øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=337;area=showposts;start=30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe4f6-2.htmllayedslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=337e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe4f6-2.html.zx®Ih^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0Pd¢OKtext/htmlISO-8859-1gzip@øÕ¢ÿÿÿÿÿÿÿÿÑHWed, 11 Mar 2020 02:31:35 GMT0ó°° ®0®P®€§²ð®®Ih^ÿÿÿÿÿÿÿÿã:¢ Show Posts - Praetarius5018

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Praetarius5018

Pages: « 1 2 3 4 5 6 »
31
What would be more realistic, and I'm surprised this hasn't been brought up yet, is implementing a third byte for HP. FF5 has far fewer systems in place than FF6 did, so it wouldn't be nearly as difficult to implement.
Whether the 3rd byte is purely an additional digit to HP or "lives" or whatever changes nothing on how realistic it is to implement.
In fact I only had to edit three functions for that. For pure HP I'd have to touch many, many more..


bosses (or enemies in general) are still stuck with a max of 65k HP BUT they have "extra lives", 0-15 depending on enemy.
As I have already mentioned, since your only goal is to drag things out, it would only create artificial difficulty.
MY goal is to keep more options relevant than just damage without making them an instant win.
Currently I can't really allow the average boss to be vulnerable to petrify, even with a lowish chance, because 1 hit killing "every" boss is kind of a letdown.
Same for death and what have you.
With that, half the gameplay options are dead = unfun.
You know the cliche, random mobs have so little HP, poisoning makes no sense, so you'd want to use that against high HP targets, e.g. bosses; but those are 99% immune, so why does that even exist in my skill list.
I can't recall ever being happy about using a poison skill, no matter the game.
Death effects were often dead weight too.
FF5 is one of rare games where that at least has some use via Lv5 shenanigans (or bugs).
OT: I plan to allow "resisted" status effects against an RNG role (still involving stats), so that may taint my view on this matter a bit.


Quote
To make it less of a boring HP mass, on each live loss some stats may rise a bit, so as you pass each HP barrier the fight gets more dangerous.
In which case the only form you need to prepare for is the last one. Everything before it is just fluff for you to waste time on. See Archeoaevis. On a certain scale, also Omega Mk II, but all he does is auto-full-heal if you don't OHKO him.
The first "form" might be more dangerous as you had no chance to apply buffs or debuffs in whatever form yet. Status moves, percentage moves and random-damage types don't really scale, so they remain equally threatening.
Then there's also the attrition aspect; the more the fight goes on the more you get the feeling "he have to kill him NOW".

Most importantly, it tells the player that he is making progress. Very few take Scan or use it, heavy is immune to percantage damage and otherwise there's no tell how far you are in the fight, so whether you are 2 HP from a victory or only 50% in, no idea. But that way you have at least a little info that you're getting ahead, at the start you took 2000 damage, after a while 2100, now 2200.


Quote
The live calculation takes place not when damage is applied but after the turn ends, so !X-Fight can only take 1 live never everything at once with its potential 79.992 damage, neither can !X-Magic.
So, vanilla.
Not really what I meant.
Vanilla caluclates all damage before the animation even starts, so if I put the "live calculation" (HP refill live subtraction, stats, etc.) there X-Fight could theoretically deplete multiple lives in one action, making it again just "more HP". I guess we both agree that just a huge wall of HP is boring/bad design; a 5 hour fight where victory was almost guaranteed after 3 minutes -> trash
Instead I put it before something that leads to the dissolve animation/AI death triggers if HP is 0.

Yes it allows for unnecessarily high HP (16x 65.535) but that's not the intent, rather maybe a bit more HP than vanilla but split over multiple stages.
60k could become 6x 12k; no more 1 hit k.o. via overpowered x-fight and death might be a viable status effect as you'd have to hit 6 times with it.

Worst case, there's always the nuclear option of mix to L255 then L5 death a few times, worst case 30 turns. Kills any motivation to make a pure HP pile :p
Unless I'm horribly misreading the damage calculation, level for that is capped at 99, so the increase of danger during this course is limited.


I get what you want to do, but the approach probably needs a new angle. Too hard, and nobody will want to put the work in to do it.
Excuse me, but do you mean too hard for the player or the maker?

