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May 25th, 2016
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  1.  
  2. C2/01C6:
  3. A9 7F LDA #$7F for the code i'm about to run
  4. 20 94 65 JSR $6594
  5.  
  6. C2/067E:
  7. C0
  8.  
  9. C2/068F:
  10. C0
  11.  
  12. C2/0691:
  13. C0
  14.  
  15. C2/0983:
  16. 20 D1 65 JSR $65D1 // after death and wakeup go to half gauge, not empty
  17.  
  18. C2/0AB4:
  19. EA EA EA // make morph use up a turn like normal
  20.  
  21. C2/1124:
  22. 4C 7D 65 JMP $657D
  23.  
  24. C2/1130:
  25. EA EA just get rid of that whole 'only call once every two frames' thing
  26.  
  27. C2/1193:
  28. 4C AB 65 JMP $65AB
  29.  
  30. C2/1196:
  31. // the old code at 1193, except we store 00 instead of FF
  32. BD C8 3A LDA $3AC8, X
  33. 4A LSR // cut in half so that gauges fill up at half speed
  34. 18 CLC
  35. 7D B4 3A ADC $3AB4, X
  36. 9D B4 3A STA $3AB4, X
  37. E2 20 SEP #$20
  38. B0 06 BCS #$06
  39. EB XBA
  40. DD 2C 32 CMP $322C, X
  41. 90 0E BCC #$0E (branching to a RTS)
  42. 9E 2C 32 STZ $322C, X
  43. EA // cover the last one off instruction
  44.  
  45. C2/11BD:
  46. AD 80 12 LDA $1280 // load if we should block ATB
  47. 20 DF 65 JSR $65DF // if we can, halve speed, add to current ATB
  48. 9D 18 32 STA $3218, X // store it
  49.  
  50. C2/11D1:
  51. 4C BD 65 JMP $65BD // zero atb if 1280 clear, FF that shit otherwise
  52.  
  53. C2/21D6:
  54. 20 FE 65 JSR $65FE
  55.  
  56. C2/247D:
  57. 9C 80 12 STZ $1280 // setup
  58.  
  59. C2/4E6F:
  60. 20 C8 65 JSR $65C8 //jump to 65CC to also clear the 1280, since the current person is no longer blocking turns
  61.  
  62. C2/5BE0:
  63. EA EA NOPS to VASTLY improve run speed
  64.  
  65. 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
  66. 0D 8F 3A ORA $3A8F
  67. D0 0D BNE #$0D branch to label Don't Continue - either menu open or animation playing
  68. AD 80 12 LDA $1280
  69. 29 02 AND #$02 only check if it's 2, meaning someone has a full ATB and is about to enter the wait queue
  70. F0 05 BEQ #$05 branch to label Continue - no menu open, no animation playing, no turn up
  71. AD 45 2F LDA $2F45 Characters running
  72. F0 03 BEQ #$03 branch to label Don't Continue - no one running, turn up, so no ATB progression
  73. 4C 29 11 JMP $1129 Continue
  74. 4C 8B 11 JMP $118B Don't Continue
  75.  
  76. C2/6594:
  77. 18 CLC
  78. 7D 19 32 ADC $3219, X add 7F to lower byte
  79. 30 05 BMI #$05
  80. FD 19 32 SBC $3219, X subtract 7F, oops our bad
  81. 80 06 BRA #$06
  82. FD 2C 32 SBC $322C, X subtract wait timer from atb top byte
  83. 9D 19 32 STA $3219, X
  84. 9C 80 12 STA $322C, X
  85. 60 RTS
  86.  
  87. C2/65AB:
  88. C2 20 REP #$20
  89. BD 18 30 LDA $3018, X
  90. 2C 2C 3F BIT $3F2C
  91. F0 03 BEQ #$03 // if they aren't jumping, don't bother waiting
  92. 4C 96 11 JMP $1196 (handle wait ticking normally if they're one of those mamsy pamsy jumpers)
  93. E2 20 SEP #$20
  94. 4C AF 11 JMP $11AF (let the action go through if it's not jump)
  95.  
  96. C2/65BD:
  97. 9E 19 32 STZ $3219, X // so only the first person gets to actually enter the Gauge Full state
  98. A9 02 LDA #$02
  99. 8D 80 12 STA $1280 // set 1280 to prevent anyone from getting a turn this tick
  100. 4C D4 11 JMP $11D4
  101.  
  102. C2/65C8:
  103. 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
  104. 8D 80 12 STA $1280
  105. EE 65 3A INC $3A65 // replaced code
  106. 60 RTS
  107.  
  108. C2/65D1:
  109. BD 19 32 LDA $3219, X
  110. D0 03 BNE #$03 if the ATB is full, then clear 1280 because they're no longer blocking turns
  111. 9C 80 12 STZ $1280
  112. A9 80 LDA #$80
  113. 9D 19 32 STA $3219, X // make gauge half full
  114. 60
  115.  
  116. C2/65DF:
  117. D0 10 BNE #$10 // if it's nonzero we aren't increasing ATB
  118. BD 18 30 LDA $3018, X
  119. 2C 2C 3F BIT $3F2C
  120. D0 08 BEQ #$08 // if they are jumping, no ATB for you
  121. BD C8 3A LDA $3AC8, X
  122. 4A LSR (we have ATB increase in accumulator)
  123. 7D 18 32 ADC $3218, X
  124. 60 RTS
  125. E2 20 SEP #$20
  126. AD 45 2F LDA $2F45 Characters running
  127. C2 20 REP #$20
  128. F0 04 BEQ #$04 // if they aren't running, you don't get ATB
  129. E0 08 CPX #$08
  130. B0 EB BCC #$EB // if party member running and this is monster, you get atb anyways
  131. BD 18 32 LDA $3218, X
  132. 60 RTS
  133.  
  134. C2/6602:
  135. 0C 2C 3F TSB $3F2C // replaced code
  136. 9C 80 12 STZ $1280 // stop blocking
  137. 60
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