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[FINISHED!!!] Ultimate Czar dragon boss fight

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The final version of Ultimate Czar Dragon challenge has been released!!!

[Image: lm3sfo0bx7kif99zg.jpg]





The ultimate battle is finally completed!!! some minor fix, little change, a little bit more hard... and  a completely new atmosphere!!!

Are you ready for this one? here's the link:
There are both ITA and US versions inside, open the folder of the desired language and choose between Classic(upgraded 1.0 version) and Uber(the true final version)

http://www.mediafire.com/download/x8kdea...ersion.rar

- Rom version: 1.0 - headered
- Evade bux fix patch applied
- Sketch bug fix patch applied

PS. don't save changes with editors on the patched rom: for some reason some data will be deleted... which is even better, since a cheater will be discovered immediately XD


UPDATE!!!  i posted any possible useful link for get any information about my hack, they're already in the topic, but you won't have to search it for your own anymore:

Video to customized desperations: (available only in the final version)
https://www.youtube.com/watch?v=StLL5zJQuVE


Screenshots of my hack:

http://www.mediafire.com/view/7bb232chaf...18caexs1ff
http://www.mediafire.com/view/426e5wory5...zownll1bnq


Czar battle unique behaviors and rules:
https://www.youtube.com/watch?v=eWf6hTXEDog

Czar short battle until the infamous merton spam form + hall of fame and other information:
https://www.youtube.com/watch?v=_vknVrINvUQ

If you don't have a save file next to the boss search here:
http://fantasyanime.com/finalfantasy/ff6/ff6saves.htm
this site has all save files, the ones you might like to pick are save 29 or save 30


Unused stuff, cutted from version 1.0, except seeing some nice idea i had, you may catch some information about an advanced part of the battle(this stuff may return in the final version of my hack if i'll be able to to that) :

https://www.youtube.com/watch?v=tHu8xxdo318


Download links below are obsolete, so i'll close them inside a spoiler window.


The official attempters of my challenge, you may learn some useful tactic from their battles:
https://www.youtube.com/watch?v=t6UQ7XryjVs   (lost at form#3)

https://www.youtube.com/watch?v=83IFtpHjXN0   (lost at form#12)



Actually i already wrote a thread about my hack, but i realized later the existence of a sector of the site created for single boss fight hacks... so i'll put a thread here too, maybe it will be spreaded better Laugh

There we are!!! everything is in my youtube channel... read this post and then follow my link!

Czar script: lenght: 4200 bytes, i doubt i'll create again something so big in ff6 Big Grin this guy has 1.300.000 HP, 20 HP bars 1 bar = 65000 HP... each bar has a different attack route, counter attack, trigger events, etc... the battle conditions will change in a snap, it will never be the same fight, except for his first 2 HP bars, they're more like a warm-up.
Many bugs of the game are heavily countered... if still you manage to use a bug, the challenge attempt won't be valid.
BRUTAL COUNTERS: if you make piss-off the Czar, you'll be sorry:
- Jump -> Land Slide, you won't abuse of jump dodge...
- Ultima -> ultima, no more cheap mage: magic 100 meteor will be ok;
- Charm/entice(one of them) -> 3x ultima, just to not risk an AI crush Haha;
- cyan/gogo as imp -> 5x ultima, no psycho in my hack, that will probably force you to equip them with ribbon and safety bit, too bad...
Czar will use only powerful attacks, he doesn't rely very much on elemental attacks, just at the beginning...

THE CHALLENGE: in my videos there are all details about the challenge,
plus the hall of fame, archievements and records you may break... do you have what it takes to claim victory?

Intro link:
https://www.youtube.com/watch?v=eWf6hTXEDog

Challenge link:
https://www.youtube.com/watch?v=_vknVrINvUQ

Please, spread as much as you can my challenge, especially among ff6 hacker comunity Wink

Reply my video with your video attempt, i don't care if it's a failure... do it Smile the simple try means much for me.
you can't use equip farmed by Czar for win the challenge, but if you wanna make a video with a super equipped party, just for fun, i'll apreciate it.


YOU WOULD LIKE TO TRY, BUT IT TAKES TOO MUCH FOR GRIND THE PARTY AND ARRIVE AT THE END OF THE GAME?

Don't worry, the hack is designed for arrive to Czar fight with a maxed out party in a snap, how?
- Leafer and peepers in 6x forms that gives 65535 exp/gold, 254 AP, drop/steal moogle charm, exp egg and megalixir Big Grin;
- Everybody can equip moogle charm;
- Easy Elisir/Megalixir farming;

That means that you'll be ready for fight in ABOUT 2 DAYS!!!

Here there are all the contents of my hack:


Hack features:
Monsters:
- Leafer gives 65535 exp and gold, drop: moogle charm; steal: exp. egg
- Peepers gives 65535 exp and gold, drop: exp. egg(common), moogle charm(rare); steal: x-potion(common), megalixir(rare)
- Black dragon drops safety bit(common)
- Invincible guardian AI changed(czar dragon event)
- Czar dragon is finally a true boss Wink
- Storm dragon is powered up
- Dirt dragon is powered up
Items:
- Tack star costs 10000 gold
- X-potion costs 32767 gold
- X-ether costs 32767 gold
- Elixir costs 32767 gold
- Megalixir costs 32767 gold
- Titanium costs 32767 gold
- Moogle charm equippable for everyone
Shop:
- Jidoor(wor) item shop sells totally different stuff at 2x price
Colosseum:
- Brachosaur at colosseum gives megalixir instead of cat hood
Forms:
- Form 6 changed(leafer x6) 254 magic points
- Form 189(grenade) swapped with form 564(filled with invincible guardian) and gives 254 magic points
- Form 192(peepers x2) gives 254 magic points
- Form 193 changed(peepers x6) 254 magic points
- Form 194 gives 254 magic points
- Form 195(black drgn) gives 254 magic points
- Form 210(intangir) gives 254 magic points
- Form 561(czar dragon) edited for battle (last form)
- Form 563 filled for czar battle(czar revealed)
- Form 564 now has ex grenade form 189 inside
Packs:
- Pack 27 slot #4 swapped with form 564
- Pack 161 slot #4 changed into form 189(invincible guardian)
Text:
- Modified crusader's description text and created Tenkarider's signature
- Modified rare item "books" description text

WHAT/WHO'S POWERED UP/NERFED?

- Multi attack spammers are hindered by Czar script, check intro video;
- Inventory in-battle is very handy, you'll be able to fill it in no time;
- Terra: no change, but morph may have a key role in certain moments;
- Locke: Stealing Czar rare equip is actually a GREAT strategy!!! Big Grin ;
- Edgar: if you manage to make him deal 9999 even with crossbow... Smile ;
- Sabin: blitz random choice is nerfed, but heal with blitz is handy Haha ;
- Celes: runic is a cheap lifesaver, keep in mind Wink ;
- Gau: we may say he's nerfed, wind god is useless and charm nerfed Hmm ;
- Cyan: swordtch allows multi hit without relics, but nerfed psycho;
- Shadow: he's very reliable, but Interceptor may ruin your attempt surprised ;
- Setzer: slot is nerfed, joker doom blocked, but Gold rain damage is ensured by 65535 gold drops of my hack Tongue ;
- Strago: lore may cover any field in this battle, powerful;
- Relm: try to use sketch on Czar, you may be surprised. Blocked Control;
- Mog: Dance is a suicide, but scarf + controllable ally is a great combo;
- Umaro: Big Grin sorry, but i'm afraid it's impossible to use it properly, if you use it and manage to win... i may consider that like a bonus that may let you rise your position in the hall of fame... why not? Huh


I heard about setzer that may screw hp loop script with multi-hit fixed dice... i don't know if it works even on my script(created only by me, without consulting other scripts), if that or other problems will crush my hp loop script... please tell me surprised
PS. the challenge is won only if Czar dies with boss death animation.

THAT'S ALL, NOW GO TO CLAIM YOUR VICTORY!!!!
here's the script: get ready!!!

Whole system: 4200 bytes

Piece #1: Face (it could have been any other monster)
____________________________________________________________
Code:
bytes=14
FC 15 00 00    ; If VAR000 has all the following bit cleared: 0
FC 0C 01 01    ; If variable VAR001 is less than to 1
F2 00 BD 80    ; Call form. #189 (Guardian), gets max HP
FF             ; End first wave of attack
FF             ; End
He calls Guardian;

Piece #2: Guardian
Code:
bytes=88
FC 15 00 00    ; If VAR000 has all the following bit cleared: 0
FB 01 36       ; Target self becomes invincible
F3 30 00       ; Text: " You cannot win!!<D>"
F9 01 00 00    ; VAR000 set bit: 0
FE             ; End If and reset targeting
FF             ; End first wave of attack
FC 01 0F 0F    ; If monster has been attacked by cmd: Slot or Slot, will target attacker
F3 2E 00       ; Text: " No use!<D>"
EE             ; Battle
FE             ; End If and reset targeting
FC 01 01 01    ; If monster has been attacked by cmd: Item or Item, will target attacker
F3 2E 00       ; Text: " No use!<D>"
EE             ; Battle
FE             ; End If and reset targeting
FC 02 45 45    ; If monster has been attacked by spell: Crusader or Crusader, will target attacker
F3 02 00       ; Text: " open this shell.<D> "
FA 09 7F FB    ; Play sound: ???
FA 0B 00 00    ; Monsters palette flashes to yellow
F8 01 14       ; Set VAR001 to 20
F9 02 00 00    ; VAR000 clear bit: 0
F2 0D 35 82    ; Call form. #565 (CzarDragon, Red Dragon, Ice Dragon, Speck), gets max HP
FE             ; End If and reset targeting
FC 01 00 00    ; If monster has been attacked by cmd: Fight or Fight, will target attacker
FC 0D 01 02    ; If variable VAR001 is greater than or equal to 2
F8 01 00       ; Set VAR001 to 0
F3 2F 00       ; Text: " No use!<D>"
FE             ; End If and reset targeting
FC 01 00 00    ; If monster has been attacked by cmd: Fight or Fight, will target attacker
F8 01 81       ; 1 added to VAR001
F3 2E 00       ; Text: " No use!<D>"
EE             ; Battle
FF             ; End
Cast Crusader and the fight will start... prepare yourself.