32
I simply replaced
Code: [Select]
$C1/6BDE E6 92       INC $92    [$00:0092]   A:0050 X:00FC Y:000E P:envMxdIzC
$C1/6BE0 E8          INX                     A:0050 X:00FC Y:000E P:envMxdIzC
$C1/6BE1 E8          INX                     A:0050 X:00FD Y:000E P:envMxdIzC

with (via JSL of course)
Code: [Select]
A5 92 LDA $92
1A INC
C9 3E CMP #$3E
90 02 BCC $02
A9 3E LDA #$3E
85 92 STA $92
C2 20 REP #$20
0A ASL A
0A ASL A
AA TAX
7B TDC
E2 20 SEP #$20
CA DEX
CA DEX
6B RTL

well, I found at least one case where it doesn't work properly - axes.

They skip a lot of indexes and go straight from 9 to $50 and that obviously works.

praying...
Code: [Select]
A5 92 LDA $92
1A INC
C9 50 CMP #$50
B0 06 BCS $06
C9 3C CMP #$3C
90 02 BCC $02
A9 3B LDA #$3B //3C already leads to some graphic glitches for Flare
85 92 STA $92
C2 20 REP #$20
0A ASL A
0A ASL A
AA TAX
7B TDC
E2 20 SEP #$20
CA DEX
CA DEX
6B RTL


edit:
had to lower limit from #$3E to #$3C

33
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: July 02, 2017, 05:53:16 AM »
I think that is new?
Equip Weight doesn't update when changing items in battle, i.e. change shields.

34
Final Fantasy V Research & Development / Re: Enuo
« on: July 02, 2017, 03:47:15 AM »
Design wise Enuo always reminds me of those lazy rpgmaker bosses, max stats, immune to everything.
Any way to defeat him without just brute force that isn't the solve-all of dragon power mix + L5 death?

35
under that context, how would you evaluate the following "solution":
bosses (or enemies in general) are still stuck with a max of 65k HP BUT they have "extra lives", 0-15 depending on enemy.
When HP is depleted, either by damage or a death effect, HP is refilled to max and one live is lost.
To make it less of a boring HP mass, on each live loss some stats may rise a bit, so as you pass each HP barrier the fight gets more dangerous.
The live calculation takes place not when damage is applied but after the turn ends, so !X-Fight can only take 1 live never everything at once with its potential 79.992 damage, neither can !X-Magic.


1) instant death attacks like our mathematical problem Lv5 death no longer end boss fights outright (unless it is a 0 live boss), only accelerates it.
1b) if you went the "buff to L255" route you will have a serious damage race on both sides since his high level means high damage

2) it allows us to go further than mr lazy-design-enuo "max stats, a level that is prime enough for LvX purposes, 3 actions per turn, double immunity to everything and every high level spell in the book".
Vulnerability to petrify on a final boss? Why not, it only solves 1/16 of the fight per hit.
Poison against a mass of 1m HP? Yes, please!

3) as written above, it limits how broken certain actions can become compared to others.
take a potential boss of 9999 HP with 15 lives, 150k HP is way more than vanilla could have; rapid fire can't deal more than 9999 effective damage at once but so can every other move in the game.

36
But of course, in the first place for the Dark Shock to work on a monster with level 239, you would need to be at least on level 174...:
(Hit% = Spell Hit% + Attacker Level - Target Level = Lv + 66 - 239 = Lv - 173)
I might misinterpret the code but the "level" used by the attacker is capped at 99, so that level would even be as good as immune.
And target level uses the actual level + song level with no check against overflow? Square strikes again.
Now just to find a way to get the song bonus to the enemy side...

