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CB/3A23: 4B Display dialogue message $0665, wait for button press (At bottom of screen)
This is the sealed gate_
CB/3A26: 95 Pause for 120 units
CB/3A27: 30 Begin action queue for character $30 (NPC $30), 3 bytes long (Wait until complete)
CB/3A29: C1 Set vehicle/entity's event speed to slow
CB/3A2A: 8E Move vehicle/entity down 4 tiles
CB/3A2B: FF End map script
CB/3A2C: B2 Call subroutine $CB3890
CB/3A30: B5 Pause for 15 * 6 (90) units
CB/3A32: B2 Call subroutine $CB3F9A
CB/3A36: F6 Command $F6, $81, $32, $C8
CB/3A3A: B5 Pause for 15 * 6 (90) units
CB/3A3C: 39 Free screen
CB/3A3D: 00 Begin action queue for character $00 (TERRA ), 3 bytes long
CB/3A3F: C1 Set vehicle/entity's event speed to slow
CB/3A40: 90 Move vehicle/entity up 5 tiles
CB/3A41: FF End map script
CB/3A42: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long
CB/3A44: E0 Pause for 4 units
CB/3A46: 80 Move vehicle/entity up 1 tile
CB/3A47: FF End map script
CB/3A48: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long
CB/3A4A: E0 Pause for 8 units
CB/3A4C: 80 Move vehicle/entity up 1 tile
CB/3A4D: FF End map script
CB/3A4E: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long
CB/3A50: E0 Pause for 8 units
CB/3A52: 80 Move vehicle/entity up 1 tile
CB/3A53: FF End map script
CB/3A54: 4B Display dialogue message $0664, wait for button press
TERRA: __
CB/3A57: 35 Command $35, $00
CB/3A59: 92 Pause for 30 units
CB/3A5A: F6 Command $F6, $81, $64, $FF
CB/3A5E: B2 Call subroutine $CB3890
CB/3A62: 92 Pause for 30 units
CB/3A63: 00 Begin action queue for character $00 (TERRA ), 2 bytes long (Wait until complete)
CB/3A65: 21 Do vehicle/entity graphical action $21
CB/3A66: FF End map script
CB/3A67: 41 Show object $16
CB/3A69: 41 Show object $17
CB/3A6B: 41 Show object $18
CB/3A6D: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CB/3A6F: C8 Set bit $1E80($02) [$1E80, bit 2]
CB/3A71: FF End map script
CB/3A72: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CB/3A74: C8 Set bit $1E80($02) [$1E80, bit 2]
CB/3A76: FF End map script
CB/3A77: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CB/3A79: C8 Set bit $1E80($02) [$1E80, bit 2]
CB/3A7B: FF End map script
CB/3A7C: 93 Pause for 45 units
CB/3A7D: 38 Hold screen
CB/3A7E: 94 Pause for 60 units
CB/3A7F: F6 Command $F6, $81, $00, $00
CB/3A83: F4 Play sound effect 205 (Kefka's laugh)
CB/3A85: 95 Pause for 120 units
CB/3A86: FB
CB/3A87: 91 Pause for 15 units
CB/3A88: 30 Begin action queue for character $30 (NPC $30), 3 bytes long
CB/3A8A: C3 Set vehicle/entity's event speed to fast
CB/3A8B: 9A Move vehicle/entity down 7 tiles
CB/3A8C: FF End map script
CB/3A8D: F6 Command $F6, $10, $1F, $FF
CB/3A91: 35 Command $35, $30
CB/3A93: 92 Pause for 30 units
CB/3A94: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long
CB/3A96: CE Turn vehicle/entity down
CB/3A97: FF End map script
CB/3A98: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long
CB/3A9A: CE Turn vehicle/entity down
CB/3A9B: FF End map script
CB/3A9C: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long
CB/3A9E: CE Turn vehicle/entity down
CB/3A9F: FF End map script
CB/3AA0: 00 Begin action queue for character $00 (TERRA ), 2 bytes long (Wait until complete)
CB/3AA2: CE Turn vehicle/entity down
CB/3AA3: FF End map script
CB/3AA4: 93 Pause for 45 units
CB/3AA5: 4B Display dialogue message $066E, wait for button press
TERRA!
_the gate_quickly!