Piece #3 Czar Dragon
[code]
bytes=3070
FC 15 00 00    ; If VAR000 has all the following bit cleared: 0
F3 4C 00       ; Text: " or_<D> I am Czar_<D>
Prepare yourselves!<D>"
F8 01 14       ; Set VAR001 to 20
F8 02 01       ; Set VAR002 to 1
F8 03 00       ; Set VAR003 to 0
F3 07 00       ; Text: " Act I - Genesis<D>"
E1             ; Phantasm
DE             ; Goner
F9 01 00 00    ; VAR000 set bit: 0
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 10    ; If variable VAR001 is greater than or equal to 16
FC 0D 02 02    ; If variable VAR002 is greater than or equal to 2
FA 09 FF 27    ; Play sound: loud sound
FA 0B 00 00    ; Monsters palette flashes to yellow
F1 43          ; Targeting: allies
A0             ; Quasar
F8 02 01       ; Set VAR002 to 1
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 11    ; If variable VAR001 is greater than or equal to 17
FC 0C 01 12    ; If variable VAR001 is less than to 18
FC 15 00 02    ; If VAR000 has all the following bit cleared: 2
FC 0C 03 01    ; If variable VAR003 is less than to 1
FA 09 FF D6    ; Play sound: ???
FB 0F 12       ; ???
FA 09 FF E9    ; Play sound: ???
F2 00 35 82    ; Call form. #565 (CzarDragon, Red Dragon, Ice Dragon, Speck), gets max HP
F5 0B 00 02    ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal
F5 09 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom
F3 0F 00       ; Text: " Act II - Inertia<D>"
F1 43          ; Targeting: allies
49             ; Carbunkl
F9 01 00 02    ; VAR000 set bit: 2
F8 03 81       ; 1 added to VAR003
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 0B    ; If variable VAR001 is greater than or equal to 11
FC 0D 02 02    ; If variable VAR002 is greater than or equal to 2
FA 09 FF BD    ; Play sound: ???
FA 0B 00 00    ; Monsters palette flashes to yellow
F1 43          ; Targeting: allies
13             ; <MB>Meteor
F8 02 01       ; Set VAR002 to 1
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 0E    ; If variable VAR001 is greater than or equal to 14
FC 0C 01 0F    ; If variable VAR001 is less than to 15
FC 15 00 03    ; If VAR000 has all the following bit cleared: 3
FC 0C 03 02    ; If variable VAR003 is less than to 2
FC 10 00 00    ; If only one type of monster is alive
FA 09 FF 5F    ; Play sound: (CleanSweep)
FB 0F 23       ; ???
FA 09 FF E9    ; Play sound: ???
F2 00 36 82    ; Call form. #566 (CzarDragon, Blue Drgn, Gold Drgn, Speck), gets max HP
F5 0B 00 02    ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal
F5 09 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom
F3 10 00       ; Text: " Act III - Penance<D>"
F9 01 00 03    ; VAR000 set bit: 3
F8 03 81       ; 1 added to VAR003
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 0E    ; If variable VAR001 is greater than or equal to 14
FC 0C 01 0F    ; If variable VAR001 is less than to 15
FC 15 00 03    ; If VAR000 has all the following bit cleared: 3
FC 0C 03 02    ; If variable VAR003 is less than to 2
F1 37          ; Targeting: all monsters except self
CB             ; Sneeze
FA 09 FF 5F    ; Play sound: (CleanSweep)
FB 0F 23       ; ???
FA 09 FF E9    ; Play sound: ???
F2 00 36 82    ; Call form. #566 (CzarDragon, Blue Drgn, Gold Drgn, Speck), gets max HP
F5 0B 00 02    ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal
F5 09 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom
F3 10 00       ; Text: " Act III - Penance<D>"
F9 01 00 03    ; VAR000 set bit: 3
F8 03 81       ; 1 added to VAR003
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 0C    ; If variable VAR001 is greater than or equal to 12
FC 0C 01 0D    ; If variable VAR001 is less than to 13
FC 15 00 04    ; If VAR000 has all the following bit cleared: 4
FC 0C 03 03    ; If variable VAR003 is less than to 3
FC 10 00 00    ; If only one type of monster is alive
FA 09 FF 67    ; Play sound: ???
FB 0F 1C       ; ???
FA 09 FF E9    ; Play sound: ???
F2 00 37 82    ; Call form. #567 (CzarDragon, White Drgn, Skull Drgn, Speck), gets max HP
F5 0B 00 02    ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal
F5 09 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom
F3 14 00       ; Text: " Act IV - Nihilism"
F9 01 00 04    ; VAR000 set bit: 4
F8 03 81       ; 1 added to VAR003
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 0C    ; If variable VAR001 is greater than or equal to 12
FC 0C 01 0D    ; If variable VAR001 is less than to 13
FC 15 00 04    ; If VAR000 has all the following bit cleared: 4
FC 0C 03 03    ; If variable VAR003 is less than to 3
F1 37          ; Targeting: all monsters except self
CB             ; Sneeze
FA 09 FF 67    ; Play sound: ???
FB 0F 1C       ; ???
FA 09 FF E9    ; Play sound: ???
F2 00 37 82    ; Call form. #567 (CzarDragon, White Drgn, Skull Drgn, Speck), gets max HP
F5 0B 00 02    ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal
F5 09 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom
F3 14 00       ; Text: " Act IV - Nihilism"
F9 01 00 04    ; VAR000 set bit: 4
F8 03 81       ; 1 added to VAR003
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 0A    ; If variable VAR001 is greater than or equal to 10
FC 0C 01 0B    ; If variable VAR001 is less than to 11
FC 15 00 07    ; If VAR000 has all the following bit cleared: 7
FC 0C 03 04    ; If variable VAR003 is less than to 4
FC 10 00 00    ; If only one type of monster is alive
FA 09 FF C9    ; Play sound: ???
FB 0F 33       ; ???
FA 09 FF 12    ; Play sound: land breaking apart when the world ends (Alexandr)
F1 43          ; Targeting: allies
E0             ; Revenger
F1 44          ; Targeting: random ally
35             ; <MW>Life 3
F1 43          ; Targeting: allies
A4             ; SoulCrush
FB 05 36       ; Target self loses invincibility
F2 00 D7 81    ; Call form. #471 (Face), gets max HP
F5 00 03 01    ; Monsters #1 are hidden and their HP restored, suddently
FE             ; End If and reset targeting
FC 0D 01 0A    ; If variable VAR001 is greater than or equal to 10
FC 0C 01 0B    ; If variable VAR001 is less than to 11
FC 15 00 07    ; If VAR000 has all the following bit cleared: 7
FC 0C 03 04    ; If variable VAR003 is less than to 4
F1 37          ; Targeting: all monsters except self
CB             ; Sneeze
FA 09 FF C9    ; Play sound: ???
FB 0F 33       ; ???
FA 09 FF 12    ; Play sound: land breaking apart when the world ends (Alexandr)
F1 43          ; Targeting: allies
E0             ; Revenger
F1 44          ; Targeting: random ally
35             ; <MW>Life 3
F1 43          ; Targeting: allies
A4             ; SoulCrush
FB 05 36       ; Target self loses invincibility
F2 00 D7 81    ; Call form. #471 (Face), gets max HP
F5 00 03 01    ; Monsters #1 are hidden and their HP restored, suddently
FE             ; End If and reset targeting
FC 0D 01 06    ; If variable VAR001 is greater than or equal to 6
FC 0D 02 02    ; If variable VAR002 is greater than or equal to 2
FA 09 FF 14    ; Play sound: (Phoenix)
FA 0B 00 00    ; Monsters palette flashes to yellow
F1 43          ; Targeting: allies
A1             ; GrandTrain
F8 02 01       ; Set VAR002 to 1
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 09    ; If variable VAR001 is greater than or equal to 9
FC 0C 01 0A    ; If variable VAR001 is less than to 10
FC 15 00 04    ; If VAR000 has all the following bit cleared: 4
FA 09 FF E9    ; Play sound: ???
F5 0B 00 02    ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal
F5 09 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom
E1             ; Phantasm
F1 31          ; Targeting: monster #2 (random ally if N/A)
1F             ; <MG>Haste
F1 32          ; Targeting: monster #3 (random ally if N/A)
1F             ; <MG>Haste
F1 38          ; Targeting: all monsters
91             ; Big Guard
49             ; Carbunkl
47             ; Kirin
F1 43          ; Targeting: allies
94             ; L.5 Doom
F9 01 00 04    ; VAR000 set bit: 4
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 08    ; If variable VAR001 is greater than or equal to 8
FC 0C 01 09    ; If variable VAR001 is less than to 9
FC 15 00 07    ; If VAR000 has all the following bit cleared: 7
FA 09 FF AE    ; Play sound: ???
FA 00 FF 00    ; Monsters palette flashes to red
FB 01 36       ; Target self becomes invincible
F9 01 00 07    ; VAR000 set bit: 7
FB 00 00       ; has battle timer set to 0
FE             ; End If and reset targeting
FC 0B F0 00    ; If timer has reached/passed 240 (locks timer)
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
DB             ; Discard
F3 12 00       ; Text: " I tire of this!<D> "
F5 00 04 01    ; Monsters #1 are hidden without affecting their HP, suddently
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
F5 00 02 01    ; Monsters #1 , if hidden, brought in without affecting their HP, suddently
28             ; <MG>Slow 2
5B             ;  
F5 00 04 01    ; Monsters #1 are hidden without affecting their HP, suddently
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
F5 00 02 01    ; Monsters #1 , if hidden, brought in without affecting their HP, suddently
FB 00 00       ; has battle timer set to 0
F9 02 00 02    ; VAR000 clear bit: 2
F9 02 00 03    ; VAR000 clear bit: 3
F9 02 00 04    ; VAR000 clear bit: 4
F9 02 00 05    ; VAR000 clear bit: 5
FE             ; End If and reset targeting
FC 0D 01 08    ; If variable VAR001 is greater than or equal to 8
FC 0C 01 09    ; If variable VAR001 is less than to 9
FC 15 00 05    ; If VAR000 has all the following bit cleared: 5
FC 0B D2 00    ; If timer has reached/passed 210 (locks timer)
FA 09 FF AE    ; Play sound: ???
FA 00 FF 00    ; Monsters palette flashes to red
FB 01 36       ; Target self becomes invincible
F9 01 00 05    ; VAR000 set bit: 5
FE             ; End If and reset targeting
FC 0D 01 08    ; If variable VAR001 is greater than or equal to 8
FC 0C 01 09    ; If variable VAR001 is less than to 9
FC 15 00 04    ; If VAR000 has all the following bit cleared: 4
FC 0B 96 00    ; If timer has reached/passed 150 (locks timer)
FA 09 FF AE    ; Play sound: ???
FA 00 FF 00    ; Monsters palette flashes to red
FB 05 36       ; Target self loses invincibility
F9 01 00 04    ; VAR000 set bit: 4
FE             ; End If and reset targeting
FC 0D 01 08    ; If variable VAR001 is greater than or equal to 8
FC 0C 01 09    ; If variable VAR001 is less than to 9
FC 15 00 03    ; If VAR000 has all the following bit cleared: 3
FC 0B 5A 00    ; If timer has reached/passed 90 (locks timer)
FA 09 FF AE    ; Play sound: ???
FA 00 FF 00    ; Monsters palette flashes to red
FB 01 36       ; Target self becomes invincible
F9 01 00 03    ; VAR000 set bit: 3
FE             ; End If and reset targeting
FC 0D 01 08    ; If variable VAR001 is greater than or equal to 8
FC 0C 01 09    ; If variable VAR001 is less than to 9
FC 15 00 02    ; If VAR000 has all the following bit cleared: 2
FC 0B 2D 00    ; If timer has reached/passed 45 (locks timer)
FA 09 FF AE    ; Play sound: ???
FA 00 FF 00    ; Monsters palette flashes to red
FB 05 36       ; Target self loses invincibility
F9 01 00 02    ; VAR000 set bit: 2
FE             ; End If and reset targeting
FC 0D 01 07    ; If variable VAR001 is greater than or equal to 7
FC 0C 01 08    ; If variable VAR001 is less than to 8
FC 15 00 02    ; If VAR000 has all the following bit cleared: 2
F1 44          ; Targeting: random ally
C8             ; Seize
F9 01 00 02    ; VAR000 set bit: 2
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 06    ; If variable VAR001 is greater than or equal to 6
FC 0C 01 07    ; If variable VAR001 is less than to 7
FC 15 00 02    ; If VAR000 has all the following bit cleared: 2
FA 09 FF 05    ; Play sound: 1st Ultima sound (Ultima)
FA 0B 00 00    ; Monsters palette flashes to yellow
F5 0E 00 C8    ; Monsters #4 , if hidden/dead, brought in with their HP restored, in light & flashes
FB 07 33       ; Target monster #4 (random ally if N/A) becomes untargetable
F3 22 00       ; Text: " He started to absorb magic!<D>"
F9 01 00 02    ; VAR000 set bit: 2
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 05    ; If variable VAR001 is greater than or equal to 5
FC 0C 01 06    ; If variable VAR001 is less than to 6
FC 15 00 07    ; If VAR000 has all the following bit cleared: 7
FC 0C 03 05    ; If variable VAR003 is less than to 5
FA 09 FF C9    ; Play sound: ???
FB 0F 34       ; ???
FA 09 FF A5    ; Play sound: ???
F1 43          ; Targeting: allies
E0             ; Revenger
F1 44          ; Targeting: random ally
35             ; <MW>Life 3
F1 43          ; Targeting: allies
A4             ; SoulCrush
FB 05 36       ; Target self loses invincibility
F2 0D 00 82    ; Call form. #512 (Magic), gets max HP
F5 00 03 01    ; Monsters #1 are hidden and their HP restored, suddently
FE             ; End If and reset targeting
FC 0D 01 05    ; If variable VAR001 is greater than or equal to 5
FC 0C 01 06    ; If variable VAR001 is less than to 6
FC 15 00 02    ; If VAR000 has all the following bit cleared: 2
FC 19 01 00    ; If monster is in slot: #1
FB 05 31       ; Target monster #2 (random ally if N/A) loses invincibility
FB 05 32       ; Target monster #3 (random ally if N/A) loses invincibility
F9 01 00 02    ; VAR000 set bit: 2
FE             ; End If and reset targeting
FC 0D 01 03    ; If variable VAR001 is greater than or equal to 3
FC 0C 01 04    ; If variable VAR001 is less than to 4
FC 15 00 02    ; If VAR000 has all the following bit cleared: 2
C0             ; Fallen One
F9 01 00 02    ; VAR000 set bit: 2
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 02    ; If variable VAR001 is greater than or equal to 2
FC 0D 02 02    ; If variable VAR002 is greater than or equal to 2
FA 09 FF B0    ; Play sound: ???
FA 0B 00 00    ; Monsters palette flashes to yellow
F1 43          ; Targeting: allies
DF             ; Meteo
F8 02 01       ; Set VAR002 to 1
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 04    ; If variable VAR001 is greater than or equal to 4
FC 0C 01 05    ; If variable VAR001 is less than to 5
FC 0C 02 01    ; If variable VAR002 is less than to 1
FC 15 00 02    ; If VAR000 has all the following bit cleared: 2
E1             ; Phantasm
F9 01 00 02    ; VAR000 set bit: 2
