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Giving Umaro's attacks to another character
03-29-2017, 10:09 PM
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
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
03-30-2017, 03:04 PM
(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
03-30-2017, 03:14 PM
(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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