Code: [Select]
Magic accuracy (Hit = Attacker Level + Hit - Target Level, Evade = Magic Evade)
C2/7C0D: A6 32        LDX $32
C2/7C0F: 18           CLC
C2/7C10: A5 57        LDA $57
C2/7C12: 6D E5 7B     ADC $7BE5     (Level + Spell Hit% but capped at 99)
C2/7C15: 85 0E        STA $0E
C2/7C17: A6 49        LDX $49
C2/7C19: 18           CLC
C2/7C1A: BD 02 20     LDA $2002,X
C2/7C1D: 7D 78 20     ADC $2078,X   (Level + Level Bonus due to Hero Song)
C2/7C20: 85 0F        STA $0F
C2/7C22: 38           SEC
C2/7C23: A5 0E        LDA $0E
C2/7C25: E5 0F        SBC $0F
C2/7C27: B0 04        BCS $7C2D
C2/7C29: A9 01        LDA #$01      (Min Hit% = 1)
C2/7C2B: 80 06        BRA $7C33
C2/7C2D: C9 63        CMP #$63
C2/7C2F: 90 02        BCC $7C33
C2/7C31: A9 63        LDA #$63      (Max Hit% = 99)
C2/7C33: 85 4E        STA $4E
C2/7C35: BD 2E 20     LDA $202E,X   (Evade = Magic Evade%)
C2/7C38: 85 4F        STA $4F
C2/7C3A: 60           RTS


edit:
we actually DO now the enemies initial level, it is saved in their "current stamina".
Code: [Select]
$C2/3FD6 BD 1E 3F    LDA $3F1E,x[$7E:3F1E]   A:0000 X:0000 Y:0000 P:envMxdIZC
$C2/3FD9 99 02 22    STA $2202,y[$7E:2202]   A:0007 X:0000 Y:0000 P:envMxdIzC - level
$C2/3FDC 99 2A 22    STA $222A,y[$7E:222A]   A:0007 X:0000 Y:0000 P:envMxdIzC - current stamina

37
Quote
I do not see how the majority of the boss battles would be improved by piling on the hitpoints;
Easy: more HP = longer fight. The longer the fight is, more likely you will die or end up healing, restoring,... in general make it harder. Hard fight = fun, easy fight = disappointment.
Ok but "more HP" is only one aspect of this.
1000 HP vs 20 average damage
10000 HP vs 200 average damage
100000 HP vs 2000 average damage
is there really any difference? no, all take on average 50 hits to kill except the numbers get bigger.
so the difficulty is the same.
yes it is cooler to rapid fire for 8x 31648 damage than 8x 317 but that is another issue.
so I personally went the opposite route and nerfed the damage or at least made it much harder to hit 9999 damage.
if you can't rise one lower the other.


Well, we shouldn't focus on fun because there are people who think battles are fun when:
  • It is long and you can lost at any moment
  • It is short but requires strategy and good choices
  • The engine allows the player to do battles more or less difficult depending on the style
  • The engine allows the player to break the battles (yes, a lot of people love doing this)
or partially all of the above some of the time.
some just want to go all out but then hit bosses that are as usual immune to everything...
on that note... when was the last time I even used poison...


Quote
Said that, we must admit the level is indeed overpowered, but only unbalanced when we talk about LvXXXX abilities.
I'd argue even outside of LvNuke level (manipulation) is too powerful. Sure for monster it mostly only affects magic stuff but...
If hit a boss with black shock and he was lv 90 he just lost 45% chance to hit with status effects (or anything that rolls against magic evade),
while he is now similarly more vulnerable to status effects he isn't immune to.
Any magic damage will also take a huge dive.


Quote
If you really, REALLY find this must be reworked, just rewriting the scripts for "Lv2 Old", "Dark Shock" and maybe "Lv5 Death" should be more than enough.
Just set the 'heavy' types as inmune to these spells.
I'd file this under "bad solutions".
I'm personally very ok with it if there's a individual, *creative* way to Lv5 death a boss:
whether you spent 30 minutes in the fight to whack him to death or 25 minutes with a calculator and then 5 minutes of applying the tactic, both are 30 minutes of "boss time".

I'm - again personal decision - against blanket solutions like "13x Dragon Power + Lv5 death gets all" or "give all bosses 120% magic evade just because".
I'm also strongly against make everything useless against bosses that isn't straight up damage.

Theoretically we could require a check against death immunity for Lv5 death but that makes no sense, with that Lv5 death would be worse on single target than regular death effects.

