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Magitek cost magic points

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Even though you mark the option in usME, the game's code is not recognizing it...here's why:

Code:
(Determine MP cost of a spell/attack)

C2/4F08: DA           PHX
C2/4F09: 08           PHP
C2/4F0A: 7B           TDC        (16-bit A = 0.  this means the returned spell cost will
                                  default to zero.)
C2/4F0B: A9 40        LDA #$40
C2/4F0D: 14 B1        TRB $B1
C2/4F0F: D0 42        BNE $4F53

C2/4F11: AD 7A 3A     LDA $3A7A  (get command #)
C2/4F14: C9 19        CMP #$19
C2/4F16: F0 0C        BEQ $4F24  (branch if it's Summon)
C2/4F18: C9 0C        CMP #$0C
C2/4F1A: F0 08        BEQ $4F24  (branch if it's Lore)
C2/4F1C: C9 02        CMP #$02
C2/4F1E: F0 04        BEQ $4F24  (branch if it's Magic)
C2/4F20: C9 17        CMP #$17
C2/4F22: D0 2F        BNE $4F53  (branch if it's not X-Magic)
C2/4F24: C2 10        REP #$10   (Set 16-bit X and Y)
C2/4F26: AD 7B 3A     LDA $3A7B  (get attack #)
C2/4F29: E0 08 00     CPX #$0008
C2/4F2C: B0 19        BCS $4F47  (branch if it's a monster attacker.  they don't have
                                  menus containing MP data, nor relics that can
                                  alter MP costs.)
C2/4F2E: DA           PHX
C2/4F2F: AA           TAX
C2/4F30: BD 84 30     LDA $3084,X  (get this spell's index relative to start of Magic menu?
                                    i believe the Lore menu follows the Magic menu in memory.)
C2/4F33: FA           PLX
C2/4F34: C9 FF        CMP #$FF
C2/4F36: F0 1B        BEQ $4F53   (if it's somehow not in the menu, branch?)
C2/4F38: C2 20        REP #$20    (Set 16-bit Accumulator)
C2/4F3A: 0A           ASL
C2/4F3B: 0A           ASL         (multiply offset by 4, as each spell menu entry has 4 bytes:
                                    Spell index number, Unknown [related to spell availability],
                                    Spell aiming, MP cost)
C2/4F3C: 7D 2C 30     ADC $302C,X (add starting address of character's Magic menu?)
C2/4F3F: AA           TAX
C2/4F40: E2 20        SEP #$20    (Set 8-bit Accumulator)
C2/4F42: BD 03 00     LDA $0003,X (get MP cost from character's menu data.  it usually
                                   matches the spell data, but Gold Hairpin, Economizer,
                                   and Step Mine's special formula can make it vary.)
C2/4F45: 80 0D        BRA $4F54   (clean up stack and exit)
C2/4F47: EB           XBA
C2/4F48: A9 0E        LDA #$0E
C2/4F4A: 20 81 47     JSR $4781   (attack # * 14)
C2/4F4D: AA           TAX
C2/4F4E: BF C5 6A C4  LDA $C46AC5,X  (read MP cost from spell data)
C2/4F52: EB           XBA
C2/4F53: EB           XBA
C2/4F54: 28           PLP
C2/4F55: FA           PLX
C2/4F56: 60           RTS

Look at this specific code now:
Code:
C2/4F11: AD 7A 3A     LDA $3A7A  (get command #)
C2/4F14: C9 19        CMP #$19
C2/4F16: F0 0C        BEQ $4F24  (branch if it's Summon)
C2/4F18: C9 0C        CMP #$0C
C2/4F1A: F0 08        BEQ $4F24  (branch if it's Lore)
C2/4F1C: C9 02        CMP #$02
C2/4F1E: F0 04        BEQ $4F24  (branch if it's Magic)
C2/4F20: C9 17        CMP #$17
C2/4F22: D0 2F        BNE $4F53  (branch if it's not X-Magic)

If the command is summon, lore, magic or Xmagic, the game will pull the MP cost for the spell/attack; otherwise, it won't.
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Messages In This Thread
Magitek cost magic points - by ppml - 10-17-2011, 05:00 PM
RE: Magitek cost magic points - by Angelo26 - 10-17-2011, 07:46 PM

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