øA slickproductions.org /forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=1035 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index80bd.html slickproductions.org /forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index80bd.html.z x ×åg^ ÿÿÿÿ ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ 0P. ª# OK text/html ISO-8859-1 gzip @øÕ ª# ÿÿÿÿÿÿÿÿ Tue, 10 Mar 2020 19:25:34 GMT 0ó° °® 0® P® €§² ð® Öåg^ ÿÿÿÿÿÿÿÿ¥+ ª#
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$03/DB5F A2 00 00 LDX #$0000 ;Load Character slot 1
$03/DB62 BD 03 20 LDA $2003,x[$7E:2003] ;Check status byte 1
$03/DB65 10 0F BPL $0F [$DB76] ;If not dead, skip ahead
$03/DB67 29 7F AND #$7F
$03/DB69 9D 03 20 STA $2003,x[$7E:2003] ;Remove Dead status
$03/DB6C BD 07 20 LDA $2007,x[$7E:2007]
$03/DB6F 18 CLC
$03/DB70 7D 02 20 ADC $2002,x[$7E:2002]
$03/DB73 9D 07 20 STA $2007,x[$7E:2007] ;Add amount of current level to current HP
$03/DB76 C2 20 REP #$20
$03/DB78 8A TXA
$03/DB79 18 CLC
$03/DB7A 69 80 00 ADC #$0080
$03/DB7D AA TAX
$03/DB7E E2 20 SEP #$20
$03/DB80 E0 80 02 CPX #$0280
$03/DB83 D0 DD BNE $DD [$DB62] ;Perform the previous steps on the remaining four Character slots
$03/DB85 A9 40 LDA #$40
$03/DB87 8D EB 29 STA $29EB [$7E:29EB] ;This loads 40 into that mysterious "bitmask of status ailments set to expire"
$03/DB8A 8D ED 29 STA $29ED [$7E:29ED] ;portion of RAM. I don't know exactly what other purposes this area has, but I
$03/DB8D 8D EF 29 STA $29EF [$7E:29EF] ;do know that live characters have a 40 in their respective slots here, and
$03/DB90 8D F1 29 STA $29F1 [$7E:29F1] ;dead ones have a 00. Interestingly enough, without adding 40 here, the
$03/DB93 8D F3 29 STA $29F3 [$7E:29F3] ;character will come back to life, but will take no turns in battle.
$03/DB96 4C 88 D3 JMP $D388 [$03:D388] ;Jump to damage determination routine (for target monster(s)).A2 00 00 LDX #$0000
BD 03 20 LDA $2003,X
10 0F BPL $0F
29 7F AND #$7F
9D 03 20 STA $2003,X
BD 07 20 LDA $2007,X
18 CLC
7D 02 20 ADC $2002,X
9D 07 20 STA $2007,X
C2 20 REP #$20
8A TXA
18 CLC
69 80 00 ADC #$0080
AA TAX
E2 20 sEP #$20
E0 80 02 CPX #$0280
D0 DD BNE $DD
A9 40 LDA #$40
8D EB 29 STA $29EB
8D ED 29 STA $29ED
8D EF 29 STA $29EF
8D F1 29 STA $29F1
8D F3 29 STA $29F3
4C 88 D3 JMP $D388


$03/FEF0 C2 20 REP #$20
$03/FEF2 A6 A6 LDX $A6 [$00:06A6] ;Load active character's slot into x
$03/FEF4 E2 20 SEP #$20
$03/FEF6 AD 51 27 LDA $2751 [$00:2751] ;Load target's last action used into A
$03/FEF9 C9 0F CMP #$0F ;Is it Gird?
$03/FEFB F0 71 BEQ $71 [$FF6E] ;If so, jump to the end (fail mime)
$03/FEFD C9 13 CMP #$13 ;Is it Cover?
$03/FEFF F0 6D BEQ $6D [$FF6E] ;If so, jump to the end (fail mime)
$03/FF01 C9 09 CMP #$09 ;Is it Hide?
$03/FF03 F0 69 BEQ $69 [$FF6E] ;If so, jump to the end (fail mime)
$03/FF05 C9 15 CMP #$15 ;Is it Mime?
$03/FF07 F0 65 BEQ $65 [$FF6E] ;If so, jump to the end (fail mime)
$03/FF09 C9 22 CMP #$22 ;Is it Regen-in-progress?
