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Each cutscene is splitted into several small fragments:
loading resources,
starting the cutscene until the first step is reached,
starting to play the next sequence in the cutscene, etc.
These steps are not labeled for now. It should be relatively easy to understand what each step does.
The wGameplaySubtype variable (at $DB96) controls the steps of a cutscene: by watching its value change during gameplay in a debugger, it should help understand which step is what.
To access each cutscene individually, you can either:
During gameplay, manually set the value of $DB95 in a debugger to a value between $0E and 1A, and $DB96 to 0. This will bring you directly to the cutscene.
Or, at compile-time, enable the ROM_DebugTool3 value. Then use the built-in debug commands to access a fully-filled photo album.
The text was updated successfully, but these errors were encountered:
A little cutscene plays when taking each photo picture. These cutscenes are defined in https://github.com/zladx/LADX-Disassembly/blob/master/src/code/photos.asm.
Each cutscene is splitted into several small fragments:
These steps are not labeled for now. It should be relatively easy to understand what each step does.
The
wGameplaySubtype
variable (at$DB96
) controls the steps of a cutscene: by watching its value change during gameplay in a debugger, it should help understand which step is what.To access each cutscene individually, you can either:
$DB95
in a debugger to a value between$0E
and1A
, and$DB96
to0
. This will bring you directly to the cutscene.ROM_DebugTool3
value. Then use the built-in debug commands to access a fully-filled photo album.The text was updated successfully, but these errors were encountered: