hirom header ; look for "FF6j" throughout for Japanese version patch differences. org $C226F3 ; FF6j = org $C226EE jsr extra1 ; ----------------------- org $C2327D ; FF6j = org $C23278 JSR extra2 ; ----------------------- org $C2380D ; FF6j = org $C23808 ; C2/380B: A9 10 LDA #$10 TSB $B2 ; clear an inverted flag, so it's not in effect ; for next strike ; C2/380F: F0 03 BEQ $3814 (branch if it's weapon addition magic, which won't ; let the followup spell hit anybody but the initial ; weapon victim. why the hell doesn't this just ; branch directly to $3816?) ; feel free to applaud the above solution, which redeems the rest of ; the patch's use of free space. ; ----------------------- org $C2???? extra1: ; first, 3 displaced Square instructions TXA ASL TAX ; multiply command number by 2 LDA $CFFE00,X BIT #$10 ; check new custom bit from command data BEQ no_clear ; branch if it's not set LDA #$02 ; can make the above "and #$10 / lsr / lsr / lsr" TRB $B2 ; clear "No critical and Ignore True Knight", aka ; set "Can critical and heed True Knight" no_clear: rts extra2: STA $341C ; disable "strike is missable weapon spellcasting" ; displaced Square instruction lda #$22 tsb $b3 ; next strike will default to no "Automatic Critical" and ; no "Factor in attacker row" lda #$02 tsb $b2 ; clear "Can Critical and Heed True Knight". not truly ; necessary, as the game does so as needed on this one. ; but i want to reinforce there being a default setting ; to return to (that is how the flag starts a turn), and ; that's now possible with the Function C2/26D3 changes. rts ; ----------------------- ; Add "Can critical and heed True Knight" property to unused Bit 4 in ; command data. I could have done hardcoded checks for the two ; command IDs, but then I'd be forced to kill my coworkers and myself ; in shame before _The Legend of Zelda: A Link to the Past_ could be ; released. Also, the abandoned time machine would present a loose end. org $CFFE00 ; Fight db $1F org $CFFE0C ; Capture db $1B