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 03    ; If variable VAR001 is greater than or equal to 3
FC 0C 01 04    ; If variable VAR001 is less than to 4
FC 14 00 06    ; If VAR000 has all the following bit set: 6
F5 00 04 01    ; Monsters #1 are hidden without affecting their HP, suddently
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
F5 00 02 01    ; Monsters #1 , if hidden, brought in without affecting their HP, suddently
F9 00 00 06    ; VAR000 toggle bit: 6
FE             ; End If and reset targeting
FC 0D 01 03    ; If variable VAR001 is greater than or equal to 3
FC 0C 01 04    ; If variable VAR001 is less than to 4
FC 15 00 03    ; If VAR000 has all the following bit cleared: 3
C8             ; Seize
F9 01 00 03    ; VAR000 set bit: 3
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 02    ; If variable VAR001 is greater than or equal to 2
FC 0C 01 03    ; If variable VAR001 is less than to 3
FC 15 00 03    ; If VAR000 has all the following bit cleared: 3
FC 15 00 02    ; If VAR000 has all the following bit cleared: 2
FA 09 FF E9    ; Play sound: ???
F5 00 03 02    ; Monsters #2 are hidden and their HP restored, suddently
F5 0B 00 02    ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal
F9 00 00 02    ; VAR000 toggle bit: 2
F9 01 00 03    ; VAR000 set bit: 3
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 02    ; If variable VAR001 is greater than or equal to 2
FC 0C 01 03    ; If variable VAR001 is less than to 3
FC 15 00 03    ; If VAR000 has all the following bit cleared: 3
FC 14 00 02    ; If VAR000 has all the following bit set: 2
FA 09 FF E9    ; Play sound: ???
F5 00 03 04    ; Monsters #3 are hidden and their HP restored, suddently
F5 09 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom
F9 00 00 02    ; VAR000 toggle bit: 2
F9 01 00 03    ; VAR000 set bit: 3
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
FC 0D 02 02    ; If variable VAR002 is greater than or equal to 2
FA 09 FF 25    ; Play sound: (Terrato)
FA 0B 00 00    ; Monsters palette flashes to yellow
F1 43          ; Targeting: allies
14             ; <MB>Ultima
F3 27 00       ; Text: " Act VII - Apocalypse<D>"
F9 02 00 06    ; VAR000 clear bit: 6
FA 09 FF E9    ; Play sound: ???
F5 00 03 02    ; Monsters #2 are hidden and their HP restored, suddently
F5 0B 00 02    ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal
F5 00 03 04    ; Monsters #3 are hidden and their HP restored, suddently
F5 09 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom
F1 31          ; Targeting: monster #2 (random ally if N/A)
1F             ; <MG>Haste
F1 32          ; Targeting: monster #3 (random ally if N/A)
1F             ; <MG>Haste
FA 09 FF AE    ; Play sound: ???
FA 00 FF 00    ; Monsters palette flashes to red
FB 01 31       ; Target monster #2 (random ally if N/A) becomes invincible
FB 01 32       ; Target monster #3 (random ally if N/A) becomes invincible
F4 03 03 03    ; Rand. cmd.: Morph or Morph or Morph
FA 03 01 00    ; Monsters #1 moves back 1 step quickly
FA 03 01 00    ; Monsters #1 moves back 1 step quickly
FA 03 01 00    ; Monsters #1 moves back 1 step quickly
FA 03 01 00    ; Monsters #1 moves back 1 step quickly
FA 03 01 00    ; Monsters #1 moves back 1 step quickly
FA 03 01 00    ; Monsters #1 moves back 1 step quickly
F8 02 01       ; Set VAR002 to 1
FB 05 36       ; Target self loses invincibility
FE             ; End If and reset targeting
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
FC 0C 01 02    ; If variable VAR001 is less than to 2
FC 06 36 FF    ; If target self has less or equal than 32640 HP
FC 15 00 06    ; If VAR000 has all the following bit cleared: 6
FA 09 FF 0C    ; Play sound: loud, whatever it is.
FA 0B 00 00    ; Monsters palette flashes to yellow
F5 0D 04 01    ; Monsters #1 are hidden without affecting their HP, with blinking
F5 0E 02 01    ; Monsters #1 , if hidden, brought in without affecting their HP, in light & flashes
F5 0D 04 06    ; Monsters #2, #3 are hidden without affecting their HP, with blinking
F5 0E 02 06    ; Monsters #2, #3 , if hidden, brought in without affecting their HP, in light & flashes
F9 01 00 06    ; VAR000 set bit: 6
FE             ; End If and reset targeting
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
FC 0C 01 02    ; If variable VAR001 is less than to 2
FC 06 36 80    ; If target self has less or equal than 16384 HP
FC 15 00 07    ; If VAR000 has all the following bit cleared: 7
FA 09 FF 05    ; Play sound: 1st Ultima sound (Ultima)
F5 0E 02 C8    ; Monsters #4 , if hidden, brought in without affecting their HP, in light & flashes
FB 07 33       ; Target monster #4 (random ally if N/A) becomes untargetable
F3 22 00       ; Text: " He started to absorb magic!<D>"
F9 01 00 07    ; VAR000 set bit: 7
FE             ; End If and reset targeting
FC 06 36 C0    ; If target self has less or equal than 24576 HP
FC 0D 02 01    ; If variable VAR002 is greater than or equal to 1
FC 0C 02 02    ; If variable VAR002 is less than to 2
FA 09 FF 00    ; Play sound: Lore magic cast sound
F8 02 00       ; Set VAR002 to 0
FE             ; End If and reset targeting
FC 08 02 05    ; If target Cyan (all allies if N/A) is affected by status Imp
FA 09 FF A5    ; Play sound: ???
F3 29 00       ; Text: " work with me, die!!<D> "
F1 43          ; Targeting: allies
28             ; <MG>Slow 2
5B             ;  
5B             ;  
FE             ; End If and reset targeting
FC 08 0C 05    ; If target Gogo (all allies if N/A) is affected by status Imp
FA 09 FF A5    ; Play sound: ???
F3 29 00       ; Text: " work with me, die!!<D> "
F1 43          ; Targeting: allies
28             ; <MG>Slow 2
5B             ;  
5B             ;  
FE             ; End If and reset targeting
FC 0D 01 14    ; If variable VAR001 is greater than or equal to 20
EE             ; Battle
F0 EE FE FE    ; Rand. spell: Battle or Nothing or Nothing
FE             ; End If and reset targeting
FC 0D 01 13    ; If variable VAR001 is greater than or equal to 19
EE             ; Battle
F0 EF EE EE    ; Rand. spell: Special or Battle or Battle
FE             ; End If and reset targeting
FC 0D 01 12    ; If variable VAR001 is greater than or equal to 18
EE             ; Battle
F0 EF EE EE    ; Rand. spell: Special or Battle or Battle
F0 B7 10 E3    ; Rand. spell: WaveCannon or <MB>Demi or Shock Wave
FE             ; End If and reset targeting
FC 0D 01 11    ; If variable VAR001 is greater than or equal to 17
EE             ; Battle
F0 EF E3 EE    ; Rand. spell: Special or Shock Wave or Battle
AB             ; Megazerk
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
D7             ; Shrapnel
FE             ; End If and reset targeting
FC 0D 01 10    ; If variable VAR001 is greater than or equal to 16
17             ; <MB>Merton
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EF 82 82    ; Rand. spell: Special or Megahit or Megahit
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
F0 EE EE 57    ; Rand. spell: Battle or Battle or  
F0 EF E3 EE    ; Rand. spell: Special or Shock Wave or Battle
FE             ; End If and reset targeting
FC 0D 01 0F    ; If variable VAR001 is greater than or equal to 15
F0 28 86 AB    ; Rand. spell: <MG>Slow 2 or Bio Blast or Megazerk
F0 EF E3 EE    ; Rand. spell: Special or Shock Wave or Battle
F0 EF E3 EE    ; Rand. spell: Special or Shock Wave or Battle
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 17 15 8D    ; Rand. spell: <MB>Merton or <MB>Quake or CleanSweep
D7             ; Shrapnel
82             ; Megahit
FE             ; End If and reset targeting
FC 0D 01 0E    ; If variable VAR001 is greater than or equal to 14
86             ; Bio Blast
88             ; Confuser
28             ; <MG>Slow 2
AB             ; Megazerk
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
E9             ; Scar Beam
65             ; Wind Slash
8D             ; CleanSweep
15             ; <MB>Quake
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
D7             ; Shrapnel
B7             ; WaveCannon
82             ; Megahit
5A             ;  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE EF 87    ; Rand. spell: Battle or Special or Heal Force
FE             ; End If and reset targeting
FC 0D 01 0D    ; If variable VAR001 is greater than or equal to 13
D2             ; Train
F0 EE EF 87    ; Rand. spell: Battle or Special or Heal Force
F0 E3 D7 57    ; Rand. spell: Shock Wave or Shrapnel or  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 28 8B 5A    ; Rand. spell: <MG>Slow 2 or Condemned or  
B2             ; Cyclonic
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 3A          ; Targeting: random monster (self if N/A)
87             ; Heal Force
F1 47          ; Targeting: use normal targeting
F0 87 87 57    ; Rand. spell: Heal Force or Heal Force or  
F0 87 57 57    ; Rand. spell: Heal Force or   or  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F5 00 04 01    ; Monsters #1 are hidden without affecting their HP, suddently
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
F5 00 02 01    ; Monsters #1 , if hidden, brought in without affecting their HP, suddently
58             ;  
F5 00 04 01    ; Monsters #1 are hidden without affecting their HP, suddently
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
F5 00 02 01    ; Monsters #1 , if hidden, brought in without affecting their HP, suddently
F1 3C          ; Targeting: random dead ally
A6             ; ChokeSmoke
A6             ; ChokeSmoke
A6             ; ChokeSmoke
FE             ; End If and reset targeting
FC 0D 01 0C    ; If variable VAR001 is greater than or equal to 12
4B             ; Sraphim
4F             ; Starlet
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
45             ; Crusader
F1 43          ; Targeting: allies
49             ; Carbunkl
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 45 4B 4F    ; Rand. spell: Crusader or Sraphim or Starlet
FE             ; End If and reset targeting
FC 0D 01 0B    ; If variable VAR001 is greater than or equal to 11
C4             ; Mind Blast
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 CF D2 28    ; Rand. spell: Cold Dust or Train or <MG>Slow 2
5A             ;  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 AB 88 86    ; Rand. spell: Megazerk or Confuser or Bio Blast
D6             ; Disaster
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
CF             ; Cold Dust
B1             ; Blaster
F1 3C          ; Targeting: random dead ally
A6             ; ChokeSmoke
A6             ; ChokeSmoke
A6             ; ChokeSmoke
FE             ; End If and reset targeting
FC 0B 50 00    ; If timer has reached/passed 80 (locks timer)
FC 0D 01 0A    ; If variable VAR001 is greater than or equal to 10
F0 EF 82 D7    ; Rand. spell: Special or Megahit or Shrapnel
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
1A             ; <MG>Rasp
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
45             ; Crusader
FE             ; End If and reset targeting
FC 0D 01 0A    ; If variable VAR001 is greater than or equal to 10
15             ; <MB>Quake
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
17             ; <MB>Merton
FE             ; End If and reset targeting
FC 0D 01 09    ; If variable VAR001 is greater than or equal to 9
F0 57 82 5A    ; Rand. spell:   or Megahit or  
F0 D7 E3 11    ; Rand. spell: Shrapnel or Shock Wave or <MB>Quartr
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 1A D2 CF    ; Rand. spell: <MG>Rasp or Train or Cold Dust
F0 B7 EF EE    ; Rand. spell: WaveCannon or Special or Battle
FE             ; End If and reset targeting
FC 0D 01 08    ; If variable VAR001 is greater than or equal to 8
F1 43          ; Targeting: allies
F0 EE EE 28    ; Rand. spell: Battle or Battle or <MG>Slow 2
F0 EE EE D2    ; Rand. spell: Battle or Battle or Train
EF             ; Special
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
B2             ; Cyclonic
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
C4             ; Mind Blast
F0 9B D6 D6    ; Rand. spell: Dischord or Disaster or Disaster
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
B1             ; Blaster
F1 3C          ; Targeting: random dead ally
A6             ; ChokeSmoke
A6             ; ChokeSmoke
A6             ; ChokeSmoke
FE             ; End If and reset targeting
FC 0D 01 07    ; If variable VAR001 is greater than or equal to 7
F1 37          ; Targeting: all monsters except self
87             ; Heal Force
87             ; Heal Force
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE EE 57    ; Rand. spell: Battle or Battle or  
F0 EE 57 57    ; Rand. spell: Battle or   or  
EF             ; Special
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
0F             ; <MB>Flare
F0 EE EE CF    ; Rand. spell: Battle or Battle or Cold Dust
F0 EE EE 8B    ; Rand. spell: Battle or Battle or Condemned
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F5 00 04 01    ; Monsters #1 are hidden without affecting their HP, suddently
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
F5 00 02 01    ; Monsters #1 , if hidden, brought in without affecting their HP, suddently
58             ;  
F5 00 04 01    ; Monsters #1 are hidden without affecting their HP, suddently
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
F5 00 02 01    ; Monsters #1 , if hidden, brought in without affecting their HP, suddently
F1 3C          ; Targeting: random dead ally
A6             ; ChokeSmoke
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE EE 9B    ; Rand. spell: Battle or Battle or Dischord
F0 EE EE EF    ; Rand. spell: Battle or Battle or Special
EF             ; Special
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
DF             ; Meteo
FE             ; End If and reset targeting
FC 0D 01 06    ; If variable VAR001 is greater than or equal to 6
59             ;  
F0 82 82 EE    ; Rand. spell: Megahit or Megahit or Battle
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 44          ; Targeting: random ally
F0 EE EE 59    ; Rand. spell: Battle or Battle or  
F0 57 57 59    ; Rand. spell:   or   or  