CB/3AA8: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long
CB/3AAA: 63 Do vehicle/entity graphical action $23, flipped horizontally
CB/3AAB: FF End map script
CB/3AAC: 92 Pause for 30 units
CB/3AAD: B2 Call subroutine $CB38AC
CB/3AB1: 00 Begin action queue for character $00 (TERRA ), 5 bytes long (Wait until complete)
CB/3AB3: 20 Do vehicle/entity graphical action $20
CB/3AB4: E0 Pause for 1 units
CB/3AB6: CE Turn vehicle/entity down
CB/3AB7: FF End map script
CB/3AB8: 97 Fade screen to black
CB/3AB9: 5C Command $5C
CB/3ABA: 42 Hide object $00
CB/3ABC: 3F Remove character $00 (TERRA ) from the party
CB/3ABF: 40 Assign properties $2A to character $0F (LEO )
CB/3AC2: 3D Create object $0F
CB/3AC4: 45 Refresh objects
CB/3AC5: 7F Change character $0F's name to $2A (KEFKA )
CB/3AC8: 37 Assign graphics $15 to object $0F (LEO )
CB/3ACB: 43 Assign palette $03 to character $0F (LEO )
CB/3ACE: 88 Remove all but the following status ailments from character $0F (LEO ): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/3AD2: 8B For character $0F (LEO ), take HP and set to maximum
CB/3AD5: 8C For character $0F (LEO ), take MP and set to maximum
CB/3AD8: B2 Call subroutine $CACFBD (function heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/3ADC: 4D Invoke battle, enemy set $79, background $3F (Default for this area), other flags $40
CACCA4: E3 Command $E3
CACCA5: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CACCAD
CACCAB: 3E Delete object $00
CACCAD: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CACCB5
CACCB3: 3E Delete object $01
CACCB5: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CACCBD
CACCBB: 3E Delete object $02
CACCBD: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CACCC5
CACCC3: 3E Delete object $03
CACCC5: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CACCCD
CACCCB: 3E Delete object $04
CACCCD: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CACCD5
CACCD3: 3E Delete object $05
CACCD5: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CACCDD
CACCDB: 3E Delete object $06
CACCDD: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CACCE5
CACCE3: 3E Delete object $07
CACCE5: C0 If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CACCED
CACCEB: 3E Delete object $08
CACCED: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CACCF5
CACCF3: 3E Delete object $09
CACCF5: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CACCFD
CACCFB: 3E Delete object $0B
CACCFD: C0 If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CACD05
CACD03: 3E Delete object $0C
CACD05: C0 If ($1E80($1AD) [$1EB5, bit 5] is set), branch to $CACD0D
CACD0B: 3E Delete object $0D
CACD0D: C0 If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CACD15
CACD13: 3E Delete object $0A
CACD15: 45 Refresh objects
CACD16: FE Return
Novalia Spirit wrote:Should the active party consist of four members, or three if Mog should be recruited before venturing into the cave, the final rock will not be displayed.
Now that I have a viable description readily available, I'll see whether I can come up with a fix that will eliminate all known instances of this bug.
Note that all rocks are displayed correctly when the gate is subsequently seen during a scene preceding the rise of the Floating Continent.
to be sure, you mean recruited but not enlisted in the party?
ok, i can see how you'd stop recruited Mog from causing a missing boulder.. but how will you stop the presence of 4 current party members from causing one?
also, do you know what Objects $16 - $19 and $27 are in the NPC data for this map?
10. $1F0D:0 Gate segment (NW)
11. $1F0D:0 Gate segment (NE)
12. $1F0D:0 Gate segment (SW/W)
13. $1F0D:0 Gate segment (SW/E)
14. $1F0D:0 Gate segment (SE/E)
15. $1F0D:0 Gate segment (SE/W)
16. $1F0D:6 Kefka
17. $1F0D:7 Soldier (W)
18. $1F0E:0 Soldier (E)
19. $1EFF:7 Gestahl
1A. $1F1F:6 Boulder 1
1B. $1F1F:6 Boulder 2
1C. $1F1F:6 Boulder 3
1D. $1F1F:6 Boulder 4
1E. $1F1F:6 Boulder 5
1F. $1F1F:6 Boulder 6
20. $1F1F:6 Boulder 7
21. $1F1F:6 Boulder 8
22. $1F1F:6 Boulder 9
23. $1F1F:6 Boulder 10
24. $1F1F:6 Boulder 11
25. $1F1F:6 Boulder 12
26. $1F1F:6 Boulder 13
27. $1F1F:3 Pebble
where's the event code to put the rocks at their correct places on this visit?
