view clojure/com/aurellem/exp/notes.txt @ 301:1de6aada1cb7

inserted backwards jump into bootstrap program to fit it into item-pc space
author Robert McIntyre <rlm@mit.edu>
date Fri, 30 Mar 2012 23:39:58 -0500
parents bc1f62b269b5
children 0b3e89103dc2
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1 ******** Game Sequence
3 start game
5 name rival "L<PK>T<PK><PK><any-character>"
6 (0x8B 0xE1 0x93 0xE1 in character codes)
8 get pikachu, fight rival, deliver oak's parcel, go back to
9 viridian poke mart.
11 Perform save corruption.
13 switch 6th pokemon with 9th to set current-items to 0xFF
15 Sell 254 cancel-buttons to get a bunch of money.
17 buy a pokeball to repair item-list
19 buy 1 potion, 1 antidote, 1 parlyz heal, 2 pokeballs, and
20 96 burn heals
22 95 burn heals spells out the address that will safely return
23 control to the pokemon kernel.
25 switch 5th pokemon with 9th to set current-items to 0xFF,
26 corrupting the item-list again.
28 Deposit things from your item list to get the following
29 pattern in the item computer. You can do this with what is
30 in your item list because of the previous setup.
32 [repeat the following 24 times]
33 0xFF
34 0x01
35 [end repeat]
37 ;; Second part of program to swap item ID and quantity at
38 ;; fixed address.
40 0x00 ;; this starts at address 0xD56C
41 0x2A ;; save (HL)=(target) to A, increment HL
43 0x00
44 0x47 ;; save A to B
46 0x00
47 0x3A ;; save (target+1) to A, decrement HL
49 0x00
50 0x22 ;; save A to target, increment HL [(target+1) -> target]
52 0x00
53 0x70 ;; load B into target+1 [(target) -> target+1]
55 0x00
56 0xC3 ;; first part of absolute jump
58 burn-heal
59 x 95 -- address of Route 3 memory-function
61 [repeat the following 8 times]
62 0xFF
63 0x01
64 [end repeat]
66 0x00 ;; this starts at address 0xD58B
67 0x21 ;; load target into HL
69 third rival's name character
70 x D5 -- target item address
72 0x00
73 0x18 ;; jump relative
75 fifth rival's name character (PK) (TM25) (0xE1 == -31)
76 x any
78 target-item type
79 target-item quantity
83 Drop enough from rival's first character/ third character
84 as an item so that it is [_ 0xD5] instead of [_ 0xE1].
86 shift rival's name's first two characters into
87 mem-function-address.
89 now close the menu and continue item manipulations using the
90 newly constructed program. Starting and then canceling the
91 start menu activates the program.
93 ********** END Game Sequence
100 ************ Misc Notes.
102 valid start addresses for the initial bootstrap program are
103 the following:
105 0xD31D - 0xD41B
106 --OR--
107 0xD53A - 0XD59C
111 valid character-items:
113 0x7F " " ;space [x]
114 0x80 "A" ; [x]
115 0x81 "B" ; [x]
116 0x82 "C" ; [x]
117 0x83 "D" ; [x]
118 0x84 "E" ; [x]
119 0x85 "F" ; [x]
120 0x86 "G" ; [x]
121 0x87 "H" ; [x]
122 0x88 "I" ; [x]
123 0x89 "J" ; [x]
124 0x8A "K" ; [x]
125 0x8B "L" ; [good]
126 0x8C "M" ; [x]
127 0x8D "N" ; [x]
128 --- last valid character for program start
129 0x8E "O" ; [x]
130 0x8F "P" ; [x]
131 0x90 "Q" ; [x]
132 0x91 "R" ; [x]
133 0x92 "S" ; [x]
134 0x93 "T" ; [good]
135 0x94 "U" ; [good]
136 0x95 "V" ; [good]
137 0x96 "W" ; [x]
138 0x97 "X" ; [x]
139 0x98 "Y" ; [key]
140 0x99 "Z" ; [x]
141 0x9A "(" ; [key]
142 0x9B ")" ; [x]
143 0x9C ":" ; [x]
144 --- last valid character for target
148 ;;; character canadates for jump-relative backwards
150 0xE1 "PK" ; [TM25]
151 0xE2 "MN" ; [TM26]
152 0xE6 "?" ; [TM30]
153 0xE7 "!" ; [TM31]
154 0xE8 "." ; [TM32]