38
Quote
on the flip side we may get bosses that are just tedious and boring
I assume you mean long fight ... but there is no such thing like boring fight against optional bosses. The longer it take, the more likely you are dead  :laugh:
I DO mean boring. If it takes over 10 minutes - what new will happen in the next 20 minutes? Buffs will be set at this point, only few of which can be removed, and if every boss spams dispels that would just be boring again.


And if 65K HP is very low, you should take a look at FF1. Chaos only has 2,000 hitpoints, and bonus boss WarMECH only 1,000, but you'd be hard pressed to claim that Safer Sephiroth is thousands of times harder to defeat than either of those two.
2k? way too high. Try Megaman 7, the final boss has 32 HP and or SMW 6(!) HP.
More seriously, I want to say there's a few RPGs where the final boss has about 100 HP.
Medabots has about 200 I think.


Quote
P.S. I really enjoy this conversation. But if there is no practical application it will become just bla-bla. Because you said:
Quote
In the current system you can almost ignore HP once you want to get dirty with the numbers of level modification.
I dare you: prove your words with a video - Defeat Enuo. If you manage to pull level modifications I will admit that you are right - battle engine needs reworking. If you can't then you must admit that I'm right and the battle engine is good enough, but design of the bosses in the original FF5 is not good :D
The admitting must be in a written form by a separate post!
I don't care enough about this to make a vid.
As long as level "cap" is 255, you can just feed a few dragon powers and then it ends; 65k HP, 1m HP, doesn't matter. Or rather with high HP that move gets even better.
I don't recall any way to lower or bypass magic defense, but that stat alone is NOT a good way to counter LvX tricks as that invalidates almost everything that isn't pure damage.
At 100+ magic evasion you might as well have general boss immunity and that's a trope I hate like the plague.

39
Quote
I'm sorry but its very, very LOW. Compare this number to Safer∙Sephiroth (FF7) - up to 400k. If you check Sephiroth HP modifiers, they change by a margin of 30k, which is half max posible HP in FF5. I'm not going even to mention how much HP has Ruby or Emerald ...
it is low in absolute numbers, yes, but how much damage can the party do in "high HP bosses" games?
a quick google search tells me 12-18 hits of up to 9999 damage is possible, so stuff still dies in 4-8 attacks, is that an improvement?
on the flip side we may get bosses that are just tedious and boring; someone once said about a boss, forgot which one:
you can grind for 80 hours to beat the next boss in 5 minutes or spend the same time in the boss battle itself, neither are fun.

Quote
Quote
It's not like they could have gone much higher with the 65.535 HP cap.
There is an easy fix .. add 1 byte and voala.
and here goes the usual question with rom hacking: where to get the RAM for that?
I mean we could sacrifice a bit from (max) MP; from (max)MP's 2 bytes only 1.5 are for MP (0xFFF max is beyond what a player needs) and the rest goes to HP.
0xFFFFF HP, 1.048.575, still a huge chunk.


Quote
I really hate to argue with personal preferences, but c'mon m8, this is one of THE BEST feature of the whole FF series. In FF size ... I mean level does matter :D

Again you are sliding on the wrong curve: lets rework the whole battle-engine ... for what? To not kill fast boss XXX. Its much easier and convenient to add some HP here, change some levels there
there's level has no influence and here's level is way too strong. Some middle ground would be nice.
In the current system you can almost ignore HP once you want to get dirty with the numbers of level modification.
65k, 1m, 4.2b, doesn't matter in the face of that.

40
I wouldn't call 50-60k HP per piece on the final boss low per se. Only compared to the absurd damage the party can put out at higher levels but that's a different problem.
It's not like they could have gone much higher with the 65.535 HP cap. Many way to greatly reduce or ignore defense in addition to that don't help.

I'd say overall the biggest flaw is the importance/power of the level stat.
It determines whether you're vulnerable to the LvX shenanigans, thereby crippling age status or even instant death.
It also has a very strong influence on damage, hit/evade of non-autohit spells/status effects, and more that I can't remember at the moment.
Several of these effects should just have their own stat but not level exclusively.

41
Final Fantasy V Research & Development / Re: Restoring monster count
« on: June 26, 2017, 01:22:40 AM »
good question, I don't know.
but 7E4008 and following hold the monster ids (2 bytes each) for the names so that would be a start?

