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Condensing Spell List in Battle
10-04-2017, 05:15 PM
(This post was last modified: 10-04-2017, 05:18 PM by GrayShadows.)
I HAVE SOLVED IT! I think, anyway. The reason it didn't crash until you got Shadow was because the crash was caused by Interceptor counter-attacks. I didn't realise how the game handled them, and consequently missed a PLY because of it causing a stack mismatch. The new version of the code checks for Interceptor (attacks FDh and FEh) before it goes into the rest of the code and exits ahead of time, rather than searching for it in Shadow's spell list. (Or whoever has Interceptor status, really.)
I have also fixed, I believe, the 'Not enough MP' messages -- that was caused by checking for monster attackers out of order. I've adjusted the current code so that it does that check and THEN jumps away to the new code. It leaves more of the vanilla code intact, and we have to check again for Summon or Lore, but it also shortens the new code because we no longer need to check for Magic/X-Magic, as it's done before we jump away, and we no longer need to REP #$10 in the new code, as that's set before the jump as well.
I have also fixed, I believe, the 'Not enough MP' messages -- that was caused by checking for monster attackers out of order. I've adjusted the current code so that it does that check and THEN jumps away to the new code. It leaves more of the vanilla code intact, and we have to check again for Summon or Lore, but it also shortens the new code because we no longer need to check for Magic/X-Magic, as it's done before we jump away, and we no longer need to REP #$10 in the new code, as that's set before the jump as well.
Code:
hirom
;header
!freespace_C2_0 = $C2A65A ; 82 bytes needed
!freespace_C2_1 = $C2FAB0 ; 86 bytes needed
org $C2256D
JSR condenseSpellLists ; this was originally a JSR to modify available commands; we'll be JMPing to that
; at the end of the modified code so that RTS comes back to the right spot
org $C24F2E
JMP calculateMPDeduction
org !freespace_C2_0
print "New code CondenseSpellLists starts at: ",pc
reset bytes
condenseSpellLists:
PHX ; This is our character ID coming in
PHP
LDY #$04 ; this is the index of the first Spell slot in the character's spell list
.noMoreSpells ; we'll be branching back here to execute our Lore list
TYX ; X is going to be our 'write-space' indexREP
REP #$10
.checkLoreLoop
LDA ($F2),Y
INC
BNE .checkNextLore
.findNextLore
INY #4
CPY #$00DC ; if we've hit the first Lore slot, there are no more spells to copy back
BEQ .noMoreSpells ; so jump out, reset X to start our lores
CPY #$013C ; this is after the last Lore slot, so if we've gone that far, there are no more spells to copy back
BEQ .noMoreLores
LDA ($F2),Y
INC
BEQ .findNextLore
PHY ; we'll be pushing and pulling within the loop, but we need to know
; where it started so we can blank out the slot we copied from
CLC
REP #$20
.copyNextLore
LDA ($F2),Y ; Yes, we just did this, but we need to do it within this loop, too
PHY ; this stores our Y location, i.e. the next slot with a spell learned
TXY
STA ($F2),Y
PLY ; back to our 'write from' location
INY #2 ; and gets the next byte
INX #2
BCS .doneCopy
SEC
BPL .copyNextLore ; if we haven't done four bytes, loop back and grab the next
.doneCopy
SEP #$20
PLY ; this is the first byte of the slot we copied from
TDC
STA ($F4),Y ; this zeroes out the MP cost
DEC
STA ($F2),Y ; and blanks out the spell we copied from
BRA .weCopiedALore
.checkNextLore
INX #4
.weCopiedALore
TXY ; and then copy it over to Y for our next loop through
CPY #$00D8 ; if this is the last spell slot
BEQ .checkNextLore ;loop back up and INX again so we skip over it and point at our first Lore slot
CPY #$0138
BNE .checkLoreLoop
.noMoreLores
PLP
PLX
JMP $532C
print "CondenseSpellLists ends at: ",pc," and used ",bytes," bytes of space."
org !freespace_C2_1
calculateMPDeduction:
print "New code CalculateMPDeduction starts at: ",pc
reset bytes
LDA $3A7A ; (get command #)
CMP #$19
BEQ .calculateSummon ; (branch if it's Summon)
CMP #$0C
BEQ .calculateLore ; (branch if it's Lore)
.calculateMagic
LDA $3A7B ; (get attack #)
CMP #$FD
BCS fka_4F53
STA $F0 ; save our spell ID in scratch memory
LDA #$04 ; four bytes per index
.loreEntersHere
REP #$20
CLC
ADC $302C,X ; get the start of our character's magic list (index #0 is esper)
STA $F2 ; this points out our first Magic slot
INC #3
STA $F4 ; and this points at our first MP cost slot
SEP #$20
PHY
LDY $00
.findSpell
LDA ($F2),Y
CMP $F0
BEQ .getMPCost
INY #4
BRA .findSpell
.getMPCost
LDA ($F4),Y
PLY
BRA fka_4F45
.calculateLore
LDA $3A7B ; (get attack #)
SEC
SBC #$8B ; turn our raw spell ID into a 0-23 Lore ID
STA $F0
LDA #$DC ; this is our first Lore slot in the character's spell list
BRA .loreEntersHere
.calculateSummon ; rather than looking for the spell ID, I'm operating under
REP #$20 ; the assumption that if someone is using Summon, it's already
LDA $302C,X ; checked for the equipped Esper, so I'm just loading the MP cost
TAX ; from the first entry in the character's list
SEP #$20
LDA $0003,X
fka_4F45: JMP $4F54 ; (clean up stack and exit)
fka_4F53: JMP $4F53
print "CalculateMPDeduction ends at: ",pc," and used ",bytes," bytes of space."
The following 4 users say Thank You to GrayShadows for this post:
• Gi Nattak (10-04-2017), Robo Jesus (12-24-2017), SSJ Rick (10-05-2017), Warrax (10-04-2017)
• Gi Nattak (10-04-2017), Robo Jesus (12-24-2017), SSJ Rick (10-05-2017), Warrax (10-04-2017)
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