F0 EF EF 59    ; Rand. spell: Special or Special or  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
EE             ; Battle
F0 EE EE EF    ; Rand. spell: Battle or Battle or Special
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
A0             ; Quasar
F1 3C          ; Targeting: random dead ally
A6             ; ChokeSmoke
A6             ; ChokeSmoke
FE             ; End If and reset targeting
FC 0D 01 05    ; If variable VAR001 is greater than or equal to 5
9B             ; Dischord
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE EE EF    ; Rand. spell: Battle or Battle or Special
F0 EE EE 82    ; Rand. spell: Battle or Battle or Megahit
F0 EE EE 0F    ; Rand. spell: Battle or Battle or <MB>Flare
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 C4 D6 D6    ; Rand. spell: Mind Blast or Disaster or Disaster
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EF 5A C4    ; Rand. spell: Special or   or Mind Blast
FE             ; End If and reset targeting
FC 0D 01 04    ; If variable VAR001 is greater than or equal to 4
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
58             ;  
FA 07 01 00    ; Monsters #1 steps back 3 steps quickly
D6             ; Disaster
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 C4 D6 D6    ; Rand. spell: Mind Blast or Disaster or Disaster
F0 EE EE EF    ; Rand. spell: Battle or Battle or Special
EF             ; Special
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
5A             ;  
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
58             ;  
FA 07 01 00    ; Monsters #1 steps back 3 steps quickly
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
6D             ; Land Slide
C4             ; Mind Blast
F0 EE EE 59    ; Rand. spell: Battle or Battle or  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
DE             ; Goner
CF             ; Cold Dust
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
B1             ; Blaster
F0 59 EF D6    ; Rand. spell:   or Special or Disaster
FE             ; End If and reset targeting
FC 0D 01 03    ; If variable VAR001 is greater than or equal to 3
EE             ; Battle
EE             ; Battle
EE             ; Battle
F0 EE EE 5A    ; Rand. spell: Battle or Battle or  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 0F 0F DE    ; Rand. spell: <MB>Flare or <MB>Flare or Goner
F0 C4 CF CF    ; Rand. spell: Mind Blast or Cold Dust or Cold Dust
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
B1             ; Blaster
9B             ; Dischord
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 6D 6D 13    ; Rand. spell: Land Slide or Land Slide or <MB>Meteor
C4             ; Mind Blast
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
EE             ; Battle
EE             ; Battle
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
A0             ; Quasar
EF             ; Special
F0 EF EF D1    ; Rand. spell: Special or Special or HyperDrive
FE             ; End If and reset targeting
FC 0D 01 02    ; If variable VAR001 is greater than or equal to 2
EE             ; Battle
EE             ; Battle
EF             ; Special
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 6D 0F A1    ; Rand. spell: Land Slide or <MB>Flare or GrandTrain
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
9B             ; Dischord
59             ;  
CF             ; Cold Dust
CF             ; Cold Dust
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
B1             ; Blaster
F0 EF EF D1    ; Rand. spell: Special or Special or HyperDrive
F0 EF EF D1    ; Rand. spell: Special or Special or HyperDrive
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
DF             ; Meteo
F0 EE EE 0F    ; Rand. spell: Battle or Battle or <MB>Flare
F0 EE EE 6D    ; Rand. spell: Battle or Battle or Land Slide
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EF EF C0    ; Rand. spell: Special or Special or Fallen One
F9 02 00 03    ; VAR000 clear bit: 3
FE             ; End If and reset targeting
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
FC 06 36 80    ; If target self has less or equal than 16384 HP
F1 43          ; Targeting: allies
F0 EE EE 6D    ; Rand. spell: Battle or Battle or Land Slide
F0 EE 6D 6D    ; Rand. spell: Battle or Land Slide or Land Slide
6D             ; Land Slide
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
DE             ; Goner
DE             ; Goner
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
F0 EE EE EF    ; Rand. spell: Battle or Battle or Special
F0 EE EE EF    ; Rand. spell: Battle or Battle or Special
F0 EE EE EF    ; Rand. spell: Battle or Battle or Special
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
A0             ; Quasar
A0             ; Quasar
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
EE             ; Battle
EE             ; Battle
EE             ; Battle
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
13             ; <MB>Meteor
13             ; <MB>Meteor
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
DF             ; Meteo
DF             ; Meteo
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FE             ; End If and reset targeting
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
FC 06 36 FF    ; If target self has less or equal than 32640 HP
F1 43          ; Targeting: allies
9B             ; Dischord
F0 EE EE EF    ; Rand. spell: Battle or Battle or Special
F0 EE EE 0F    ; Rand. spell: Battle or Battle or <MB>Flare
F0 EE EE 6D    ; Rand. spell: Battle or Battle or Land Slide
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
A0             ; Quasar
F0 EE EE CF    ; Rand. spell: Battle or Battle or Cold Dust
F0 EE EE CF    ; Rand. spell: Battle or Battle or Cold Dust
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
F0 EE EE EF    ; Rand. spell: Battle or Battle or Special
F0 EE EE EF    ; Rand. spell: Battle or Battle or Special
F0 EE EE EF    ; Rand. spell: Battle or Battle or Special
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
B1             ; Blaster
13             ; <MB>Meteor
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
CF             ; Cold Dust
CF             ; Cold Dust
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
A1             ; GrandTrain
0F             ; <MB>Flare
0F             ; <MB>Flare
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
F0 B1 B1 C0    ; Rand. spell: Blaster or Blaster or Fallen One
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FE             ; End If and reset targeting
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
F1 43          ; Targeting: allies
EE             ; Battle
EE             ; Battle
D7             ; Shrapnel
D7             ; Shrapnel
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
B1             ; Blaster
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
F0 EE EE CF    ; Rand. spell: Battle or Battle or Cold Dust
F0 EE EE CF    ; Rand. spell: Battle or Battle or Cold Dust
EF             ; Special
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
DE             ; Goner
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
F0 EE EE 59    ; Rand. spell: Battle or Battle or  
F0 EE EE 59    ; Rand. spell: Battle or Battle or  
F0 EE EE 59    ; Rand. spell: Battle or Battle or  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43          ; Targeting: allies
5A             ;  
FE             ; End If and reset targeting
FF             ; End first wave of attack
FC 0C 01 01    ; If variable VAR001 is less than to 1
FC 15 00 07    ; If VAR000 has all the following bit cleared: 7
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F5 00 04 01    ; Monsters #1 are hidden without affecting their HP, suddently
F5 0E 02 01    ; Monsters #1 , if hidden, brought in without affecting their HP, in light & flashes
FA 09 FF 3F    ; Play sound: (Merton)
FA 00 FF 00    ; Monsters palette flashes to red
F1 43          ; Targeting: allies
DF             ; Meteo
13             ; <MB>Meteor
14             ; <MB>Ultima
FB 0F 35       ; ???
FA 0D 00 00    ; Background gets darker, sounds like boss dying
FB 0E 36       ; ???
F3 42 00       ; Text: " It's time to end this battle!<D> "
FB 05 31       ; Target monster #2 (random ally if N/A) loses invincibility
FB 05 32       ; Target monster #3 (random ally if N/A) loses invincibility
F2 00 35 82    ; Call form. #565 (CzarDragon, Red Dragon, Ice Dragon, Speck), gets max HP
F5 0B 00 02    ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal
F5 09 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom
F1 31          ; Targeting: monster #2 (random ally if N/A)
59             ;  
F5 0A 04 02    ; Monsters #2 are hidden without affecting their HP, in checkers (does not work on bigger graphics)
F1 32          ; Targeting: monster #3 (random ally if N/A)
59             ;  
F5 0A 04 04    ; Monsters #3 are hidden without affecting their HP, in checkers (does not work on bigger graphics)
FA 09 FF 27    ; Play sound: loud sound
FA 00 FF 00    ; Monsters palette flashes to red
F2 00 36 82    ; Call form. #566 (CzarDragon, Blue Drgn, Gold Drgn, Speck), gets max HP
F5 0B 00 02    ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal
F5 09 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom
F1 31          ; Targeting: monster #2 (random ally if N/A)
59             ;  
F5 0A 04 02    ; Monsters #2 are hidden without affecting their HP, in checkers (does not work on bigger graphics)
F1 32          ; Targeting: monster #3 (random ally if N/A)
59             ;  
F5 0A 04 04    ; Monsters #3 are hidden without affecting their HP, in checkers (does not work on bigger graphics)
FA 09 FF BD    ; Play sound: ???
FA 00 FF 00    ; Monsters palette flashes to red
F2 00 37 82    ; Call form. #567 (CzarDragon, White Drgn, Skull Drgn, Speck), gets max HP
FA 09 FF BB    ; Play sound: ???
F5 00 00 02    ; Monsters #2 , if hidden/dead, brought in with their HP restored, suddently
F5 09 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom
F1 31          ; Targeting: monster #2 (random ally if N/A)
59             ;  
FA 09 FF BB    ; Play sound: ???
F5 00 04 02    ; Monsters #2 are hidden without affecting their HP, suddently
F1 32          ; Targeting: monster #3 (random ally if N/A)
59             ;  
F5 0A 04 04    ; Monsters #3 are hidden without affecting their HP, in checkers (does not work on bigger graphics)
FA 09 FF 14    ; Play sound: (Phoenix)
FA 00 FF 00    ; Monsters palette flashes to red
F2 00 33 82    ; Call form. #563 (CzarDragon, Storm Drgn, Dirt Drgn, Speck), gets max HP
FA 09 FF BB    ; Play sound: ???
F5 00 00 02    ; Monsters #2 , if hidden/dead, brought in with their HP restored, suddently
F5 09 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom
F1 31          ; Targeting: monster #2 (random ally if N/A)
59             ;  
FA 09 FF BB    ; Play sound: ???
F5 00 04 02    ; Monsters #2 are hidden without affecting their HP, suddently
F1 32          ; Targeting: monster #3 (random ally if N/A)
59             ;  
F5 0A 04 04    ; Monsters #3 are hidden without affecting their HP, in checkers (does not work on bigger graphics)
FA 09 FF B0    ; Play sound: ???
FA 00 FF 00    ; Monsters palette flashes to red
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
FA 09 FF 3F    ; Play sound: (Merton)
FA 00 FF 00    ; Monsters palette flashes to red
FA 00 FF 00    ; Monsters palette flashes to red
F3 30 00       ; Text: " You cannot win!!<D>"
D9             ; LastBreath
FB 01 36       ; Target self becomes invincible
FB 07 36       ; Target self becomes untargetable
FA 09 FF E3    ; Play sound: ???
F2 00 30 82    ; Call form. #560 (??????), gets max HP
FA 09 FF 50    ; Play sound: 2nd Shock sound (Shock)
F9 01 00 07    ; VAR000 set bit: 7
FE             ; End If and reset targeting
FC 12 01 00    ; If following monster is/are dead: #1
F5 00 00 01    ; Monsters #1 , if hidden/dead, brought in with their HP restored, suddently
F9 01 00 01    ; VAR000 set bit: 1
FC 0C 02 01    ; If variable VAR002 is less than to 1
F8 01 C1       ; 1 subtracted from VAR001
F8 02 02       ; Set VAR002 to 2
DB             ; Discard
FB 00 00       ; has battle timer set to 0
F9 02 00 01    ; VAR000 clear bit: 1
F9 02 00 02    ; VAR000 clear bit: 2
F9 02 00 03    ; VAR000 clear bit: 3
F9 02 00 04    ; VAR000 clear bit: 4
F9 02 00 05    ; VAR000 clear bit: 5
F9 02 00 07    ; VAR000 clear bit: 7
F5 00 04 C8    ; Monsters #4 are hidden without affecting their HP, suddently
FB 01 36       ; Target self becomes invincible
FE             ; End If and reset targeting
FC 0D 02 01    ; If variable VAR002 is greater than or equal to 1
FC 14 00 01    ; If VAR000 has all the following bit set: 1
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FA 09 FF A5    ; Play sound: ???
F3 06 00       ; Text: " trategy!!!<D> "
F5 00 04 01    ; Monsters #1 are hidden without affecting their HP, suddently
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
F5 00 02 01    ; Monsters #1 , if hidden, brought in without affecting their HP, suddently
F1 43          ; Targeting: allies
28             ; <MG>Slow 2
5B             ;  
F5 00 04 01    ; Monsters #1 are hidden without affecting their HP, suddently
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
F5 00 02 01    ; Monsters #1 , if hidden, brought in without affecting their HP, suddently
F9 02 00 01    ; VAR000 clear bit: 1
FE             ; End If and reset targeting
FC 01 0D 0D    ; If monster has been attacked by cmd: Sketch or Sketch, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 07 36 C8    ; If target self has less or equal than 200 MP
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
59             ;  
FE             ; End If and reset targeting
FC 02 F0 F2    ; If monster has been attacked by spell: Riot Blade or Back Blade, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 02 F3 F4    ; If monster has been attacked by spell: ShadowFang or RoyalShock, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 02 F5 F6    ; If monster has been attacked by spell: TigerBreak or Spin Edge, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 02 F9 FA    ; If monster has been attacked by spell: Red Card or MoogleRush, will targe