42
Sure, you can always reach somehow a Lv5 compatible level, the question is just how much effort is needed.
Any combination that required over 15 turns is ok in my book since those same turns can be enough to kill stuff by damage.

here's two "short" paths:
level is even: Lv2 old then either wait for the right time window or wait until lv1, then heal old state, dragon power (lv21), black shock (lv10), lv5 death
level is odd: Sampson Power + black shock should always yield an even number, then same as above

of course THAT only works as long as old reduces levels. might be strong enough if that status only reduces magic power and speed (and strength which monster don't use)

43
Note: these responses are written taking the GBA version in account, and assuming that the SNES version behaves the same way.

Lv5 Death (Lv2 Old as well): One of the pesky ones because it ignores heavy and immunity. Plus you can use Black Shock to make some bosses vulnerable to it.
Solution: I may have overlooked something at the algorithms guide, but if I'm not mistaken, then the enemy level is not really important for both your and the enemy's damage output respectively. Therefore, I can just change the levels of bosses and heavy enemies into something like 1, so Lv5 Death and Lv2 Old will never have a chance. On top of that, I can disable the option to target enemies with Samson/Dragon Power.
EDIT: I forgot about enemies's magic attacks. So I cannot simply change the levels. I have to remove the ignorance of immunities.
You can't fix the level X spells unless you fix Chemists because they have a mix that boosts the level of any target by 10/20, and levels cap out at 255 so it's not challenging to set a target's level to any number you want with sufficient mixing.
There's a very stupid solution for this:
cap the level at 239 instead of 255.
239 is immune to Lv2,3,4 and 5
half it via black shock and you get 119 which is likewise immune
half it again: 59, still the same
half it again: 29, still immune
half it again: 14, now Lv2 old works
but you know what? at this point you've wasted so many turns and ressources with !Mix and black shock, you could easily have killed the target by pure damage.
About 7-12 mixes and 4 black shocks - which can miss - so 11-16 turns, if those would be only 9999 damage each you'd have killed everything twice over.

There'll obviously still be per-boss solutions but those have to be tailored to the level instead of feeding mixes until 255 then Lv5 death, the end.

44
I'm actually disappointed that this works...

I just took the sprite counter and capped it at the last safe value. That's it.
Freezing it a low value would play no animations.

I simply replaced
Code: [Select]
$C1/6BDE E6 92       INC $92    [$00:0092]   A:0050 X:00FC Y:000E P:envMxdIzC
$C1/6BE0 E8          INX                     A:0050 X:00FC Y:000E P:envMxdIzC
$C1/6BE1 E8          INX                     A:0050 X:00FD Y:000E P:envMxdIzC

with (via JSL of course)
Code: [Select]
A5 92 LDA $92
1A INC
C9 3E CMP #$3E
90 02 BCC $02
A9 3E LDA #$3E
85 92 STA $92
C2 20 REP #$20
0A ASL A
0A ASL A
AA TAX
7B TDC
E2 20 SEP #$20
CA DEX
CA DEX
6B RTL

even Ice3 - which so far had the highest problem rate - worked against 8 enemies, not even glitchy color changes. has a bit slow down/sprite flicker, but what'cha gonna do.


just for security, also replace:
Code: [Select]
$C1/6528 D0 F4       BNE $F4    [$651E]with BCC $F4

in case it overlaps somewhere else...


that leaves only one mistery - why does a single target move vs the 8th enemy target the 1st player

edit:
ah no, that bug is better!
it does not target the 1st player, but the one "before" the current user; except in 1st player case it just does whatever because of index underflow

edit2:
just put EA at $C2/9517 and that's it... what.

45
FF1adv is probably the final fantasy I'm most familar with. At least the one I completed more than once (or never for most games in the series)
I'm honestly not even sure if I ever finished FF5, hmmm.....

I guess 8 targets was never intended.
Kinda funny how in the NES games you can have spells hit 9 targets no problem and the FF5 code gives up at 7.


I was 99% sure it is just the GPU at its limit; the whole screen turns to garbage and music continues.
The more "parts" an animation has the less targets it can endure.

