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Final Requests for Help
04-11-2021, 03:05 PM
One quick note, the index registers (X and Y) are 16-bit at the beginning of these subroutines, so the disassembly should be:
I could be wrong, but I don't think byte 10 determines whether to use damage numerals or the slice through animation.
Code:
C2/EBFE: 20 2D F0 JSR $F02D ; init_mode7
C2/EC01: A2 8C 01 LDX #$018C ; id for raiden (ragnarok is #$0190)
C2/EC04: DA PHX
C2/EC05: 22 00 24 C1 JSL $C12400. ; summon_mode7_chr_set_long
C2/EC09: 20 70 FA JSR $FA70. ; summon_color_set_bg1
C2/EC0C: 22 C6 9E C1 JSL $C19EC6. ; Clear Animation Tile Data Buffer
C2/EC10: FA PLX
C2/EC11: 22 80 24 C1 JSL $C12480 ; summon_obj_chr_set_long
C2/EC15: 20 87 FA JSR $FA87. ; summon_color_set
C2/EC18: EE B0 62 INC $62B0
C2/EC1B: 60 RTS
I could be wrong, but I don't think byte 10 determines whether to use damage numerals or the slice through animation.
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