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Tenkarider's project #2 is started: FF6 Curse of the Madsiur Joke (CotMJ)
http://www.ff6hacking.com/forums/showthr...p?tid=2755
What happens when Madsiur tweaks your account? This full game hack will show that!
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#2
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Part 2 of Ultimate Czar Dragon AI system:

2nd part of Czar Dragon battle script(standard counter attack)
Code:
FC 05 00 00    ; If monster has been attacked
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FC 0D 01 14    ; If variable VAR001 is greater than or equal to 20
F0 EE EE 57    ; Rand. spell: Battle or Battle or  
FE             ; End If and reset targeting
FC 0D 01 13    ; If variable VAR001 is greater than or equal to 19
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
E9             ; Scar Beam
F0 EE EE 57    ; Rand. spell: Battle or Battle or  
F5 00 04 01    ; Monsters #1 are hidden without affecting their HP, suddently
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
F5 00 02 01    ; Monsters #1 , if hidden, brought in without affecting their HP, suddently
5F             ; Suplex
F5 00 04 01    ; Monsters #1 are hidden without affecting their HP, suddently
FA 07 01 00    ; Monsters #1 steps back 3 steps quickly
F5 00 02 01    ; Monsters #1 , if hidden, brought in without affecting their HP, suddently
FE             ; End If and reset targeting
FC 0D 01 12    ; If variable VAR001 is greater than or equal to 18
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
F0 EE EE 57    ; Rand. spell: Battle or Battle or  
F0 EE EE 57    ; Rand. spell: Battle or Battle or  
15             ; <MB>Quake
86             ; Bio Blast
FE             ; End If and reset targeting
FC 0D 01 11    ; If variable VAR001 is greater than or equal to 17
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
8D             ; CleanSweep
F0 EE D7 57    ; Rand. spell: Battle or Shrapnel or  
82             ; Megahit
88             ; Confuser
FE             ; End If and reset targeting
FC 0D 01 10    ; If variable VAR001 is greater than or equal to 16
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
17             ; <MB>Merton
FE             ; End If and reset targeting
FC 0D 01 0F    ; If variable VAR001 is greater than or equal to 15
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F0 EE 57 57    ; Rand. spell: Battle or   or  
D7             ; Shrapnel
F1 43          ; Targeting: allies
D7             ; Shrapnel
FE             ; End If and reset targeting
FC 0D 01 0E    ; If variable VAR001 is greater than or equal to 14
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 3A          ; Targeting: random monster (self if N/A)
87             ; Heal Force
F1 43          ; Targeting: allies
F0 EE EE 82    ; Rand. spell: Battle or Battle or Megahit
FE             ; End If and reset targeting
FC 0D 01 0D    ; If variable VAR001 is greater than or equal to 13
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
F0 28 28 CF    ; Rand. spell: <MG>Slow 2 or <MG>Slow 2 or Cold Dust
FE             ; End If and reset targeting
FC 0D 01 0C    ; If variable VAR001 is greater than or equal to 12
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 47          ; Targeting: use normal targeting
F0 4F 4F 4B    ; Rand. spell: Starlet or Starlet or Sraphim
FE             ; End If and reset targeting
FC 0D 01 0B    ; If variable VAR001 is greater than or equal to 11
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
8B             ; Condemned
FE             ; End If and reset targeting
FC 0D 01 0A    ; If variable VAR001 is greater than or equal to 10
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
EE             ; Battle
8D             ; CleanSweep
EE             ; Battle
FE             ; End If and reset targeting
FC 0D 01 09    ; If variable VAR001 is greater than or equal to 9
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 3A          ; Targeting: random monster (self if N/A)
87             ; Heal Force
F1 43          ; Targeting: allies
82             ; Megahit
FE             ; End If and reset targeting
FC 0D 01 08    ; If variable VAR001 is greater than or equal to 8
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
CF             ; Cold Dust
FE             ; End If and reset targeting
FC 0D 01 07    ; If variable VAR001 is greater than or equal to 7
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
57             ;  
FE             ; End If and reset targeting
FC 0D 01 06    ; If variable VAR001 is greater than or equal to 6
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
F0 82 82 CF    ; Rand. spell: Megahit or Megahit or Cold Dust
FE             ; End If and reset targeting
FC 0D 01 05    ; If variable VAR001 is greater than or equal to 5
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
F0 82 82 0F    ; Rand. spell: Megahit or Megahit or <MB>Flare
FE             ; End If and reset targeting
FC 0D 01 04    ; If variable VAR001 is greater than or equal to 4
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F5 00 04 01    ; Monsters #1 are hidden without affecting their HP, suddently
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
F5 00 02 01    ; Monsters #1 , if hidden, brought in without affecting their HP, suddently
F9 00 00 06    ; VAR000 toggle bit: 6
F1 43          ; Targeting: allies
F0 EE EE 9B    ; Rand. spell: Battle or Battle or Dischord
F0 0F EF EE    ; Rand. spell: <MB>Flare or Special or Battle
FE             ; End If and reset targeting
FC 0D 01 03    ; If variable VAR001 is greater than or equal to 3
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
F0 59 EF DE    ; Rand. spell:   or Special or Goner
FE             ; End If and reset targeting
FC 0D 01 02    ; If variable VAR001 is greater than or equal to 2
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
F0 D1 D1 13    ; Rand. spell: HyperDrive or HyperDrive or <MB>Meteor
FE             ; End If and reset targeting
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
FC 06 36 80    ; If target self has less or equal than 16384 HP
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 44          ; Targeting: random ally
E0             ; Revenger
F1 43          ; Targeting: allies
DE             ; Goner
F0 EF EF D1    ; Rand. spell: Special or Special or HyperDrive
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FE             ; End If and reset targeting
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
FC 06 36 FF    ; If target self has less or equal than 32640 HP
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 44          ; Targeting: random ally
E0             ; Revenger
F1 43          ; Targeting: allies
F0 DE EF 0F    ; Rand. spell: Goner or Special or <MB>Flare
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FA 08 01 00    ; Monsters #1 steps forward 3 steps quickly
FE             ; End If and reset targeting
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
D1             ; HyperDrive
FE             ; End If and reset targeting
FF             ; End
Everything revolves around this code...