And counterpoint...
at least in case of Fire2 it looks like a unintended JMP target
Code: [Select]
$C1/1186 AD 3A CD    LDA $CD3A  [$7E:CD3A]   A:0004 X:0000 Y:0040 P:envMxdIzc
$C1/1189 0A          ASL A                   A:00F0 X:0000 Y:0040 P:eNvMxdIzc
$C1/118A AA          TAX                     A:00E0 X:0000 Y:0040 P:eNvMxdIzC
$C1/118B BF 9B 11 C1 LDA $C1119B,x[$C1:127B] A:00E0 X:00E0 Y:0040 P:envMxdIzC
$C1/118F 85 88       STA $88    [$00:0088]   A:009D X:00E0 Y:0040 P:eNvMxdIzC
$C1/1191 BF 9C 11 C1 LDA $C1119C,x[$C1:127C] A:009D X:00E0 Y:0040 P:eNvMxdIzC
$C1/1195 85 89       STA $89    [$00:0089]   A:00BC X:00E0 Y:0040 P:eNvMxdIzC
$C1/1197 6C 88 00    JMP ($0088)[$C1:BC9D]   A:00BC X:00E0 Y:0040 P:eNvMxdIzC
$C1/BC9D 86 F5       STX $F5    [$00:00F5]   A:00BC X:00E0 Y:0040 P:eNvMxdIzC
$C1/BC9F 1A          INC A                   A:00BC X:00E0 Y:0040 P:eNvMxdIzC
$C1/BCA0 0A          ASL A                   A:00BD X:00E0 Y:0040 P:eNvMxdIzC
$C1/BCA1 AA          TAX                     A:007A X:00E0 Y:0040 P:envMxdIzC
$C1/BCA2 7B          TDC                     A:007A X:007A Y:0040 P:envMxdIzC
$C1/BCA3 A8          TAY                     A:0000 X:007A Y:0040 P:envMxdIZC
$C1/BCA4 BF 42 7D D9 LDA $D97D42,x[$D9:7DBC] A:0000 X:007A Y:0000 P:envMxdIZC
$C1/BCA8 99 1A D4    STA $D41A,y[$7E:D41A]   A:0094 X:007A Y:0000 P:eNvMxdIzC
$C1/BCAB 98          TYA                     A:0094 X:007A Y:0000 P:eNvMxdIzC
$C1/BCAC 18          CLC                     A:0000 X:007A Y:0000 P:envMxdIZC
$C1/BCAD 69 10       ADC #$10                A:0000 X:007A Y:0000 P:envMxdIZc
$C1/BCAF 00 A8       BRK #$A8                A:0010 X:007A Y:0000 P:envMxdIzc


all iterations before always had a 0 in 7E:CD3A
Code: [Select]
$C1/118B BF 9B 11 C1 LDA $C1119B,x[$C1:119B] A:0000 X:0000 Y:0880 P:envMxdIZc
$C1/118F 85 88       STA $88    [$00:0088]   A:009A X:0000 Y:0880 P:eNvMxdIzc
$C1/1191 BF 9C 11 C1 LDA $C1119C,x[$C1:119C] A:009A X:0000 Y:0880 P:eNvMxdIzc
$C1/1195 85 89       STA $89    [$00:0089]   A:0011 X:0000 Y:0880 P:envMxdIzc
$C1/1197 6C 88 00    JMP ($0088)[$C1:119A]   A:0011 X:0000 Y:0880 P:envMxdIzc
$C1/119A 60          RTS                     A:0011 X:0000 Y:0880 P:envMxdIzc



