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Final Requests for Help
04-08-2021, 11:06 PM
You said during CasualTom's stream that you hadn't worked out how to make Imp look different for Kappa. I say use an approach similar to the one that was used for the equipment: check for Kappa and fork if the result succeeds.
The graphic replacement code for Imp and Morph is in the C1 bank.
The starred lines are where you'll want to look. A subroutine that checks $2EC6,X against $0E and branches if successful (loading #$12 instead of #$0F, with otherwise identical code) should do the trick. Thankfully in this situation we shouldn't have to fight to get a specific X back into place, since 2EC6 is in the same Battle RAM block as $2EBD.
The graphic replacement code for Imp and Morph is in the C1 bank.
Code:
C1/2FB5: BDBD2E LDA $2EBD,X (which status to display)
C1/2FB8: 2920 AND #$20 (is it imp?)
C1/2FBA: F015 BEQ $2FD1 (branch if not)
***C1/2FBC: B96C7B LDA $7B6C,Y (load character sprite ID ?)
***C1/2FBF: C90F CMP #$0F (check if it's already imp ?)
***C1/2FC1: F023 BEQ $2FE6 (branch if it'S the case)
***C1/2FC3: A90F LDA #$0F (load imp sprite number)
***C1/2FC5: 996C7B STA $7B6C,Y (store as character sprite ID)
C1/2FC8: 205731 JSR $3157
C1/2FCB: 7B TDC
C1/2FCC: 99707B STA $7B70,Y
C1/2FCF: 8015 BRA $2FE6
C1/2FD1: B96C7B LDA $7B6C,Y (load character sprite ID ?)
C1/2FD4: DDAE2E CMP $2EAE,X (compare to battle sprite ID)
C1/2FD7: F00D BEQ $2FE6 (branch if both the same)
C1/2FD9: BDAE2E LDA $2EAE,X (load battle sprite ID)
C1/2FDC: 996C7B STA $7B6C,Y (store as character sprite ID)
C1/2FDF: 205731 JSR $3157
C1/2FE2: 7B TDC
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