Chapter 12: ASMC Effects
This is like the part in chemistry class where the teachers busts out some kickass color pyrotechnics and shows you how raw the periodic table can be.
In fact, “raw” might be the perfect word for this, now that I think of it. This is some raw ASM, plain and simple. Except for the simple part.
Okay, I brought pyrotechnics too. ASM pyrotechnics, which are triggered by this:
ASMC 0x7BBE5
This plays the fire ring animation from the Chapter 20 (Hector’s mode) cutscene with the first dragon coming out of the game and disintegrating. It plays this cool fire animation, then highlights a red glow at a fixed offset (that’s the only downside to this, since it can look out-of-place, but otherwise it’s a cool little effect).
But, in terms of events, it is quite plain. Just a quick ASMC code and the pointer to your routine. In need of a quick earthquake?
ASMC 0x7D645 //This'll get it started
ASMC 0x7D689 //And this'll stop it
And you can just STAL inbetween for however long you’d like.
Unfortunately we don’t have all of these ASMCs well-documented. @CT075’s notes are a good place to start. We should really try to fix that someday…
Nevertheless, I’ll show off some cool tricks and leave the rest to you!
This one handily enough already has a macro.
QuintessenceEffect
By calling the offset of a spell animation, you can play it on the map (it’d be great if some ASM-minded people clipped out certain parts - they can be a little wacky with multiple effects and the battle screen floor cuts).
You’ve also got a quick sword slash animation at your disposal.
FADI 16
HIDEMAP
ASMC 0xECB1
STAL 0
BACG 0x5B
STAL 20
SOUN swordsfxID
ASMC 0x7D8ED
FADU 8
SHOWMAP
REMA