$03/FF0B D0 04 BNE $04 [$FF11] ;If not, skip to next check
$03/FF0D A9 19 LDA #$19 ;If so, change to Regen
$03/FF0F 80 1E BRA $1E [$FF2F] ;Then jump past this round of checks
$03/FF11 C9 20 CMP #$20 ;Is it Twincast?
$03/FF13 D0 04 BNE $04 [$FF19] ;If not, skip to next check
$03/FF15 A9 02 LDA #$02 ;If so, change to Spellcast
$03/FF17 80 16 BRA $16 [$FF2F] ;Then jump past this round of checks
$03/FF19 C9 1E CMP #$1E ;Is it Jump's return?
$03/FF1B D0 04 BNE $04 [$FF21] ;If not, skip to next check
$03/FF1D A9 06 LDA #$06 ;If so, change to Jump
$03/FF1F 80 0E BRA $0E [$FF2F] ;Then skip past this round of checks
$03/FF21 C9 1F CMP #$1F ;Is it Charge's return?
$03/FF23 D0 04 BNE $04 [$FF29] ;If not, skip to next check
$03/FF25 A9 0D LDA #$0D ;If so, change to Charge
$03/FF27 80 06 BRA $06 [$FF2F] ;Then skip past this round of checks
$03/FF29 C9 1C CMP #$1C ;Compare to Show
$03/FF2B 90 02 BCC $02 [$FF2F] ;If an earlier command, then continue
$03/FF2D 80 3F BRA $3F [$FF6E] ;If Show or later, jump to the end (fail mime)
$03/FF2F 9D 51 20 STA $2051,x[$00:2051] ;Store A in active character's next action
$03/FF32 AD 52 27 LDA $2752 [$00:2752] ;Load target's last spell used into A
$03/FF35 C9 4D CMP #$4D ;Compare to (uncastable) Imp
$03/FF37 90 17 BCC $17 [$FF50] ;If an earlier spell, skip past this round of checks
$03/FF39 C9 5A CMP #$5A ;Comepare to (uncastable) Asura #1
$03/FF3B B0 05 BCS $05 [$FF42] ;If yes or higher, skip ahead
$03/FF3D 18 CLC
$03/FF3E E9 1B SBC #$1B
$03/FF40 80 0E BRA $0E [$FF50] ;If (uncastable) Imp through (uncastable) Leviatan, then switch to the castable version and skip past the rest of these checks
$03/FF42 C9 5D CMP #$5D ;Compare to (uncastable) Bahamut
$03/FF44 B0 04 BCS $04 [$FF4A] ;If yes or higher, skip ahead
$03/FF46 A9 3E LDA #$3E ;If (uncastable) Asura #1, 2 or 3, then change to castable Asura
$03/FF48 80 06 BRA $06 [$FF50] ;Then skip past the rest of these checks
$03/FF4A C9 5E CMP #$5E ;Is it higher than (uncastable) Bahamut?
$03/FF4C B0 02 BCS $02 [$FF50] ;If so, skip ahead
$03/FF4E A9 3F LDA #$3F ;If (uncastable) Bahamut, change to castable Bahamut
$03/FF50 9D 52 20 STA $2052,x[$00:2052] ;Store A in active character's next spell to cast
$03/FF53 AD 53 27 LDA $2753 [$00:2753]
$03/FF56 9D 53 20 STA $2053,x[$00:2053]
$03/FF59 AD 54 27 LDA $2754 [$00:2754]
$03/FF5C 9D 54 20 STA $2054,x[$00:2054] ;Load target's last target into A, then store A into active character's next target
$03/FF5F A9 03 LDA #$03
$03/FF61 20 C8 85 JSR $85C8 [$00:85C8]
$03/FF64 A9 08 LDA #$08
$03/FF66 9D 06 2A STA $2A06,x[$00:2B46]
$03/FF69 EE 0A 39 INC $390A [$00:390A] ;Apply the status that makes active character automatically take next action
$03/FF6C 80 0F BRA $0F [$FF7D] ;Then skip ahead
$03/FF6E A9 00 LDA #$00
$03/FF70 8D CA 34 STA $34CA [$00:34CA]
$03/FF73 A9 F8 LDA #$F8
$03/FF75 8D C6 33 STA $33C6 [$00:33C6]
$03/FF78 A9 03 LDA #$03
$03/FF7A 8D C7 33 STA $33C7 [$00:33C7] ;Display "Nothing Happened."
$03/FF7D A9 DB LDA #$DB
$03/FF7F 8D C4 33 STA $33C4 [$00:33C4] ;Apply the "Parry" stance
$03/FF82 60 RTS