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Slot Questions
04-05-2017, 12:51 AM
This thread has been really helpful but it doesn't explain how Joker Doom's name is called. I know that it uses Dispatch's name slot, but that's about all I know. From what I can tell the spells are called here:
Code:
(Data - spell numbers for Slot attacks)
C2/4E4A: 94 (L.5 Doom -- used by Joker Doom)
C2/4E4B: 94 (L.5 Doom -- used by Joker Doom)
C2/4E4C: 43 (Bahamut)
C2/4E4D: FF (Nothing -- used by Triple Bar?)
C2/4E4E: 80 (H-Bomb)
C2/4E4F: 7F (Chocobop)
C2/4E50: 81 (7-Flush)
C2/4E51: FE (Lagomorph)
- I know the two Joker Doom Slot Attacks calls at least some of their data from Lv. 5 Doom. I'm guessing the Slots command provides the targeting data and the ability to bypass status immunity?
- Do Slot Attacks 4E4A and 4E4B call their names from the Dispatch spell, does spell 94 (Lv. 5 Doom) call the name from Dispatch, or is there some other unknown variable that I'm not seeing?
- Out of the two Joker Doom Spells which one targets the party and which one targets the enemy?
- It appears the other slot attacks call their names from their respective spells directly. Am I right?
- If I set Slot Attack 4E4D to a different spell, will it work correctly?
- I could not wrap my head around how to change the graphics. How would I go about changing the Bar graphic into a Blue 7?
04-05-2017, 01:02 AM
1. yes; see C2/1726, C2/3666, and C2/36A6.
3. come on. how'd you manage to paste the above table without scrolling down one inch?
3. come on. how'd you manage to paste the above table without scrolling down one inch?
(04-05-2017, 01:02 AM)assassin Wrote: 1. yes; see C2/1726, C2/3666, and C2/36A6.
3. come on. how'd you manage to paste the above table without scrolling down one inch?
So, I know this is going to sound stupid but I've been going off of intuition and re-posted bits of code from random forum posts. I literally copied the table from the link I posted in the original post. When I first joined the website Madsiur sent me some links regarding ASM hacking, which were at the time full on gobbledygook to me. I never got around to looking at the C1, C2, and C3 banks, which I didn't know were commented on. I kind of thought people were posting code and explaining it on the fly.
Honestly, I'm feeling pretty embarrassed right now.
I'm sorry for being such a nuisance. I just want to make sure I've got a handle on all of this.
This part branches all of the slot commands away from the Joker Doom preset name if they aren't associated with Lv. 5 Doom.
Code:
Slot
C2/1726: A9 10 LDA #$10
C2/1728: 14 B0 TRB $B0 (??? See functions C2/13D3 and C2/57C2 for usual
purpose; dunno whether it does anything here.)
C2/172A: A5 B6 LDA $B6
C2/172C: C9 94 CMP #$94
C2/172E: D0 04 BNE $1734 (branch if not L.5 Doom [i.e. one of the Joker Dooms])
C2/1730: A9 07 LDA #$07
C2/1732: 80 31 BRA $1765
C2/1734: C9 51 CMP #$51
C2/1736: 90 2B BCC $1763 (branch if spell # is below Fire Skean. iow, branch
if Slot's summoning an Esper.)
C2/1738: C9 FE CMP #$FE
C2/173A: D0 05 BNE $1741 (Branch if not Lagomorph)
C2/173C: A9 07 LDA #$07
C2/173E: 8D 01 34 STA $3401 (Set to display text 7)
This part sets the targeting:
Code:
(Data - Joker Doom targeting)
C2/4E52: 0F (7-7-bar => your whole party)
C2/4E53: 3F (7-7-7 => whole enemy party)
This part Ignores Death Status Immunity:
Code:
(Joker Dooms)
C2/36A6: A9 02 LDA #$02
C2/36A8: 0C 46 3A TSB $3A46 (set flag to let attack target normally untargetable
entities: Jumpers [err, scratch that, since they'd
have to be un-Hidden, which i don't think is
possible], Seized characters, and will ignore "Exclude
Attacker from targets" and "Abort on characters", etc.)
C2/36AB: 1C A2 11 TRB $11A2 (Clear miss if instant death protected)
And this part makes it unblockable:
Code:
C2/36AE: A9 20 LDA #$20
C2/36B0: 0C A4 11 TSB $11A4 (Sets unblockable)
Then there's this:
Code:
C2/36B5: 8D 29 3A STA $3A29 (temporary byte 2 for ($76) animation buffer)
C2/36B8: A9 55 LDA #$55 (Joker Doom)
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