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#31
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expanding monsters and formations would kick ass

great work as usual madsiur


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#32
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There is apparently some code relating to the monster index that will assume a monster doesn't exist if the high byte is nonzero and the low byte is $FF, obviously as a default. That would need fixed, and I dunno how much there is. Obviously the entirety of the monster data needs moved, and any editing would have to be done via raw assembly or in hex. It's overall easier, but still tedious.
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  • SSJ Rick (02-28-2015)

#33
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good to know


"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC
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#34
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Wait a second: in other words the check block monster 1FF(512), 2FF(767),...
but not the middle ones?!? you said and, so both the conditions must be true...
In any case that means that the max should be at least 511 monsters if that's the case... right?

In any case after monster 383 i guess it starts some other code and then you need to move it out...

Is moving monster list, and changing its pointer value enough?
If not, do you know what else is needed to do that?


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