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Casting Spells Taught by Espers - RESOLVED!
03-29-2018, 11:43 PM
(This post was last modified: 05-27-2018, 09:50 PM by Turbotastic.)
Editor's Note: If you want the FULL commented code for C3 scroll to the bottom!
Also, anyone is more than welcome to edit, improve, or incorporate this code or any related ideas in any project, no credit needed or even wanted (if you want to credit anyone, credit the other posters in this thread, as well as assassin, Novalia Spirit, and such, since they did all the work). You can even spread it across the Internet. No permission is needed. It is yours for the taking and reshaping.
Gogo's menu was easier than I expected.
Before understanding the code. I had presumed that Gogo was pulling directly from the known spell lists of other characters.
Instead, Gogo's menu was just using a hijacked subroutine to check other people's lists to determine if the spells were mastered or not. Basically, the game did most of the work for me. All I had to do was trick the menu into thinking that a spell was learned. (LDA $#FF)
In fact, since I had to do fewer tests, I didn't do as many pushing and pulling of bytes, so this was going to be a breeze...right?
Not exactly. I kept having difficulty because I kept trying to use the existing "Get Spell" subroutine that I was using before to determine whether a spell is learned. This and other code errors caused an inexplicable crash that took me to the "load game" screen when scrolling to the bottom of Gogo's menu.
Then I realized since Gogo's magic generation, unlike everyone else's, is solely a fork of the spell mastery subroutine. In other words, Gogo's code doesn't check the slot multiple times (since there is no need for him to display partially learned spells), so using the "Get Spell" subroutine was the wrong basis for a check.
It still took a few tries and a little more tinkering. The final step in getting this to work was to restore the few bytes which set the spell as known if found (I had EA-ed them out in troubleshooting and got the strange sight of partially learned spells in Gogo's menu.).
Here's the uncommented code changes (note, this assumes the percentage dispay code in the previous post is used.)
I went through the code again and I noticed an obvious extraneous instruction. So consider the below the true 1.0 code. (And, yes, it's formatted a lot better than the code in the other boxes.)
FULL C3 CODE FOLKS! START HERE!
Also, anyone is more than welcome to edit, improve, or incorporate this code or any related ideas in any project, no credit needed or even wanted (if you want to credit anyone, credit the other posters in this thread, as well as assassin, Novalia Spirit, and such, since they did all the work). You can even spread it across the Internet. No permission is needed. It is yours for the taking and reshaping.
Gogo's menu was easier than I expected.
Before understanding the code. I had presumed that Gogo was pulling directly from the known spell lists of other characters.
Instead, Gogo's menu was just using a hijacked subroutine to check other people's lists to determine if the spells were mastered or not. Basically, the game did most of the work for me. All I had to do was trick the menu into thinking that a spell was learned. (LDA $#FF)
In fact, since I had to do fewer tests, I didn't do as many pushing and pulling of bytes, so this was going to be a breeze...right?
Not exactly. I kept having difficulty because I kept trying to use the existing "Get Spell" subroutine that I was using before to determine whether a spell is learned. This and other code errors caused an inexplicable crash that took me to the "load game" screen when scrolling to the bottom of Gogo's menu.
Then I realized since Gogo's magic generation, unlike everyone else's, is solely a fork of the spell mastery subroutine. In other words, Gogo's code doesn't check the slot multiple times (since there is no need for him to display partially learned spells), so using the "Get Spell" subroutine was the wrong basis for a check.
It still took a few tries and a little more tinkering. The final step in getting this to work was to restore the few bytes which set the spell as known if found (I had EA-ed them out in troubleshooting and got the strange sight of partially learned spells in Gogo's menu.).
Here's the uncommented code changes (note, this assumes the percentage dispay code in the previous post is used.)
Code:
C350E2: 4C3BF1 JMP $F13B
C350E5: EA NOP
C3F13B: A5E1 LDA $E1
C3F13D: B91E00 LDA $001E,y
C3F140: 3022 BMI $F164
C3F142: A5E0 LDA $E0
C3F144: 48 PHA
C3F145: B91E00 LDA $001E,y
C3F148: 8D0242 STA $4202
C3F14B: A90B LDA #$0B
C3F14D: 8D0342 STA $4203
C3F150: AE1642 LDX $4216
C3F153: A00500 LDY #$05
C3F156: BF016ED8 LDA $D86E01,x
C3F15A: C301 CMP $01,s
C3F15C: F00D BEQ $F16B
C3F15E: E8 INX
C3F15F: E8 INX
C3F160: 88 DEY
C3F161: D0F3 BNE $F156
C3F163: 68 PLA
C3F164: E6E1 INC $E1
C3F166: A5E1 LDA $E1
C3F168: 4CE650 JMP $50E6
C3F16B: 68 PLA
C3F16C: A9FF LDA #$FF
C3F16E: 4CEB50 JMP $50EB
I went through the code again and I noticed an obvious extraneous instruction. So consider the below the true 1.0 code. (And, yes, it's formatted a lot better than the code in the other boxes.)