Piece #4 Magic
Code:
bytes=36
F9 01 00 00    ; VAR000 set bit: 0
F9 01 00 07    ; VAR000 set bit: 7
F8 01 0A       ; Set VAR001 to 10
F8 02 02       ; Set VAR002 to 2
F8 03 04       ; Set VAR003 to 4
F2 00 33 82    ; Call form. #563 (CzarDragon, Storm Drgn, Dirt Drgn, Speck), gets max HP
FB 0E 25       ; ???
FB 0F 07       ; ???
F3 20 00       ; Text: " playing around with you.<D> Act V - Decadence<D>"
F1 43          ; Targeting: allies
DC             ; Overcast
27             ; <MG>Haste2
FF             ; End first wave of attack
FF             ; End
Why it's necessary? i'll answer only if someone will ask it to me Wink
Piece #5 Sleep
Code:
bytes=63
FC 0D 03 0A    ; If variable VAR003 is greater than or equal to 10
F5 00 03 01    ; Monsters #1 are hidden and their HP restored, suddently
FE             ; End If and reset targeting
F9 01 00 00    ; VAR000 set bit: 0
F9 01 00 07    ; VAR000 set bit: 7
F8 01 05       ; Set VAR001 to 5
F8 02 02       ; Set VAR002 to 2
F8 03 05       ; Set VAR003 to 5
F2 00 33 82    ; Call form. #563 (CzarDragon, Storm Drgn, Dirt Drgn, Speck), gets max HP
FB 0E 50       ; ???
FB 0F 1F       ; ???
F3 25 00       ; Text: " Act VI - Attrition<D>"
F1 43          ; Targeting: allies
DC             ; Overcast
FA 09 FF E9    ; Play sound: ???
F5 0B 00 02    ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal
F5 09 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom
FB 01 31       ; Target monster #2 (random ally if N/A) becomes invincible
FB 01 32       ; Target monster #3 (random ally if N/A) becomes invincible
DA             ; Zinger
FF             ; End first wave of attack
FF             ; End
Why it's necessary? i'll answer only if someone will ask it to me Wink

