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hirom
;header
!freespacelong = $C0D613 ;new code and palette data (relocatable)
;Called by Reflect
org $C1C9A5
;INC $6281 ;from C1/C884, X = 8B (play "ping" sound?)
JSR c1changepalette
org $C1FFE5
c1changepalette:
JSL changepalette
INC $6281 ;from C1/C884, X = 8B (play ching sound?)
RTS
macro changepalette()
changepalette:
PHA : PHX : PHY : PHP
SEP #$20
TDC
TAX
.loop
LDA newpalette,X ;load the palette
STA $7FF8,X ;store the palette
INX
CPX #$0008
BNE .loop
PLP : PLY : PLX : PLA
RTL
endmacro
;New code (relocatable anywhere)
org !freespacelong
%changepalette()
newpalette:
dw $43FD ;B16:G31:R29 (Pastel Yellow)
dw $3FF1 ;B15:G31:R17 (Pastel Green)
dw $03E0 ;B00:G31:R00 (Light Green)
dw $02E0 ;B00:G23:R00 (Dark Green)
I think that's really the only way to gain 0 EXP in the intro because at least three of those battles aren't skippable anyway.
Quote from: magitekFunny, I had the same idea only a day or two ago. I kind of dismissed it as I wouldn't know where to even start, but it is a good idea nonetheless. I was thinking it could be modeled after the Item menu and the info window that comes up when you double click equipment, with an attack list and status info in the lower half.
That's pretty much what I had in mind. I'd probably display a table including all of the possible status effects, using a different color for each entry based on monster data, making it easier to find what you're looking for. This is nothing I wouldn't be able to do, but I tend to be very reluctant to claim free space, so I'll have to give it some thought.
I've been scratching my head for a while, trying to figure out a way to display the attack info in battle instead. One idea I had would be to implement a system where pressing Y would replace the Rage list with an attack list, but that wouldn't be of much help with special attacks. Another possibility would be to display a small window above the menu, or perhaps just shorten the on-screen Rage list and use the created space to display the attack info.
Not a bad idea, but I think you'd run out of space for the text more often than not. Might as well add a bestiary of some sort by making the enemy names clickable and displaying the enemy data in a submenu, ideally with the option to switch between enemies with L and R for convenience.