FULL C3 CODE FOLKS! START HERE!
Code:
C34FE4: 4CFAF0 JMP $F0FA ;Jumps to new code for the
Y-button pressed Menu Code
C3503E: 4C91F0 JMP $F091 ;Jumps to the new code for the
standard menu
C350E2: 4C3BF1 JMP $F13B ;Jumps to the new code for
Gogo's menu
C350E5: EA NOP ;Blank out extra byte
C3F091: 48 PHA ;Push everything to the stack, just
in case
C3F092: DA PHX ;Push everything to the stack, just
in case
C3F093: 5A PHY ;Push everything to the stack, just
in case
C3F094: 20DD4E JSR $4EDD ;Sets up the retrieval of the
actor's Esper
C3F097: B91E00 LDA $001E,y ;Loads the actor's Esper in A
C3F09A: 302A BMI $F0C6 ;Value will be negative if no Esper
is equipped, branch to code leading
back to regular code
C3F09C: 20EC50 JSR $50EC ;Get spell in slot
C3F09F: C9FF CMP #$FF ;If there is no spell in slot,
process it normally
C3F0A1: F023 BEQ $F0C6 ;Branch to code leading back to
regular code
C3F0A3: 48 PHA ;Pushing the spell ID to the stack
C3F0A4: 20DD4E JSR $4EDD ;Sets up the retrieval of the
actor's Epser again
C3F0A7: B91E00 LDA $001E,y ;Loads the actor's Esper in A
C3F0AA: 8D0242 STA $4202 ;Stores A in a register designated
for multiplication
C3F0AD: A90B LDA #$0B ;Sets A to 11
C3F0AF: 8D0342 STA $4203 ;Stores 11 in the other register
designated for multiplication
C3F0B2: AE1642 LDX $4216 ;$4216 is the register for the
multiplication product of $4202 and
$4203 and X is 16-bit
C3F0B5: A00500 LDY #$0005 ;Sets Y to 5 for the loop
C3F0B8: BF016ED8 LDA $D86E01,x ;A is the spell taught, indexed by
X, the block for the specific Esper
C3F0BC: C301 CMP $01,s ;Compare this the value in our
stack
C3F0BE: F00F BEQ $F0CF ;If they're the same, we go to the
new code
C3F0C0: E8 INX ;If not, we increment x by 2 to look
at the next spell. Incrementing X
by 1
C3F0C1: E8 INX ;Incrementing X by another 1
C3F0C2: 88 DEY ;Decreasing Y to advance the loop
C3F0C3: D0F3 BNE $F0B8 ;If Y isn't 0, the loop's not done
C3F0C5: 68 PLA ;When the loop is over and nothing
is found, bring back A from the
stack
C3F0C6: 7A PLY ;Bring Y from the stack since it
was pushed next to last
C3F0C7: FA PLX ;Bring X back from the stack since
it was pushed next to first
C3F0C8: 68 PLA ;Bring A back from the stack since
it was pushed first
C3F0C9: 20EC50 JSR $50EC ;The displaced original subroutine
from C3/503E
C3F0CC: 4C4150 JMP $5041 ;Jump back to the regular code as
though nothing happened
C3F0CF: 68 PLA ;Bring back A from the stack as it's
no longer needed
C3F0D0: 7A PLY ;Bring Y from the stack since it was
pushed next to last
C3F0D1: FA PLX ;Bring X from the stack since it was
pushed next to first
C3F0D2: 68 PLA ;Bring A from the stack since it was
pushed first
C3F0D3: 20EC50 JSR $50EC ;Let's get the spell again
C3F0D6: 206784 JSR $8467 ;Stores the name of the spell
C3F0D9: A2929E LDX #$9E92 ;Part of spell drawing, necessary to
prevent ghosting/artifcating when a
spell is taught by an Esper and
already known
C3F0DC: 8E8121 STX $2181 ;Same as above
C3F0DF: 20EC50 JSR $50EC ;Getting spell again
C3F0E2: 20A250 JSR $50A2 ;Loading Spell mastery
C3F0E5: C9FF CMP #$FF ;Determine if the spell is
completely known, just in case it
actually is
C3F0E7: F00E BEQ $F0F7 ;If known, branch to it being
displayed as known fully
C3F0E9: 48 PHA ;Push A to stack, because we need
the mastery
C3F0EA: A924 LDA #$24 ;Load the palette for an active
spell
C3F0EC: 8529 STA $29 ;Stores A
C3F0EE: 20EC50 JSR $50EC ;Gets the spell again
C3F0F1: 204D51 JSR $514D ;Will gray the spell if it's not
able to be used
C3F0F4: 4C6A50 JMP $506A ;Jump to regular code will pull it
C3F0F7: 4C8850 JMP $5088 ;Display the spell normally
C3F0FA: 48 PHA ;Push everything to the stack, just
in case
C3F0FB: DA PHX ;Push everything to the stack, just
in case
C3F0FC: 5A PHY ;Push everything to the stack, just
in case