Piece #6 ??????
Code:
bytes=103
FA 09 FF E3    ; Play sound: ???
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
FA 09 FF B2    ; Play sound: ???
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 02 39 82    ; Call form. #569 (Kaiser), gets max HP
FA 09 FF 3F    ; Play sound: (Merton)
FA 0B 00 00    ; Monsters palette flashes to yellow
F8 03 0A       ; Set VAR003 to 10
F3 2A 00       ; Text: " we must run away!!<D> "
FB 06 36       ; Target self becomes targetable
F2 00 01 82    ; Call form. #513 (Sleep), gets max HP
F5 00 03 01    ; Monsters #1 are hidden and their HP restored, suddently
FF             ; End first wave of attack
FF             ; End
The part in which Czar transforms and reveal his true nature

Piece #7 Kaiser
Code:
bytes=836
FC 0C 01 01    ; If variable VAR001 is less than to 1
FC 15 00 05    ; If VAR000 has all the following bit cleared: 5
FC 13 00 04    ; If 4 ally(ies) or more remain
FB 0E 1F       ; ???
FB 0F 21       ; ???
FB 01 36       ; Target self becomes invincible
F3 66 00       ; Text: " Mwa ha ha__<D>You can't run!<D>"
F3 2B 00       ; Text: " he hell!!<D> Final act - Extinction<D>"
F9 01 00 05    ; VAR000 set bit: 5
F8 01 05       ; Set VAR001 to 5
FE             ; End If and reset targeting
FC 0C 01 01    ; If variable VAR001 is less than to 1
FC 15 00 05    ; If VAR000 has all the following bit cleared: 5
FC 13 00 03    ; If 3 ally(ies) or more remain
FB 0E 1F       ; ???
FB 0F 21       ; ???
FB 01 36       ; Target self becomes invincible
F3 66 00       ; Text: " Mwa ha ha__<D>You can't run!<D>"
F3 2B 00       ; Text: " he hell!!<D> Final act - Extinction<D>"
F9 01 00 05    ; VAR000 set bit: 5
F8 01 04       ; Set VAR001 to 4
FE             ; End If and reset targeting
FC 0C 01 01    ; If variable VAR001 is less than to 1
FC 15 00 05    ; If VAR000 has all the following bit cleared: 5
FC 13 00 02    ; If 2 ally(ies) or more remain
FB 0E 1F       ; ???
FB 0F 21       ; ???
FB 01 36       ; Target self becomes invincible
F3 66 00       ; Text: " Mwa ha ha__<D>You can't run!<D>"
F3 2B 00       ; Text: " he hell!!<D> Final act - Extinction<D>"
F9 01 00 05    ; VAR000 set bit: 5
F8 01 03       ; Set VAR001 to 3
FE             ; End If and reset targeting
FC 0C 01 01    ; If variable VAR001 is less than to 1
FC 15 00 05    ; If VAR000 has all the following bit cleared: 5
FB 0E 1F       ; ???
FB 0F 21       ; ???
FB 01 36       ; Target self becomes invincible
F3 66 00       ; Text: " Mwa ha ha__<D>You can't run!<D>"
F3 2B 00       ; Text: " he hell!!<D> Final act - Extinction<D>"
F9 01 00 05    ; VAR000 set bit: 5
F8 01 02       ; Set VAR001 to 2
FE             ; End If and reset targeting
FC 08 02 05    ; If target Cyan (all allies if N/A) is affected by status Imp
FA 09 FF A5    ; Play sound: ???
F3 29 00       ; Text: " work with me, die!!<D> "
F1 43          ; Targeting: allies
28             ; <MG>Slow 2
5B             ;  
5B             ;  
FE             ; End If and reset targeting
FC 08 0C 05    ; If target Gogo (all allies if N/A) is affected by status Imp
FA 09 FF A5    ; Play sound: ???
F3 29 00       ; Text: " work with me, die!!<D> "
F1 43          ; Targeting: allies
28             ; <MG>Slow 2
5B             ;  
5B             ;  
FE             ; End If and reset targeting
FC 0D 01 05    ; If variable VAR001 is greater than or equal to 5
FC 14 00 05    ; If VAR000 has all the following bit set: 5
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
DE             ; Goner
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
28             ; <MG>Slow 2
CF             ; Cold Dust
CF             ; Cold Dust
CF             ; Cold Dust
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
A0             ; Quasar
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 0A 00       ; Text: " Come on.<D> What's the matter?<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
C4             ; Mind Blast
B1             ; Blaster
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
13             ; <MB>Meteor
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 21 00       ; Text: " Guwooo!!<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
9B             ; Dischord
9B             ; Dischord
57             ;  
57             ;  
57             ;  
57             ;  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
EE             ; Battle
A1             ; GrandTrain
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 21 00       ; Text: " Guwooo!!<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
D1             ; HyperDrive
D1             ; HyperDrive
D1             ; HyperDrive
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
DF             ; Meteo
DF             ; Meteo
E0             ; Revenger
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 21 00       ; Text: " Guwooo!!<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EF             ; Special
EF             ; Special
EF             ; Special
EF             ; Special
EF             ; Special
EF             ; Special
EF             ; Special
EF             ; Special
EF             ; Special
EF             ; Special
FB 07 36       ; Target self becomes untargetable
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
FB 0F 19       ; ???
FA 0D 00 00    ; Background gets darker, sounds like boss dying
F3 12 00       ; Text: " I tire of this!<D> "
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
14             ; <MB>Ultima
5B             ;  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 8C 00       ; Text: " The end comes_beyond chaos.<D>"
F5 0E 00 E0    ; Monsters #6 , if hidden/dead, brought in with their HP restored, in light & flashes
FB 07 35       ; Target monster #6 (random ally if N/A) becomes untargetable
14             ; <MB>Ultima
F3 08 00       ; Text: " W-what?!<D>"
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
F3 03 00       ; Text: " I_I'm invincible!!<D> "
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
F3 7A 00       ; Text: " This can't be__<D> "
FB 06 36       ; Target self becomes targetable
FB 05 36       ; Target self loses invincibility
FB 0B 07       ; Monster gains hidden status: Death
FE             ; End If and reset targeting
FC 0D 01 04    ; If variable VAR001 is greater than or equal to 4
FC 14 00 05    ; If VAR000 has all the following bit set: 5
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
DE             ; Goner
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
28             ; <MG>Slow 2
CF             ; Cold Dust
CF             ; Cold Dust
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
A0             ; Quasar
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 0A 00       ; Text: " Come on.<D> What's the matter?<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
C4             ; Mind Blast
B1             ; Blaster
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
13             ; <MB>Meteor
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 21 00       ; Text: " Guwooo!!<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
9B             ; Dischord
9B             ; Dischord
57             ;  
57             ;  
57             ;  
57             ;  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
EE             ; Battle
A1             ; GrandTrain
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 21 00       ; Text: " Guwooo!!<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
D1             ; HyperDrive
D1             ; HyperDrive
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
DF             ; Meteo
DF             ; Meteo
E0             ; Revenger
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 21 00       ; Text: " Guwooo!!<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EF             ; Special
EF             ; Special
EF             ; Special
EF             ; Special
EF             ; Special
EF             ; Special
EF             ; Special
EF             ; Special
FB 07 36       ; Target self becomes untargetable
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
FB 0F 19       ; ???
FA 0D 00 00    ; Background gets darker, sounds like boss dying
F3 12 00       ; Text: " I tire of this!<D> "
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
14             ; <MB>Ultima
5B             ;  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 8C 00       ; Text: " The end comes_beyond chaos.<D>"
F5 0E 00 E0    ; Monsters #6 , if hidden/dead, brought in with their HP restored, in light & flashes
FB 07 35       ; Target monster #6 (random ally if N/A) becomes untargetable
14             ; <MB>Ultima
F3 08 00       ; Text: " W-what?!<D>"
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
F3 03 00       ; Text: " I_I'm invincible!!<D> "
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
F3 7A 00       ; Text: " This can't be__<D> "
FB 06 36       ; Target self becomes targetable
FB 05 36       ; Target self loses invincibility
FB 0B 07       ; Monster gains hidden status: Death
FE             ; End If and reset targeting
FC 0D 01 03    ; If variable VAR001 is greater than or equal to 3
FC 14 00 05    ; If VAR000 has all the following bit set: 5
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
DE             ; Goner
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
28             ; <MG>Slow 2
CF             ; Cold Dust
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
A0             ; Quasar
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 0A 00       ; Text: " Come on.<D> What's the matter?<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
C4             ; Mind Blast
B1             ; Blaster
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
13             ; <MB>Meteor
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 21 00       ; Text: " Guwooo!!<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
9B             ; Dischord
9B             ; Dischord
57             ;  
57             ;  
57             ;  
57             ;  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
EE             ; Battle
A1             ; GrandTrain
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 21 00       ; Text: " Guwooo!!<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
D1             ; HyperDrive
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
DF             ; Meteo
DF             ; Meteo
E0             ; Revenger
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 21 00       ; Text: " Guwooo!!<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EF             ; Special
EF             ; Special
EF             ; Special
EF             ; Special
EF             ; Special
FB 07 36       ; Target self becomes untargetable
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
FB 0F 19       ; ???
FA 0D 00 00    ; Background gets darker, sounds like boss dying
F3 12 00       ; Text: " I tire of this!<D> "
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
14             ; <MB>Ultima
5B             ;  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 8C 00       ; Text: " The end comes_beyond chaos.<D>"
F5 0E 00 E0    ; Monsters #6 , if hidden/dead, brought in with their HP restored, in light & flashes
FB 07 35       ; Target monster #6 (random ally if N/A) becomes untargetable
14             ; <MB>Ultima
F3 08 00       ; Text: " W-what?!<D>"
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
F3 03 00       ; Text: " I_I'm invincible!!<D> "
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
F3 7A 00       ; Text: " This can't be__<D> "
FB 06 36       ; Target self becomes targetable
FB 05 36       ; Target self loses invincibility
FB 0B 07       ; Monster gains hidden status: Death
FE             ; End If and reset targeting
FC 14 00 05    ; If VAR000 has all the following bit set: 5
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
EE             ; Battle
DE             ; Goner
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
28             ; <MG>Slow 2
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
A0             ; Quasar
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 0A 00       ; Text: " Come on.<D> What's the matter?<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
C4             ; Mind Blast
B1             ; Blaster
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
13             ; <MB>Meteor
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 21 00       ; Text: " Guwooo!!<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
9B             ; Dischord
9B             ; Dischord
57             ;  
57             ;  
57             ;  
57             ;  
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
A1             ; GrandTrain
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 21 00       ; Text: " Guwooo!!<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
DF             ; Meteo
E0             ; Revenger
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 21 00       ; Text: " Guwooo!!<D>"
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EF             ; Special
EF             ; Special
EF             ; Special
FB 07 36       ; Target self becomes untargetable
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
FB 0F 19       ; ???
FA 0D 00 00    ; Background gets darker, sounds like boss dying
F3 12 00       ; Text: " I tire of this!<D> "
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
14             ; <MB>Ultima
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 8C 00       ; Text: " The end comes_beyond chaos.<D>"
F5 0E 00 E0    ; Monsters #6 , if hidden/dead, brought in with their HP restored, in light & flashes
FB 07 35       ; Target monster #6 (random ally if N/A) becomes untargetable
14             ; <MB>Ultima
F3 08 00       ; Text: " W-what?!<D>"
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
F3 03 00       ; Text: " I_I'm invincible!!<D> "
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
14             ; <MB>Ultima
F3 7A 00       ; Text: " This can't be__<D> "
FB 06 36       ; Target self becomes targetable
FB 05 36       ; Target self loses invincibility
FB 0B 07       ; Monster gains hidden status: Death
FE             ; End If and reset targeting
FF             ; End first wave of attack
FC 12 01 00    ; If following monster is/are dead: #1
F8 03 00       ; Set VAR003 to 0
F5 0C 01 FF    ; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FA 09 FF C9    ; Play sound: ???
FB 0F 33       ; ???
FE             ; End If and reset targeting
FC 01 0D 0D    ; If monster has been attacked by cmd: Sketch or Sketch, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 07 36 C8    ; If target self has less or equal than 200 MP
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
59             ;  
FE             ; End If and reset targeting
FC 02 F0 F2    ; If monster has been attacked by spell: Riot Blade or Back Blade, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 02 F3 F4    ; If monster has been attacked by spell: ShadowFang or RoyalShock, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 02 F5 F6    ; If monster has been attacked by spell: TigerBreak or Spin Edge, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 02 F9 FA    ; If monster has been attacked by spell: Red Card or MoogleRush, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 02 FB FB    ; If monster has been attacked by spell: X-Meteo or X-Meteo, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 02 CE CE    ; If monster has been attacked by spell: Charm or Charm, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
28             ; <MG>Slow 2
5B             ;  
5B             ;  
FE             ; End If and reset targeting
FC 02 14 14    ; If monster has been attacked by spell: <MB>Ultima or <MB>Ultima, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
14             ; <MB>Ultima
FE             ; End If and reset targeting
FC 01 16 16    ; If monster has been attacked by cmd: Jump or Jump, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
6D             ; Land Slide
FE             ; End If and reset targeting
FC 05 00 00    ; If monster has been attacked
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
14             ; <MB>Ultima
FE             ; End If and reset targeting
FF             ; End
Dark Kaiser last form.

Czar's allies:

