view clojure/com/aurellem/exp/notes.txt @ 319:92c47a9cdaea

adapting bootstrap to new util functions.
author Robert McIntyre <rlm@mit.edu>
date Tue, 03 Apr 2012 04:16:20 -0500
parents 5bcda2d6d135
children ecff37d22293
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1 ******** Game Sequence
3 start game
5 name rival "L<PK>U<PK><PK><any-character>"
6 (0x8B 0xE1 0x94 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 25 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 (0x0C)
59 x 95 (0x5F) -- address of Route 3 memory-function
61 [repeat the following 8 times]
62 0xFF
63 0x01
64 [end repeat]
66 ;; first part of item manipulation program
68 0x00 ;; this starts at address 0xD58A
69 0x21 ;; load target into HL
71 third rival's name character (U == 0x94)
72 x D5 -- target item address
74 0x00
75 0x18 ;; jump relative
77 fifth rival's name character (PK) (TM25) (0xE1 == -31)
78 x any
80 0xFF
81 0x01
83 target-item type (at 0xD594)
84 target-item quantity (at 0xD595)
88 Drop enough from rival's first character/ third character
89 as an item so that it is [_ 0xD5] instead of [_ 0xE1].
91 shift rival's name's first two characters into
92 mem-function-address.
94 now close the menu and continue item manipulations using the
95 newly constructed program. Starting and then canceling the
96 start menu activates the program.
98 ********** END Game Sequence
105 ************ Misc Notes.
107 valid start addresses for the initial bootstrap program are
108 the following:
110 0xD31D - 0xD41B
111 --OR--
112 0xD53A - 0XD59C
116 valid character-items:
118 0x7F " " ;space [x]
119 0x80 "A" ; [x]
120 0x81 "B" ; [x]
121 0x82 "C" ; [x]
122 0x83 "D" ; [x]
123 0x84 "E" ; [x]
124 0x85 "F" ; [x]
125 0x86 "G" ; [x]
126 0x87 "H" ; [x]
127 0x88 "I" ; [x]
128 0x89 "J" ; [x]
129 0x8A "K" ; [x]
130 0x8B "L" ; [good]
131 0x8C "M" ; [x]
132 0x8D "N" ; [x]
133 --- last valid character for program start
134 0x8E "O" ; [x]
135 0x8F "P" ; [x]
136 0x90 "Q" ; [x]
137 0x91 "R" ; [x]
138 0x92 "S" ; [x]
139 0x93 "T" ; [good]
140 0x94 "U" ; [good]
141 0x95 "V" ; [good]
142 0x96 "W" ; [x]
143 0x97 "X" ; [x]
144 0x98 "Y" ; [key]
145 0x99 "Z" ; [x]
146 0x9A "(" ; [key]
147 0x9B ")" ; [x]
148 0x9C ":" ; [x]
149 --- last valid character for target
153 ;;; character canadates for jump-relative backwards
155 0xE1 "PK" ; [TM25]
156 0xE2 "MN" ; [TM26]
157 0xE6 "?" ; [TM30]
158 0xE7 "!" ; [TM31]
159 0xE8 "." ; [TM32]