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- C2/01C6:
- A9 7F LDA #$7F for the code i'm about to run
- 20 94 65 JSR $6594
- C2/067E:
- C0
- C2/068F:
- C0
- C2/0691:
- C0
- C2/0983:
- 20 D1 65 JSR $65D1 // after death and wakeup go to half gauge, not empty
- C2/0AB4:
- EA EA EA // make morph use up a turn like normal
- C2/1124:
- 4C 7D 65 JMP $657D
- C2/1130:
- EA EA just get rid of that whole 'only call once every two frames' thing
- C2/1193:
- 4C AB 65 JMP $65AB
- C2/1196:
- // the old code at 1193, except we store 00 instead of FF
- BD C8 3A LDA $3AC8, X
- 4A LSR // cut in half so that gauges fill up at half speed
- 18 CLC
- 7D B4 3A ADC $3AB4, X
- 9D B4 3A STA $3AB4, X
- E2 20 SEP #$20
- B0 06 BCS #$06
- EB XBA
- DD 2C 32 CMP $322C, X
- 90 0E BCC #$0E (branching to a RTS)
- 9E 2C 32 STZ $322C, X
- EA // cover the last one off instruction
- C2/11BD:
- AD 80 12 LDA $1280 // load if we should block ATB
- 20 DF 65 JSR $65DF // if we can, halve speed, add to current ATB
- 9D 18 32 STA $3218, X // store it
- C2/11D1:
- 4C BD 65 JMP $65BD // zero atb if 1280 clear, FF that shit otherwise
- C2/21D6:
- 20 FE 65 JSR $65FE
- C2/247D:
- 9C 80 12 STZ $1280 // setup
- C2/4E6F:
- 20 C8 65 JSR $65C8 //jump to 65CC to also clear the 1280, since the current person is no longer blocking turns
- C2/5BE0:
- EA EA NOPS to VASTLY improve run speed
- C2/657D: // from now on, these are moveable/can take more space if necessary. we jump to 118B if we're skipping the turn, 1129 if we aren't. 2F41 in accumulator to start
- 0D 8F 3A ORA $3A8F
- D0 0D BNE #$0D branch to label Don't Continue - either menu open or animation playing
- AD 80 12 LDA $1280
- 29 02 AND #$02 only check if it's 2, meaning someone has a full ATB and is about to enter the wait queue
- F0 05 BEQ #$05 branch to label Continue - no menu open, no animation playing, no turn up
- AD 45 2F LDA $2F45 Characters running
- F0 03 BEQ #$03 branch to label Don't Continue - no one running, turn up, so no ATB progression
- 4C 29 11 JMP $1129 Continue
- 4C 8B 11 JMP $118B Don't Continue
- C2/6594:
- 18 CLC
- 7D 19 32 ADC $3219, X add 7F to lower byte
- 30 05 BMI #$05
- FD 19 32 SBC $3219, X subtract 7F, oops our bad
- 80 06 BRA #$06
- FD 2C 32 SBC $322C, X subtract wait timer from atb top byte
- 9D 19 32 STA $3219, X
- 9C 80 12 STA $322C, X
- 60 RTS
- C2/65AB:
- C2 20 REP #$20
- BD 18 30 LDA $3018, X
- 2C 2C 3F BIT $3F2C
- F0 03 BEQ #$03 // if they aren't jumping, don't bother waiting
- 4C 96 11 JMP $1196 (handle wait ticking normally if they're one of those mamsy pamsy jumpers)
- E2 20 SEP #$20
- 4C AF 11 JMP $11AF (let the action go through if it's not jump)
- C2/65BD:
- 9E 19 32 STZ $3219, X // so only the first person gets to actually enter the Gauge Full state
- A9 02 LDA #$02
- 8D 80 12 STA $1280 // set 1280 to prevent anyone from getting a turn this tick
- 4C D4 11 JMP $11D4
- C2/65C8:
- A9 01 LDA #$01 // when someone's adding to the wait queue, we just block ATB increasing and not combat ticks. if they jump then we take care of that later
- 8D 80 12 STA $1280
- EE 65 3A INC $3A65 // replaced code
- 60 RTS
- C2/65D1:
- BD 19 32 LDA $3219, X
- D0 03 BNE #$03 if the ATB is full, then clear 1280 because they're no longer blocking turns
- 9C 80 12 STZ $1280
- A9 80 LDA #$80
- 9D 19 32 STA $3219, X // make gauge half full
- 60
- C2/65DF:
- D0 10 BNE #$10 // if it's nonzero we aren't increasing ATB
- BD 18 30 LDA $3018, X
- 2C 2C 3F BIT $3F2C
- D0 08 BEQ #$08 // if they are jumping, no ATB for you
- BD C8 3A LDA $3AC8, X
- 4A LSR (we have ATB increase in accumulator)
- 7D 18 32 ADC $3218, X
- 60 RTS
- E2 20 SEP #$20
- AD 45 2F LDA $2F45 Characters running
- C2 20 REP #$20
- F0 04 BEQ #$04 // if they aren't running, you don't get ATB
- E0 08 CPX #$08
- B0 EB BCC #$EB // if party member running and this is monster, you get atb anyways
- BD 18 32 LDA $3218, X
- 60 RTS
- C2/6602:
- 0C 2C 3F TSB $3F2C // replaced code
- 9C 80 12 STZ $1280 // stop blocking
- 60
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