. This is a good reference for translating assembly instructions to hex, but there are many different ways to translate most instructions based on the addressing.
You can cross-reference that page with the addressing examples in this one to find out which hex values you'll need to input or change.
Quote:Another question... Should i have to combine your script edit with the ones of GrayShadows post? or the yours do all the job?
You'll need to combine them, as GrayShadows' reduces max HP at level up while Edrin's allows characters to start with a 16-bit HP value. You'll also need to make room somewhere to fit Edrin's (probably with a JSR to some empty space), since it expands that particular block by one byte.
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