annotate clojure/com/aurellem/exp/notes.txt @ 246:921d2277bb57

Got hardcoded move effect data, put it into a map hxc-move-data. Since descriptions are handwritten, they may be buggy.
author Dylan Holmes <ocsenave@gmail.com>
date Mon, 26 Mar 2012 01:56:57 -0500
parents 7984a084aa07
children 22f58fa47c3c
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@239 14 Perform save corruption.
rlm@239 15
rlm@239 16 move one of the other items that wasn't destroyed (but not
rlm@239 17 burn-heal) to the money counter to get a bunch of money.
rlm@239 18
rlm@241 19 buy 95 more burn heals. 95 burn heals spells out the
rlm@240 20 address that will safely return control to the pokemon
rlm@240 21 kernel.
rlm@239 22
rlm@241 23 [repeat following 35 times]
rlm@241 24 0x00
rlm@241 25 0x01
rlm@240 26
rlm@240 27 0x00
rlm@241 28 0xFA -- first part of "Load A from Literal address"
rlm@240 29
rlm@240 30 third rival's name character
rlm@241 31 xD5 -- target item address
rlm@240 32
rlm@240 33 0x00
rlm@241 34 0x3C -- increment A register
rlm@240 35
rlm@240 36 0x00
rlm@241 37 0xEA -- first part of "Save A to literal address"
rlm@240 38
rlm@240 39 fifth rival's name character
rlm@241 40 xD5 -- target item address
rlm@240 41
rlm@240 42 0x00
rlm@241 43 0xC3 -- first part of "Absolute Jump to literal address"
rlm@240 44
rlm@240 45 burn-heal
rlm@241 46 x 95 -- address of Route 3 memory-function
rlm@240 47
rlm@241 48 0x00
rlm@241 49 0x??
rlm@240 50
rlm@240 51 shift rival's name's first two characters into
rlm@240 52 mem-function-address.
rlm@240 53
rlm@240 54 now close the menu and continue item manipulations using the
rlm@240 55 newly constructed program. Starting and then canceling the
rlm@240 56 start menu activates the program.
rlm@240 57
rlm@240 58
rlm@240 59
rlm@240 60 ********** END Game Sequence
rlm@240 61
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 valid start addresses for the initial bootstrap program are
rlm@240 71 the following:
rlm@240 72
rlm@240 73 0xD31D - 0xD41B
rlm@240 74 --OR--
rlm@240 75 0xD53A - 0XD59C
rlm@240 76
rlm@240 77
rlm@240 78
rlm@240 79
rlm@240 80