C3F0FD: 20DD4E JSR $4EDD ;Sets up the retrieval of the
actor's Esper
C3F100: B91E00 LDA $001E,y ;Loads the actor's Esper in A
C3F103: 3026 BMI $F12B ;Value will be negative if no Esper,
branch to code leading back to
regular code
C3F105: 20EC50 JSR $50EC ;Get spell in slot
C3F108: 48 PHA ;Pushing the spell ID to the stack
C3F109: 20DD4E JSR $4EDD ;Sets up the retrieval of the
actor's Esper again
C3F10C: B91E00 LDA $001E,y ;Loads the actor's Esper in A
C3F10F: 8D0242 STA $4202 ;Stores A in a register designated
for multiplication
C3F112: A90B LDA #$0B ;Sets A to 11
C3F114: 8D0342 STA $4203 ;Stores 11 in the other register
designated for multiplication
C3F117: AE1642 LDX $4216 ;$4216 is the register for the
multiplication product of $4202 and
$4203 and X is 16-bit
C3F11A: A00500 LDY #$0005 ;Sets Y to 5 for the loop
C3F11D: BF016ED8 LDA $D86E01,x ;A is the spell taught, indexed by
X, the block for the specific
Esper
C3F121: C301 CMP $01,s ;Compare this the value in our
stack
C3F123: F00F BEQ $F134 ;If they're the same, we go to the
new code
C3F125: E8 INX ;If not, we increment x by 2 to look
at the next spell.
Incrementing X by 1
C3F126: E8 INX ;Incrementing X by another 1
C3F127: 88 DEY ;Decreasing Y to advance the loop
C3F128: D0F3 BNE $F11D ;If Y isn't 0, the loop's not done
C3F12A: 68 PLA ;When the loop is over and nothing
is found, bring back A from the
stack
C3F12B: 7A PLY ;Bring Y from the stack since it
was pushed next to last
C3F12C: FA PLX ;Bring X from the stack since it
was pushed next to first
C3F12D: 68 PLA ;Bring A from the stack since it
was pushed first
C3F12E: 20A250 JSR $50A2 ;The displaced original subroutine
from C3/4FE4
C3F131: 4CE74F JMP $4FE7 ;Jump back to the regular code as
though nothing happened
C3F134: 68 PLA ;Bring back A from the stack as
it's no longer needed
C3F135: 7A PLY ;Bring Y from the stack since it
was pushed next to last
C3F136: FA PLX ;Bring X from the stack since it
was pushed next to first
C3F137: 68 PLA ;Bring A from the stack since it
was pushed first
C3F138: 4CEB4F JMP $4FEB ;Jump to code to draw spell and MP
cost
C3F13B: B91E00 LDA $001E,y ;Loads the actor's Esper in A
C3F13E: 3022 BMI $F162 ;Value will be negative if no
Esper equipped, branch to code
leading back to regular code
C3F140: A5E0 LDA $E0 ;Spell stored here as during
preceding code
C3F142: 48 PHA ;Pushing the spell ID to the stack
C3F143: B91E00 LDA $001E,y ;Loads the actor's Esper in A
C3F146: 8D0242 STA $4202 ;Stores A in a register designated
for multiplication
C3F149: A90B LDA #$0B ;Sets A to 11
C3F14B: 8D0342 STA $4203 ;Stores 11 in the other register
designated for multiplication
C3F14E: AE1642 LDX $4216 ;$4216 is the register for the
multiplication product of $4202 and
$4203 and X is 16-bit
C3F151: A00500 LDY #$0005 ;Sets Y to 5 for the loop
C3F154: BF016ED8 LDA $D86E01,x ;A is the spell taught, indexed by
X, the block for the specific
Esper of the actor
C3F158: C301 CMP $01,s ;Compare this the value in the
stack
C3F15A: F00D BEQ $F169 ;If they're the same, we go to the
new code
C3F15C: E8 INX ;If not, we increment x by 2 to look
at the next spell.
Incrementing X by 1
C3F15D: E8 INX ;Incrementing X by another 1
C3F15E: 88 DEY ;Decreasing Y to advance the loop
C3F15F: D0F3 BNE $F154 ;If Y isn't 0, the loop's not done
C3F161: 68 PLA ;When the loop is over and nothing
is found, bring back A from the
stack
C3F162: E6E1 INC $E1 ;Displaced code from C3/50E2
C3F164: A5E1 LDA $E1 ;Displaced code from C3/50E4
C3F166: 4CE650 JMP $50E6 ;Jump back to the normal code
C3F169: 68 PLA ;Bring back A from the stack as
it's no longer needed
C3F16A: A9FF LDA #$FF ;Set A as the known value of a
spell
C3F16C: 4CEB50 JMP $50EB ;Jump to the end of the subroutine
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