Red dragon
Code:
bytes=99
FC 08 48 17    ; If target ally #1 is affected by status Reflect
F1 48          ; Targeting: ally #1
EF             ; Special
F3 76 00       ; Text: " Remove [Rflect]"
F0 CC 95 C6    ; Rand. spell: S. Cross or L.4 Flare or Flare Star
FE             ; End If and reset targeting
FC 08 49 17    ; If target ally #2 is affected by status Reflect
F1 49          ; Targeting: ally #2
EF             ; Special
F3 76 00       ; Text: " Remove [Rflect]"
F0 CC 95 C6    ; Rand. spell: S. Cross or L.4 Flare or Flare Star
FE             ; End If and reset targeting
FC 08 4A 17    ; If target ally #3 is affected by status Reflect
F1 4A          ; Targeting: ally #3
EF             ; Special
F3 76 00       ; Text: " Remove [Rflect]"
F0 CC 95 C6    ; Rand. spell: S. Cross or L.4 Flare or Flare Star
FE             ; End If and reset targeting
FC 08 4B 17    ; If target ally #4 is affected by status Reflect
F1 4B          ; Targeting: ally #4
EF             ; Special
F3 76 00       ; Text: " Remove [Rflect]"
F0 CC 95 C6    ; Rand. spell: S. Cross or L.4 Flare or Flare Star
FE             ; End If and reset targeting
FC 06 36 85    ; If target self has less or equal than 17024 HP
F1 47          ; Targeting: use normal targeting
F0 0F 09 0F    ; Rand. spell: <MB>Flare or <MB>Fire 3 or <MB>Flare
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 47          ; Targeting: use normal targeting
F0 0F 09 0F    ; Rand. spell: <MB>Flare or <MB>Fire 3 or <MB>Flare
FE             ; End If and reset targeting
F0 05 B3 05    ; Rand. spell: <MB>Fire 2 or Fire Ball or <MB>Fire 2
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 05 05 B3    ; Rand. spell: <MB>Fire 2 or <MB>Fire 2 or Fire Ball
FF             ; End first wave of attack
FC 05 00 00    ; If monster has been attacked
F1 43          ; Targeting: allies
F0 EE FE FE    ; Rand. spell: Battle or Nothing or Nothing
FF             ; End
Ice Dragon
Code:
bytes=36
F0 EE C5 C5    ; Rand. spell: Battle or N. Cross or N. Cross
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE BB BB    ; Rand. spell: Battle or Absolute 0 or Absolute 0
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE 74 BB    ; Rand. spell: Battle or Surge or Absolute 0
FE             ; End If and reset targeting
FF             ; End first wave of attack
FC 12 00 00    ; If following monster is/are dead:
F0 FE FE 74    ; Rand. spell: Nothing or Nothing or Surge
FE             ; End If and reset targeting
FC 05 00 00    ; If monster has been attacked
F1 43          ; Targeting: allies
F0 FE FE EE    ; Rand. spell: Nothing or Nothing or Battle
FF             ; End
Blue Dragon
Code:
bytes=130
FC 08 48 13    ; If target ally #1 is affected by status Haste
FC 09 36 13    ; If target self is not affected by status Haste
FC 09 36 16    ; If target self is not affected by status Safe
F1 36          ; Targeting: self
19             ; <MG>Slow
F1 48          ; Targeting: ally #1
9E             ; Rippler
8D             ; CleanSweep
FE             ; End If and reset targeting
FC 08 49 13    ; If target ally #2 is affected by status Haste
FC 09 36 13    ; If target self is not affected by status Haste
FC 09 36 16    ; If target self is not affected by status Safe
F1 36          ; Targeting: self
19             ; <MG>Slow
F1 49          ; Targeting: ally #2
9E             ; Rippler
8D             ; CleanSweep
FE             ; End If and reset targeting
FC 08 4A 13    ; If target ally #3 is affected by status Haste
FC 09 36 13    ; If target self is not affected by status Haste
FC 09 36 16    ; If target self is not affected by status Safe
F1 36          ; Targeting: self
19             ; <MG>Slow
F1 4A          ; Targeting: ally #3
9E             ; Rippler
8D             ; CleanSweep
FE             ; End If and reset targeting
FC 08 4B 13    ; If target ally #4 is affected by status Haste
FC 09 36 13    ; If target self is not affected by status Haste
FC 09 36 16    ; If target self is not affected by status Safe
F1 36          ; Targeting: self
19             ; <MG>Slow
F1 4B          ; Targeting: ally #4
9E             ; Rippler
8D             ; CleanSweep
FE             ; End If and reset targeting
FC 06 36 FF    ; If target self has less or equal than 32640 HP
F1 47          ; Targeting: use normal targeting
F0 EE 8E 8E    ; Rand. spell: Battle or Aqua Rake or Aqua Rake
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 47          ; Targeting: use normal targeting
F0 EE BE BE    ; Rand. spell: Battle or Flash Rain or Flash Rain
FE             ; End If and reset targeting
F0 EE A9 A9    ; Rand. spell: Battle or Acid Rain or Acid Rain
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE EE A9    ; Rand. spell: Battle or Battle or Acid Rain
FF             ; End first wave of attack
FC 01 02 02    ; If monster has been attacked by cmd: Magic or Magic, will target attacker
F1 43          ; Targeting: allies
F0 FE FE 8D    ; Rand. spell: Nothing or Nothing or CleanSweep
FE             ; End If and reset targeting
FC 05 00 00    ; If monster has been attacked
F1 43          ; Targeting: allies
F0 FE FE EE    ; Rand. spell: Nothing or Nothing or Battle
FF             ; End
Gold Dragon
Code:
bytes=57
F1 43          ; Targeting: allies
0B             ; <MB>Bolt 3
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 36          ; Targeting: self
F0 07 07 02    ; Rand. spell: <MB>Bolt 2 or <MB>Bolt 2 or <MB>Bolt
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 36          ; Targeting: self
F0 FE 07 02    ; Rand. spell: Nothing or <MB>Bolt 2 or <MB>Bolt
F1 47          ; Targeting: use normal targeting
F0 B9 02 07    ; Rand. spell: Giga Volt or <MB>Bolt or <MB>Bolt 2
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 B9 02 02    ; Rand. spell: Giga Volt or <MB>Bolt or <MB>Bolt
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 07 02 02    ; Rand. spell: <MB>Bolt 2 or <MB>Bolt or <MB>Bolt
FF             ; End first wave of attack
FC 01 00 00    ; If monster has been attacked by cmd: Fight or Fight, will target attacker
F1 43          ; Targeting: allies
EF             ; Special
FE             ; End If and reset targeting
FC 01 02 02    ; If monster has been attacked by cmd: Magic or Magic, will target attacker
F1 43          ; Targeting: allies
F0 B9 02 07    ; Rand. spell: Giga Volt or <MB>Bolt or <MB>Bolt 2
FF             ; End
White Dragon
Code:
bytes=25
F0 0E 0E FE    ; Rand. spell: <MB>Pearl or <MB>Pearl or Nothing
F0 0E 0E FE    ; Rand. spell: <MB>Pearl or <MB>Pearl or Nothing
F0 0E FE FE    ; Rand. spell: <MB>Pearl or Nothing or Nothing
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
FF             ; End first wave of attack
FC 05 00 00    ; If monster has been attacked
F1 43          ; Targeting: allies
F0 EE EE 2C    ; Rand. spell: Battle or Battle or <MG>Dispel
FF             ; End
Skull Dragon
Code:
bytes=60
F1 47          ; Targeting: use normal targeting
F0 EE 8B 6B    ; Rand. spell: Battle or Condemned or Elf Fire
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 47          ; Targeting: use normal targeting
F0 EE 8B 6C    ; Rand. spell: Battle or Condemned or Specter
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 47          ; Targeting: use normal targeting
F0 EE 8B 6B    ; Rand. spell: Battle or Condemned or Elf Fire
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 44          ; Targeting: random ally
D6             ; Disaster
FF             ; End first wave of attack
FC 12 00 00    ; If following monster is/are dead:
FC 1B 37 02    ; If monster is in formation #567
F5 0B 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, diagonal
F3 75 00       ; Text: " Skull Dragon lives on magic pwr!<D>"
FC 07 36 00    ; If target self has less or equal than 0 MP
F5 0B 01 04    ; Monsters #3 are killed, diagonal
FE             ; End If and reset targeting
FC 05 00 00    ; If monster has been attacked
F1 43          ; Targeting: allies
F0 FE EE FE    ; Rand. spell: Nothing or Battle or Nothing
FF             ; End
Storm Dragon
Code:
bytes=79
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
FC 0C 01 02    ; If variable VAR001 is less than to 2
FC 0C 02 02    ; If variable VAR002 is less than to 2
FC 15 00 02    ; If VAR000 has all the following bit cleared: 2
F3 72 00       ; Text: " Storm Drgn undergoing changes!<D>"
F4 03 03 03    ; Rand. cmd.: Morph or Morph or Morph
FA 03 02 00    ; Monsters #2 moves back 1 step quickly
FA 03 02 00    ; Monsters #2 moves back 1 step quickly
FA 03 02 00    ; Monsters #2 moves back 1 step quickly
F9 01 00 02    ; VAR000 set bit: 2
FE             ; End If and reset targeting
FC 06 36 78    ; If target self has less or equal than 15360 HP
F1 47          ; Targeting: use normal targeting
F0 EE EE 8F    ; Rand. spell: Battle or Battle or Aero
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 47          ; Targeting: use normal targeting
F0 EE EF B2    ; Rand. spell: Battle or Special or Cyclonic
FE             ; End If and reset targeting
F0 EE 65 67    ; Rand. spell: Battle or Wind Slash or Rage
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE 65 EE    ; Rand. spell: Battle or Wind Slash or Battle
FF             ; End first wave of attack
FC 05 00 00    ; If monster has been attacked
F1 43          ; Targeting: allies
F0 EE FE FE    ; Rand. spell: Battle or Nothing or Nothing
FF             ; End
Dirt Dragon
Code:
bytes=80
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
FC 0C 01 02    ; If variable VAR001 is less than to 2
FC 0C 02 02    ; If variable VAR002 is less than to 2
FC 15 00 03    ; If VAR000 has all the following bit cleared: 3
F3 74 00       ; Text: " Dirt Dragon got mad!<D>"
F4 03 03 03    ; Rand. cmd.: Morph or Morph or Morph
FA 03 04 00    ; Monsters #3 moves back 1 step quickly
FA 03 04 00    ; Monsters #3 moves back 1 step quickly
FA 03 04 00    ; Monsters #3 moves back 1 step quickly
F9 01 00 03    ; VAR000 set bit: 3
FE             ; End If and reset targeting
FC 08 44 1F    ; If target random ally is affected by status ???
F1 43          ; Targeting: allies
C3             ; 50 Gs
FE             ; End If and reset targeting
F0 EE 15 15    ; Rand. spell: Battle or <MB>Quake or <MB>Quake
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE BC ED    ; Rand. spell: Battle or Magnitude8 or Slide
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE BC 15    ; Rand. spell: Battle or Magnitude8 or <MB>Quake
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE EE ED    ; Rand. spell: Battle or Battle or Slide
FE             ; End If and reset targeting
FF             ; End first wave of attack
FC 05 00 00    ; If monster has been attacked
F1 43          ; Targeting: allies
F0 FE FE EF    ; Rand. spell: Nothing or Nothing or Special
FF             ; End
8 Dragons total code: 566 bytes
__________________________________
Total battle code: 4766 bytes
__________________________________

PS. Classic mode has a similar size, just a little smaller

End of the code


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#3
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in the case(almost sure Laugh) i forgot to write it before, your video attempt, before the fight, must show your party equips, relics, and status in order to judge if the attempt is valid(don't worry, the timer will start only in the moment in which the guardian will appear on the screen).


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DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
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#4
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probably i'm gonna post some screenshot of my hack, just to show you something more Wink


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#5
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Wow that's some crazy insane battle script. I'm intrigued to see it in action.
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If u check my 2 links that lead to my 2 videos about the boss, u can see a fraction of the fight(the easier part Laugh).
Anyway Lockirby2 already contacted me for attempt the challenge, so he may create a video of the full fight sooner or later Wink

But, if u are brave enough, you can try my hack. Objection!
Just to remember: even a failure battle is a good video that you may send as a reply to my challenge... actually it is a GREAT video Tongue
The more the failures, the more the popularity of my hack, the more the glory of the winner Laugh


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#7
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here's some screenshot about the hack:

[Image: Screenshots#9ewg4w1dc8747ou]



The site doesn't directly show my screenshots, sounds like it would collapse, if it shows them Laugh
So right click the rectangles and open images in another page...


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#8
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Umm.... The Images Are Broken.


Shine 
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#9
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As i said in the above post, right click the rectangles and open the images into another page, sounds like the site cannot handle all tha immages Finger


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DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
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#10
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(06-03-2014, 09:40 PM)tenkarider Wrote: As i said in the above post, right click the rectangles and open the images into another page, sounds like the site cannot handle all tha immages Finger

Since they all point out to the same folder in mediafire, why not just link the first image? It's faster scrolling the folder in mediafire than right-clicking on each of the 25 images you posted.

Not to mention that the limit is 10 images per post, I wonder now how you were able to post 25... There should have been a message saying you need to reduce the number of imagelinks.
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