annotate clojure/com/aurellem/exp/notes.txt @ 247:22f58fa47c3c

starting work on unoptimized bootstrap script.
author Robert McIntyre <rlm@mit.edu>
date Mon, 26 Mar 2012 03:08:54 -0500
parents 7984a084aa07
children dc9a0060e7cb
rev   line source
rlm@240 1 ******** Game Sequence
rlm@240 2
rlm@240 3
rlm@239 4 start game
rlm@239 5
rlm@240 6 name rival "<space><PK>G<PK>G<PK>"
rlm@240 7 (0x7F 0xE1 0x86 0xE1 0x86 0xE1 in character codes)
rlm@240 8
rlm@239 9 get pikachu, fight rival, deliver oak's parcel
rlm@239 10
rlm@239 11 buy 5 items from viridian store, with the last one being a
rlm@239 12 burn-heal.
rlm@239 13
rlm@247 14 Perform save corruption.
rlm@247 15 (save, restart during save, switch 6th pokemon with 9tn)
rlm@239 16
rlm@239 17 move one of the other items that wasn't destroyed (but not
rlm@239 18 burn-heal) to the money counter to get a bunch of money.
rlm@239 19
rlm@241 20 buy 95 more burn heals. 95 burn heals spells out the
rlm@240 21 address that will safely return control to the pokemon
rlm@240 22 kernel.
rlm@239 23
rlm@241 24 [repeat following 35 times]
rlm@241 25 0x00
rlm@241 26 0x01
rlm@240 27
rlm@240 28 0x00
rlm@241 29 0xFA -- first part of "Load A from Literal address"
rlm@240 30
rlm@240 31 third rival's name character
rlm@241 32 xD5 -- target item address
rlm@240 33
rlm@240 34 0x00
rlm@241 35 0x3C -- increment A register
rlm@240 36
rlm@240 37 0x00
rlm@241 38 0xEA -- first part of "Save A to literal address"
rlm@240 39
rlm@240 40 fifth rival's name character
rlm@241 41 xD5 -- target item address
rlm@240 42
rlm@240 43 0x00
rlm@241 44 0xC3 -- first part of "Absolute Jump to literal address"
rlm@240 45
rlm@240 46 burn-heal
rlm@241 47 x 95 -- address of Route 3 memory-function
rlm@240 48
rlm@241 49 0x00
rlm@241 50 0x??
rlm@240 51
rlm@240 52 shift rival's name's first two characters into
rlm@240 53 mem-function-address.
rlm@240 54
rlm@240 55 now close the menu and continue item manipulations using the
rlm@240 56 newly constructed program. Starting and then canceling the
rlm@240 57 start menu activates the program.
rlm@240 58
rlm@240 59
rlm@240 60
rlm@240 61 ********** END Game Sequence
rlm@240 62
rlm@240 63
rlm@240 64
rlm@240 65
rlm@240 66
rlm@240 67
rlm@240 68
rlm@240 69
rlm@240 70
rlm@240 71 valid start addresses for the initial bootstrap program are
rlm@240 72 the following:
rlm@240 73
rlm@240 74 0xD31D - 0xD41B
rlm@240 75 --OR--
rlm@240 76 0xD53A - 0XD59C
rlm@240 77
rlm@240 78
rlm@240 79
rlm@240 80
rlm@240 81