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Invoke Game Saving Screen Event Command
09-05-2020, 09:22 PM
Hi again everyone! Still chipping away at a few things here and ran into another speedbump.
I saw Event Command AB is "Invoke Game Loading Screen" (used at startup), and it got me wondering... what about a new command to save? If we did this, we could have NPCs save our game from a Yes/No dialogue box instead of standing on a shiny and opening the menu. I know how I'd be able to program the actual event, but I would need to program a new Event Command using one of the unused actions. That brought me to the C0 disassembly (my nemesis!). I was hoping I could take the code for command AB, copy it to free space, adjust it to "save" instead of "load", and point the new event command there. Simple, right? The problem here is that I don't know what this dang AB command does! My C0 disassembly (mostly) isn't commented. Can anyone help? Am I on the right track?
Any help would be greatly appreciated!
I saw Event Command AB is "Invoke Game Loading Screen" (used at startup), and it got me wondering... what about a new command to save? If we did this, we could have NPCs save our game from a Yes/No dialogue box instead of standing on a shiny and opening the menu. I know how I'd be able to program the actual event, but I would need to program a new Event Command using one of the unused actions. That brought me to the C0 disassembly (my nemesis!). I was hoping I could take the code for command AB, copy it to free space, adjust it to "save" instead of "load", and point the new event command there. Simple, right? The problem here is that I don't know what this dang AB command does! My C0 disassembly (mostly) isn't commented. Can anyone help? Am I on the right track?
Code:
Invoke game loading screen
(gen. act. AB)
C0/B91B: A902 LDA #$02
C0/B91D: 8D0002 STA $0200
C0/B920: 20CAC6 JSR $C6CA
C0/B923: AFF17F30 LDA $307FF1
C0/B927: 18 CLC
C0/B928: 690D ADC #$0D
C0/B92A: 8FF17F30 STA $307FF1
C0/B92E: 8D6D1F STA $1F6D
C0/B931: 8DA11F STA $1FA1
C0/B934: 8DA21F STA $1FA2
C0/B937: 8DA41F STA $1FA4
C0/B93A: 8DA31F STA $1FA3
C0/B93D: 8DA51F STA $1FA5
C0/B940: AD0502 LDA $0205
C0/B943: 2980 AND #$80
C0/B945: 851A STA $1A
C0/B947: ADDF1E LDA $1EDF
C0/B94A: 297F AND #$7F
C0/B94C: 051A ORA $1A
C0/B94E: 8DDF1E STA $1EDF
C0/B951: 6458 STZ $58
C0/B953: 20F36C JSR $6CF3
C0/B956: 208603 JSR $0386
C0/B959: A901 LDA #$01
C0/B95B: 4C5C9B JMP $9B5C
Any help would be greatly appreciated!
09-05-2020, 10:29 PM
Don't know how much I can help you here, but your C0 does seem to be out of date.
This is what I found in the same spot of mine. Hope it helps.
Code:
Invoke game loading screen
(gen. act. AB)
C0/B91B: A902 LDA #$02
C0/B91D: 8D0002 STA $0200
C0/B920: 20CAC6 JSR $C6CA (jump to C3/0000->C3/001B)
C0/B923: AFF17F30 LDA $307FF1
C0/B927: 18 CLC
C0/B928: 690D ADC #$0D
C0/B92A: 8FF17F30 STA $307FF1
C0/B92E: 8D6D1F STA $1F6D (RNG index)
C0/B931: 8DA11F STA $1FA1 (index when overworld encounter will occur)
C0/B934: 8DA21F STA $1FA2 (index when town/dungeon encounter will occur)
C0/B937: 8DA41F STA $1FA4 (overworld addition for encounter rate)
C0/B93A: 8DA31F STA $1FA3 (town/dungeon addition for encounter rate)
C0/B93D: 8DA51F STA $1FA5 (Veldt pack #, obviously $1FA1-$1FA5 will be the same at load up)
C0/B940: AD0502 LDA $0205
C0/B943: 2980 AND #$80
C0/B945: 851A STA $1A
C0/B947: ADDF1E LDA $1EDF
C0/B94A: 297F AND #$7F
C0/B94C: 051A ORA $1A
C0/B94E: 8DDF1E STA $1EDF
C0/B951: 6458 STZ $58
C0/B953: 20F36C JSR $6CF3 (calls equipment check function)
C0/B956: 208603 JSR $0386
C0/B959: A901 LDA #$01
C0/B95B: 4C5C9B JMP $9B5C
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