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Giving Umaro's attacks to another character

#11
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Well, the conundrum continues. Here is the code at C1/BA5F. I tried changing the highlighted line, but it didn't seem to do anything. I'll keep digging when I have time. This would be a very, very good piece of info to have in our collective knowledge.

Quote:C1/BA5F: 2035BC   JSR $BC35 (from C1/B76F, X = 24)
C1/BA62: 2041B9   JSR $B941
C1/BA65: B01C     BCS $BA83
C1/BA67: 7B       TDC
C1/BA68: AA       TAX
C1/BA69: A8       TAY
C1/BA6A: BDC62E   LDA $2EC6,X
C1/BA6D: C90D     CMP #$0D
C1/BA6F: F00C     BEQ $BA7D
C1/BA71: C8       INY
C1/BA72: 8A       TXA
C1/BA73: 18       CLC
C1/BA74: 6920     ADC #$20
C1/BA76: AA       TAX
C1/BA77: E08000   CPX #$0080
C1/BA7A: D0EE     BNE $BA6A
C1/BA7C: 60       RTS
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#12
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I'm not sure if it's the start of a solution, but you could maybe change the #$36 or the value it reference in the $C2B4BE table? I'm not sure what this table value (#$0F18) does exactly but it points to something.. Looking at the animation script, there is nothing about character ID so the answer is probably in bank $C1..

Code:
C1/BA6A:    BDC62E      LDA $2EC6,X        ; actor ID
C1/BA6D:    C90D        CMP #$0D
C1/BA6F:    F00C        BEQ $BA7D        ; branch if Umaro

C1/BA7D:    98          TYA
C1/BA7E:    A00100      LDY #$0001
C1/BA81:    9178        STA ($78),Y
C1/BA83:    20F7BB      JSR $BBF7
C1/BA86:    9005        BCC $BA8D
C1/BA88:    A936        LDA #$36
C1/BA8A:    4CA4B8      JMP $B8A4
C1/BA8D:    60          RTS

C1/B8A4:    EEC062      INC $62C0        
C1/B8A7:    0A          ASL A            ; #$36 * 2
C1/B8A8:    AA          TAX             ; X = #$006C
C1/B8A9:    C220        REP #$20
C1/B8AB:    A00400      LDY #$0004
C1/B8AE:    B178        LDA ($78),Y
C1/B8B0:    48          PHA
C1/B8B1:    A00200      LDY #$0002
C1/B8B4:    B178        LDA ($78),Y
C1/B8B6:    C8          INY
C1/B8B7:    C8          INY
C1/B8B8:    9178        STA ($78),Y
C1/B8BA:    BFBEB4C2    LDA $C2B4BE,X    ; load $C2B52A (#$0F18)

Code:
C2/B4BE:    7A 0F
C2/B4C0:    C0 0F
C2/B4C2:    CE 0F
C2/B4C4:    DC 0F
C2/B4C6:    EA 0F
C2/B4C8:    F8 0F
C2/B4CA:    06 10
C2/B4CC:    1C 07
C2/B4CE:    30 10
C2/B4D0:    3E 10
C2/B4D2:    4C 10
C2/B4D4:    5A 10
C2/B4D6:    C8 14
C2/B4D8:    D6 14
C2/B4DA:    1C 15
C2/B4DC:    2A 15
C2/B4DE:    38 15
C2/B4E0:    F2 06
C2/B4E2:    0E 07
C2/B4E4:    E4 0D
C2/B4E6:    10 11
C2/B4E8:    1E 11
C2/B4EA:    2C 11
C2/B4EC:    3A 11
C2/B4EE:    48 11
C2/B4F0:    56 11
C2/B4F2:    64 11
C2/B4F4:    72 11
C2/B4F6:    80 11
C2/B4F8:    8E 11
C2/B4FA:    9C 11
C2/B4FC:    AA 11
C2/B4FE:    B8 11
C2/B500:    C6 11
C2/B502:    D4 11
C2/B504:    E2 11
C2/B506:    30 10
C2/B508:    68 10
C2/B50A:    76 10
C2/B50C:    84 10
C2/B50E:    B2 0F
C2/B510:    92 10
C2/B512:    00 0E
C2/B514:    A0 0F
C2/B516:    AE 10
C2/B518:    BC 10
C2/B51A:    CA 10
C2/B51C:    D8 10
C2/B51E:    E6 10
C2/B520:    F4 10
C2/B524:    02 11
C2/B526:    34 0F
C2/B528:    26 0F
C2/B52A:    18 0F
C2/B52C:    0A 0F
C2/B52E:    BA 14
C2/B530:    18 16
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#13
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(03-30-2017, 11:48 AM)Madsiur Wrote: I'm not sure if it's the start of a solution, but you could maybe change the #$36 or the value it reference in the $C2B4BE table? I'm not sure what this table value (#$0F18) does exactly but it points to something.
Looks to be a check for what to do when Battle Power exceeds 255
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#14
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(03-30-2017, 03:04 PM)PowerPanda Wrote: Looks to be a check for what to do when Battle Power exceeds 255

No it doesn't reference code in bank $C2. A bunch of this table values don't even land dead on a instruction so they are really something else related to the animation, more specifically in this case when Umaro is the character.
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