Oh right. 24 is Evil Gate. Whoops. I'll go with option 3. I don't know why, but that feels betters. Anyhow, thanks to you, I was able to call Lv9 Evil Gate animation. Now for the color changes. Hmm. I'll look at Dust Flare to see if I can figure it out, but I'd appreciate some help (as usual). I looked at D194F6 (D194F8 had 8F for value, so I figured changing that to 84 would change the target color to red), but no luck so far.
A long term plan I have is to give the hardcoded animations to bosses so the art will still be used, without leaving it for the players to abuse to stop time.
That sounds cool and all, but I feel like that'll make some boss fights incredibly hard (perhaps impossible), esp against Mana Beast. Remember, bosses can move around and cast additional spells while Lv9 animation freezes everyone. So combining with Faster Bosses, it might be a bit troublesome. That's one of the reasons why I don't use Spells Pause Gameplay anymore.
I'm trying to see if I can come up a way to delay spells from coming out for specific spells (uses the same macro for Magic Recharge, except instead of recharge, it requires charging for spells to come out). I think it's the latter 6 bytes of the element summon that decides that -- Kethinov mentioned that a long time ago I think (so for Earth Slide, 3286 8403 8403 8403
), but I wasn't able to figure anything out. It's a little hard to tell the difference, and the numbers are all quite different for all spells, so I can't figure out the pattern. If you know something, I'd appreciate some explanation on how that works. Even if I succeed in creating that, I don't know how that'll feel in-game, which is why I want to experiment by delaying spells a lot.
Okay, I got it. I'm not sure if 8A is the color of the original Hellfire (I think it is, based on what I saw in the zps), but here it is:
'CMP #0D ' Exploder
CMP #24 ' Evil Gate
'CMP #24 ' Evil Gate
CMP #0D ' Exploder
RAW 970E 446E 0000 F694
RAW 970E 446E 0000 F694
'ADR.16 $D1FBE6 ' Evil Gate, $D1F600 + 0x0A * 0x97
ADR.16 $D1FB64 ' Hellfire?, $D1F600 + 0x0A * 0x8A
'ADR.16 $C820C2 ' Black, $C81000 + 0x1E * 0x8F
ADR.16 $C81F78 ' Red, $C81000 + 0x1E * 0x84
You can rearrange it however you think is best for better view or save space. If 8A is the wrong color, feel free to correct that too.
I actually didn't know what I was doing for the address. I just looked at bank 1C (that's where Dust Flare's color was done), and just searched for the value of C2 20 (that's the black target color). And then just tested it in the game to see if it changed anything for Evil Gate Lv9. One of them was, so yay. And I just subtracted 4 bytes from the target color address (that's what was done for Dust Flare), and that was the animation color. Yay.
What is the "correct" method of doing this?
Also, for Herbal Boost's Luna Revive Lv9 animation background color (gotta change from green to yellow), if you haven't already done so, could you tell me what value I'm supposed to look for? I know the rough addresses (prob within 100 bytes), but I don't know what I'm looking for, so I have no idea what needs to be changed to what. If possible, if you can tell me all background colors, I'd appreciate it (there's black, white, red, yellow, green, and probably blue).
Hey, I was replaying the game, and I thought it'd be neat if you put an actual trap in Enable Matango Caves Trap. Specifically, this:
'@OFF $C8CCB0 ' map 320 matango cave 1
'RAW 000F 2C 49 40 18 01C0 '(Steamed Crab)
RAW 28 10 40 32 '(Spider Legs); reposition
'RAW 000F 16 35 40 13 01C0 '(Kimono Bird)
RAW 2A 10 40 32 '(Spider Legs); reposition
That way, the trap will actually be dangerous to the party at that point in game (gotta have 2 Spider Legs to be actually interesting). And it'll use one of the stuck monsters that's not being unstuck from No Missable Monsters (Steamed Crab). And instead of the Kimono Bird from the end of the cave, you can choose to use the Kimono Bird from the beginning of the cave between Upperland and Matango (if you think that's a better idea). And yes, I know that Spider Legs will yield more EXP/GP than other monsters in that area, but it's not that much (it's available in the next area). I think it's worth it. What do you think?
Perhaps you've already noticed, but the current version is doing this:
I'm guessing it's due to Turtle Tour. There might be other graphical errors.