Mercurial > vba-clojure
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> |
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date | Fri, 30 Mar 2012 23:39:58 -0500 |
parents | bc1f62b269b5 |
children | 0b3e89103dc2 |
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1 ******** Game Sequence3 start game5 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 to9 viridian poke mart.11 Perform save corruption.13 switch 6th pokemon with 9th to set current-items to 0xFF15 Sell 254 cancel-buttons to get a bunch of money.17 buy a pokeball to repair item-list19 buy 1 potion, 1 antidote, 1 parlyz heal, 2 pokeballs, and20 96 burn heals22 95 burn heals spells out the address that will safely return23 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 following29 pattern in the item computer. You can do this with what is30 in your item list because of the previous setup.32 [repeat the following 24 times]33 0xFF34 0x0135 [end repeat]37 ;; Second part of program to swap item ID and quantity at38 ;; fixed address.40 0x00 ;; this starts at address 0xD56C41 0x2A ;; save (HL)=(target) to A, increment HL43 0x0044 0x47 ;; save A to B46 0x0047 0x3A ;; save (target+1) to A, decrement HL49 0x0050 0x22 ;; save A to target, increment HL [(target+1) -> target]52 0x0053 0x70 ;; load B into target+1 [(target) -> target+1]55 0x0056 0xC3 ;; first part of absolute jump58 burn-heal59 x 95 -- address of Route 3 memory-function61 [repeat the following 8 times]62 0xFF63 0x0164 [end repeat]66 0x00 ;; this starts at address 0xD58B67 0x21 ;; load target into HL69 third rival's name character70 x D5 -- target item address72 0x0073 0x18 ;; jump relative75 fifth rival's name character (PK) (TM25) (0xE1 == -31)76 x any78 target-item type79 target-item quantity83 Drop enough from rival's first character/ third character84 as an item so that it is [_ 0xD5] instead of [_ 0xE1].86 shift rival's name's first two characters into87 mem-function-address.89 now close the menu and continue item manipulations using the90 newly constructed program. Starting and then canceling the91 start menu activates the program.93 ********** END Game Sequence100 ************ Misc Notes.102 valid start addresses for the initial bootstrap program are103 the following:105 0xD31D - 0xD41B106 --OR--107 0xD53A - 0XD59C111 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 start129 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 target148 ;;; character canadates for jump-relative backwards150 0xE1 "PK" ; [TM25]151 0xE2 "MN" ; [TM26]152 0xE6 "?" ; [TM30]153 0xE7 "!" ; [TM31]154 0xE8 "." ; [TM32]