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Making Gogo "normal"
07-21-2014, 04:01 PM
(This post was last modified: 07-21-2014, 04:03 PM by GrayShadows.)
Aha! Found it. There are two more JSR to $1C5D -- you just need to change the same thing at C3/2218 and C3/223E. That'll fix it right up.
ETA: Also, if you're looking at giving Gogo a magic list, that's doable, too, but you need to rearrange some RAM. I've got a patch finished that requires a special case for Gogo, rearranging RAM addresses that aren't altered too much (treasure chest bytes -- if you're working with other patches, this is the most compatible), but I'm also working on one that moves more-frequently-patched RAM addresses -- Morph timer, learned Blitzes, learned SwdTech, etc -- that'll be less compatible if you use any patches that affect those abilities. The advantage to the second patch is that it places Gogo's learned magic in the patch immediately following everyone else's, so you can use the regular game code (with a couple of minor CMP alterations).
ETA: Also, if you're looking at giving Gogo a magic list, that's doable, too, but you need to rearrange some RAM. I've got a patch finished that requires a special case for Gogo, rearranging RAM addresses that aren't altered too much (treasure chest bytes -- if you're working with other patches, this is the most compatible), but I'm also working on one that moves more-frequently-patched RAM addresses -- Morph timer, learned Blitzes, learned SwdTech, etc -- that'll be less compatible if you use any patches that affect those abilities. The advantage to the second patch is that it places Gogo's learned magic in the patch immediately following everyone else's, so you can use the regular game code (with a couple of minor CMP alterations).
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