annotate clojure/com/aurellem/exp/notes.txt @ 596:747d47d96d2f

determined that I cannot shorten the long B sequeuce during bootstrap.
author Robert McIntyre <rlm@mit.edu>
date Sun, 02 Sep 2012 06:36:57 -0500
parents 5c2041d1cdda
children
rev   line source
rlm@240 1 ******** Game Sequence
rlm@240 2
rlm@239 3 start game
rlm@239 4
rlm@302 5 name rival "L<PK>U<PK><PK><any-character>"
rlm@332 6 (0x8B 0xE1 0x95 0xE1 0xE1 0x<any> in character codes)
rlm@240 7
rlm@290 8 get pikachu, fight rival, deliver oak's parcel, go back to
rlm@290 9 viridian poke mart.
rlm@239 10
rlm@290 11 Perform save corruption.
rlm@239 12
rlm@290 13 switch 6th pokemon with 9th to set current-items to 0xFF
rlm@239 14
rlm@290 15 Sell 254 cancel-buttons to get a bunch of money.
rlm@239 16
rlm@290 17 buy a pokeball to repair item-list
rlm@290 18
rlm@300 19 buy 1 potion, 1 antidote, 1 parlyz heal, 2 pokeballs, and
rlm@290 20 96 burn heals
rlm@290 21
rlm@290 22 95 burn heals spells out the address that will safely return
rlm@290 23 control to the pokemon kernel.
rlm@290 24
rlm@290 25 switch 5th pokemon with 9th to set current-items to 0xFF,
rlm@290 26 corrupting the item-list again.
rlm@290 27
rlm@290 28 Deposit things from your item list to get the following
rlm@290 29 pattern in the item computer. You can do this with what is
rlm@290 30 in your item list because of the previous setup.
rlm@239 31
rlm@302 32 [repeat the following 25 times]
rlm@290 33 0xFF
rlm@241 34 0x01
rlm@290 35 [end repeat]
rlm@240 36
rlm@301 37 ;; Second part of program to swap item ID and quantity at
rlm@301 38 ;; fixed address.
rlm@293 39
rlm@332 40 0x00 ;; decrement HL
rlm@332 41 0x2B
rlm@332 42
rlm@301 43 0x00 ;; this starts at address 0xD56C
rlm@293 44 0x2A ;; save (HL)=(target) to A, increment HL
rlm@293 45
rlm@293 46 0x00
rlm@295 47 0x47 ;; save A to B
rlm@293 48
rlm@293 49 0x00
rlm@293 50 0x3A ;; save (target+1) to A, decrement HL
rlm@293 51
rlm@293 52 0x00
rlm@293 53 0x22 ;; save A to target, increment HL [(target+1) -> target]
rlm@301 54
rlm@293 55 0x00
rlm@295 56 0x70 ;; load B into target+1 [(target) -> target+1]
rlm@293 57
rlm@300 58 0x00
rlm@303 59 0xC3 ;; first part of absolute jump
rlm@293 60
rlm@302 61 burn-heal (0x0C)
rlm@302 62 x 95 (0x5F) -- address of Route 3 memory-function
rlm@293 63
rlm@332 64 [repeat the following 4 times]
rlm@301 65 0xFF
rlm@301 66 0x01
rlm@301 67 [end repeat]
rlm@240 68
rlm@303 69 ;; first part of item manipulation program
rlm@303 70
rlm@302 71 0x00 ;; this starts at address 0xD58A
rlm@301 72 0x21 ;; load target into HL
rlm@301 73
rlm@302 74 third rival's name character (U == 0x94)
rlm@301 75 x D5 -- target item address
rlm@301 76
rlm@301 77 0x00
rlm@301 78 0x18 ;; jump relative
rlm@301 79
rlm@301 80 fifth rival's name character (PK) (TM25) (0xE1 == -31)
rlm@301 81 x any
rlm@301 82
rlm@302 83 0xFF
rlm@302 84 0x01
rlm@302 85
rlm@302 86 target-item type (at 0xD594)
rlm@302 87 target-item quantity (at 0xD595)
rlm@301 88
rlm@301 89
rlm@301 90
rlm@301 91 Drop enough from rival's first character/ third character
rlm@300 92 as an item so that it is [_ 0xD5] instead of [_ 0xE1].
rlm@240 93
rlm@300 94 shift rival's name's first two characters into
rlm@300 95 mem-function-address.
rlm@240 96
rlm@300 97 now close the menu and continue item manipulations using the
rlm@300 98 newly constructed program. Starting and then canceling the
rlm@300 99 start menu activates the program.
rlm@240 100
rlm@300 101 ********** END Game Sequence
rlm@300 102
rlm@300 103
rlm@300 104
rlm@300 105
rlm@300 106
rlm@300 107
rlm@300 108 ************ Misc Notes.
rlm@240 109
rlm@240 110 valid start addresses for the initial bootstrap program are
rlm@240 111 the following:
rlm@240 112
rlm@240 113 0xD31D - 0xD41B
rlm@240 114 --OR--
rlm@240 115 0xD53A - 0XD59C
rlm@297 116
rlm@297 117
rlm@297 118
rlm@297 119 valid character-items:
rlm@297 120
rlm@297 121 0x7F " " ;space [x]
rlm@297 122 0x80 "A" ; [x]
rlm@297 123 0x81 "B" ; [x]
rlm@297 124 0x82 "C" ; [x]
rlm@297 125 0x83 "D" ; [x]
rlm@297 126 0x84 "E" ; [x]
rlm@297 127 0x85 "F" ; [x]
rlm@297 128 0x86 "G" ; [x]
rlm@297 129 0x87 "H" ; [x]
rlm@297 130 0x88 "I" ; [x]
rlm@297 131 0x89 "J" ; [x]
rlm@297 132 0x8A "K" ; [x]
rlm@297 133 0x8B "L" ; [good]
rlm@297 134 0x8C "M" ; [x]
rlm@297 135 0x8D "N" ; [x]
rlm@297 136 --- last valid character for program start
rlm@298 137 0x8E "O" ; [x]
rlm@298 138 0x8F "P" ; [x]
rlm@298 139 0x90 "Q" ; [x]
rlm@298 140 0x91 "R" ; [x]
rlm@298 141 0x92 "S" ; [x]
rlm@298 142 0x93 "T" ; [good]
rlm@332 143 0x94 "U" ; [good] [key :(]
rlm@299 144 0x95 "V" ; [good]
rlm@299 145 0x96 "W" ; [x]
rlm@299 146 0x97 "X" ; [x]
rlm@299 147 0x98 "Y" ; [key]
rlm@299 148 0x99 "Z" ; [x]
rlm@299 149 0x9A "(" ; [key]
rlm@299 150 0x9B ")" ; [x]
rlm@299 151 0x9C ":" ; [x]
rlm@297 152 --- last valid character for target
rlm@301 153
rlm@301 154
rlm@301 155
rlm@301 156 ;;; character canadates for jump-relative backwards
rlm@301 157
rlm@301 158 0xE1 "PK" ; [TM25]
rlm@301 159 0xE2 "MN" ; [TM26]
rlm@301 160 0xE6 "?" ; [TM30]
rlm@301 161 0xE7 "!" ; [TM31]
rlm@301 162 0xE8 "." ; [TM32]