CB/3F08: F2 Fade out current song with transition time 64
CB/3F0A: D8 Set event bit $1E80($4FE) [$1F1F, bit 6]
CB/3F0C: D8 Set event bit $1E80($4FB) [$1F1F, bit 3]
CB/3F0E: 6B Load map $0187 (Cave to the Sealed Gate, sealed gate room) instantly, (upper bits $0000), place party at (8, 14), facing up
CB/3F14: F6 Subcommand $10: Play song $39 (Wind) at volume $00 (may have other effects)
CB/3F18: F6 Subcommand $81: Change volume of currently playing song to $78, transition time 40
CB/3F1C: B2 Call subroutine $CB3DCF
CB/3F20: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long (Wait until complete)
CB/3F22: D5 Set vehicle/entity's position to (9, 8)
CB/3F25: FF End queue
CB/3F26: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete)
CB/3F28: D5 Set vehicle/entity's position to (8, 7)
CB/3F2B: FF End queue
CB/3F2C: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/3F2E: D5 Set vehicle/entity's position to (8, 8)
CB/3F31: FF End queue
CB/3F32: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long (Wait until complete)
CB/3F34: D5 Set vehicle/entity's position to (7, 8)
CB/3F37: FF End queue
CB/3F38: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete)
CB/3F3A: D5 Set vehicle/entity's position to (7, 7)
CB/3F3D: FF End queue
CB/3F3E: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long (Wait until complete)
CB/3F40: D5 Set vehicle/entity's position to (8, 8)
CB/3F43: FF End queue
CB/3F44: 20 Begin action queue for character $20 (NPC $20), 4 bytes long (Wait until complete)
CB/3F46: D5 Set vehicle/entity's position to (8, 8)
CB/3F49: FF End queue
CB/3F4A: 21 Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete)
CB/3F4C: D5 Set vehicle/entity's position to (7, 8)
CB/3F4F: FF End queue
CB/3F50: 22 Begin action queue for character $22 (NPC $22), 4 bytes long (Wait until complete)
CB/3F52: D5 Set vehicle/entity's position to (9, 7)
CB/3F55: FF End queue
CB/3F56: 23 Begin action queue for character $23 (NPC $23), 4 bytes long (Wait until complete)
CB/3F58: D5 Set vehicle/entity's position to (7, 7)
CB/3F5B: FF End queue
CB/3F5C: 24 Begin action queue for character $24 (NPC $24), 4 bytes long (Wait until complete)
CB/3F5E: D5 Set vehicle/entity's position to (8, 7)
CB/3F61: FF End queue
CB/3F62: 25 Begin action queue for character $25 (NPC $25), 4 bytes long (Wait until complete)
CB/3F64: D5 Set vehicle/entity's position to (8, 7)
CB/3F67: FF End queue
CB/3F68: 26 Begin action queue for character $26 (NPC $26), 4 bytes long (Wait until complete)
CB/3F6A: D5 Set vehicle/entity's position to (8, 6)
CB/3F6D: FF End queue
CB/3F6E: B2 Call subroutine $CB39AC
CB/3F72: 59 Unfade screen at speed $04
CB/3F74: 5C Pause execution until fade in or fade out is complete
CB/3F75: 94 Pause for 60 units
CB/3F76: B5 Pause for 15 * 6 (90) units
CB/3F78: B2 Call subroutine $CB3DEA
CB/3F7C: B5 Pause for 15 * 6 (90) units
CB/3F7E: 58 Shake screen ($F4):
(Intensity: 0))
(Permanance and ???: 1))
(Layer 1 affected)
(Layer 2 affected)
(Layer 3 affected)
(Sprite layer affected)
CB/3F80: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 40
CB/3F84: B5 Pause for 15 * 6 (90) units
CB/3F86: B2 Call subroutine $CB38AC
CB/3F8A: 97 Fade screen to black
CB/3F8B: 5C Pause execution until fade in or fade out is complete
CB/3F8C: 39 Free screen
CB/3F8D: F0 Play song 31 (Metamorphosis), (high bit clear), full volume
CB/3F8F: D2 Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/3F91: D9 Clear event bit $1E80($4FE) [$1F1F, bit 6]
CB/3F93: D9 Clear event bit $1E80($4FB) [$1F1F, bit 3]
CB/3F95: B2 Call subroutine $CB3995
CB/3F99: FE Return
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