Mercurial > vba-clojure
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 |