we can guess where this loop is going, right?
Code: [Select]
$C1/6505 7A          PLY                     A:0050 X:0100 Y:0010 P:envMxdIZC
$C1/6506 98          TYA                     A:0050 X:0100 Y:0000 P:envMxdIZC
$C1/6507 38          SEC                     A:0000 X:0100 Y:0000 P:envMxdIZC
$C1/6508 E9 10       SBC #$10                A:0000 X:0100 Y:0000 P:envMxdIZC
$C1/650A A8          TAY                     A:00F0 X:0100 Y:0000 P:eNvMxdIzc
$C1/650B C9 F0       CMP #$F0                A:00F0 X:0100 Y:00F0 P:envMxdIzc
$C1/650D D0 ED       BNE $ED    [$64FC]      A:00F0 X:0100 Y:00F0 P:envMxdIZC
$C1/650F A5 92       LDA $92    [$00:0092]   A:00F0 X:0100 Y:00F0 P:envMxdIZC
$C1/6511 8D 3A DB    STA $DB3A  [$7E:DB3A]   A:0040 X:0100 Y:00F0 P:envMxdIzC
$C1/6514 C2 20       REP #$20                A:0040 X:0100 Y:00F0 P:envMxdIzC
$C1/6516 0A          ASL A                   A:0040 X:0100 Y:00F0 P:envmxdIzC
$C1/6517 0A          ASL A                   A:0080 X:0100 Y:00F0 P:envmxdIzc
$C1/6518 AA          TAX                     A:0100 X:0100 Y:00F0 P:envmxdIzc
$C1/6519 7B          TDC                     A:0100 X:0100 Y:00F0 P:envmxdIzc
$C1/651A E2 20       SEP #$20                A:0000 X:0100 Y:00F0 P:envmxdIZc
$C1/651C A9 F0       LDA #$F0                A:0000 X:0100 Y:00F0 P:envMxdIZc
$C1/651E 9D 0A 7D    STA $7D0A,x[$7E:7E0A]   A:00F0 X:0100 Y:00F0 P:eNvMxdIzc
$C1/6521 E8          INX                     A:00F0 X:0100 Y:00F0 P:eNvMxdIzc
$C1/6522 E8          INX                     A:00F0 X:0101 Y:00F0 P:envMxdIzc
$C1/6523 E8          INX                     A:00F0 X:0102 Y:00F0 P:envMxdIzc
$C1/6524 E8          INX                     A:00F0 X:0103 Y:00F0 P:envMxdIzc
$C1/6525 E0 00 01    CPX #$0100              A:00F0 X:0104 Y:00F0 P:envMxdIzc
$C1/6528 D0 F4       BNE $F4    [$651E]      A:00F0 X:0104 Y:00F0 P:envMxdIzC
$C1/651E 9D 0A 7D    STA $7D0A,x[$7E:7E0E]   A:00F0 X:0104 Y:00F0 P:envMxdIzC
$C1/6521 E8          INX                     A:00F0 X:0104 Y:00F0 P:envMxdIzC
$C1/6522 E8          INX                     A:00F0 X:0105 Y:00F0 P:envMxdIzC
$C1/6523 E8          INX                     A:00F0 X:0106 Y:00F0 P:envMxdIzC
$C1/6524 E8          INX                     A:00F0 X:0107 Y:00F0 P:envMxdIzC
$C1/6525 E0 00 01    CPX #$0100              A:00F0 X:0108 Y:00F0 P:envMxdIzC
$C1/6528 D0 F4       BNE $F4    [$651E]      A:00F0 X:0108 Y:00F0 P:envMxdIzC


a full loop over almost everything
Code: [Select]
$C1/651E 9D 0A 7D    STA $7D0A,x[$7E:CD3A]   A:00F0 X:5030 Y:00F0 P:envMxdIzC
$C1/6521 E8          INX                     A:00F0 X:5030 Y:00F0 P:envMxdIzC
$C1/6522 E8          INX                     A:00F0 X:5031 Y:00F0 P:envMxdIzC
$C1/6523 E8          INX                     A:00F0 X:5032 Y:00F0 P:envMxdIzC
$C1/6524 E8          INX                     A:00F0 X:5033 Y:00F0 P:envMxdIzC
$C1/6525 E0 00 01    CPX #$0100              A:00F0 X:5034 Y:00F0 P:envMxdIzC
$C1/6528 D0 F4       BNE $F4    [$651E]      A:00F0 X:5034 Y:00F0 P:envMxdIzC

$92 seems to increase with every sprite?
no real idea.

7E:7D0A to 7E:7E06 (+/- 3) seems to be reserved for the animations and 7E:7E0A is the next thing.
from there on seems to be general graphics, increasing
$C1/6525 E0 00 01    CPX #$0100
to CPX #0160 survived even ice3
...
we don't happen to have free $0200 RAM somewhere, do we?

Pages: « 1 2 3 4 5 6 »