------------------------------------------------------------------- MONSTER ANIMATION SET POINTERS <350202-350401> ------------------------------------------------------------------- BYTE DEATH FLOAT SHADOW HIT REACTION ATTRIBUTES ------------------------------------------------------------------- 058A pop -- -- normal no movement for Escape 0596 pop -- -- slide backward 05A2 (Bowser clone) 05AE (Mario clone) 05BA pop -- -- none 0898 pop -- shadow normal 0985 pop float shadow normal 0991 pop float -- normal 0AD3 pop float -- slide backward 0ADF pop float -- slide backward 0AEB fade float -- normal 0CF2 fade -- -- normal 0CFE fade -- -- normal no coin animation 0D0A fade -- -- normal Smithy 1 sprite casting animation 0D16 fade -- -- normal no casting animation for Escape 0E60 fade -- -- normal doesn't move foward for Escape 0E6C pop -- -- normal no casting animation 0E78 pop -- -- none ---------------------- COMMON STRING POINTERS ---------------------- 10 F5 80 Mario runs up 10 27 81 Mario raises arms to cast spell (before Spade animation appears) 10 F8 36 Darken screen (cumulative) 10 2B 25 Display spell name 10 FF 36 Lighten screen (NOT cumulative) AB xx Sound effect 10 F2 77 target gets hit 10 C4 23 attacker returns to base stance 09 2F 25 removes sprite and ends animation 01 37 start of animation --------------------------------- MONSTER ATTACKS <351493 - 351594> --------------------------------- $352042 69 ;read attack byte 63 00 ;display special attack name 10 3B 30 ;run code string at $35303B 34 00 20 50 20 00 37 00 F0 24 00 00 00 90 30 ;jump to $353090 AB 00 11 ;end code string 10 8E 78 ;run code string at $35788E - Jinx approaches 0E 45 44 60 0C 04 00 04 40 00 04 06 00 00 0F 11 ;end code string E1 46 00 00 ;execute battle event #$0046, sequence 00 ($3A6090) - Jinx does a series of attacks 86 6B 8C 6B 10 31 75 ;run code string at $3A7531 34 08 22 18 1C E0 22 18 1D E0 22 18 1E E0 22 18 1F E0 11 ;end code string 10 BF EB ;run code string at $3AEBBF 5D 40 00 E6 EB ;run character's reaction animation /// 43 13 ;playback sequence #$13 (surprised) 04 10 3C 00 ;frame duration - 60 (bit 4: playback sequence only as long as frame count) 43 23 ;show sequence #$13, frame 1 04 10 1E 00 ;frame duration - 30 AB 5C ;sound effect (fly upward) 08 C1 FF FB FF FB 01 00 ;shift character object upward (Jinx lifts them up) 04 10 0A 00 ;frame duration - 10 0F 43 28 ;show sequence #$18, frame 1 (fallen down) 04 10 0E 00 ;frame duration - 14 AB 6F ;sound effect (hit ground) 08 C1 00 08 00 08 01 00 ;shift character object down (Jinx drops them) 04 08 00 00 0F 08 E1 FF FB 00 04 81 00 ;shift character object up (bounce off ground after landing) 04 10 04 00 ;frame duration - 04 04 08 00 00 0F 43 20 ;show sequence #$10, frame 1 10 5E 75 ;run code string at $3A755E \\\ 34 08 20 18 1F E0 36 08 01 22 18 1F E0 11 ;end code string /// 5E ;end simultaneous code string \\\ 03 C1 20 C3 01 00 ;01C3 - object byte 43 03 ;03 - sequence byte AB CD ;sound effect (punch) 04 10 04 00 ;frame duration - 04 AB CD ;sound effect (punch) 04 10 04 00 ;frame duration - 04 AB CD ;sound effect (punch) 4E 03 C1 20 DA 01 00 ;01DA - object byte 7F 10 1E 77 11 ;end code string 10 AD 35 ;character gets hit and Jinx returns to initial stance 20 18 0F E0 24 08 01 00 8A 35 09 C4 23 3A 34 0F 3F 80 15 00 00 84 40 0F FF 11 10 F2 77 11 ------------------------------------------------------------------- Bombs Away ($35207D) ---------- 10 73 7B AB 23 (power up sound) 03 C1 20 C4 01 04 04 10 3C 00 AB 66 (blast sound) 21 00 1C 00 10 75 24 (blue ball shot) 03 C1 20 DA 01 00 7F 10 AD 35 (target gets hit) 10 F2 77 11 351782 Wild Card ------------------ 34 0F 68 06 37 PTR; add to 02 doubled to get 370A 04 add to PTR at 35370A 40 0F 01 11 353B39 ------ 01 37 F8 FF F8 FF 00 00 00 81 20 15 02 spark sprite animation before throwing cards 00 30 00 62 4E 05 01 37 F0 FF 08 01 00 00 00 81 28 26 03 card sprite animation 00 30 00 62 21 00 02 00 pointers (393AD3 - 393AD8) 39 3B for value of 06 (1st CARD) 84 3B for value of 08 (2nd & 4th CARD) A6 3B for value of 0A (3rd CARD) 68 06 37 06 tells what part of animation to read from; add to PTR at ($353706 + 4) 04 10 0A 00 68 06 37 08 04 10 0A 00 68 06 37 0A 04 10 0A 00 68 06 37 08 04 10 0A 00 09 2F 25 1st CARD -------- 01 37 FC FF 00 FF 00 00 83 83 0E 45 0B 27 08 00 F0 FF 00 00 0C 02 00 06 speed of card 00 00 04 06 00 00 AB 0F 05 07 2nd & 4th CARD -------------- 01 37 F8 FF F8 FE 00 00 83 83 0E 45 0B 27 00 00 F8 FF 00 00 0C 02 00 04 speed of card 00 00 04 06 00 00 AB 0F 05 07 3rd CARD -------- 01 37 F8 FF FC FE 00 00 83 83 0E 45 0B 27 04 00 EE FF 00 00 0C 02 00 03 speed of card 00 00 04 06 00 00 AB 0F 05 07 3543B9 PTR to animation 3543C7 actual animation code Triple Kick ($352056) ----------- 69 63 00 10 F1 78 E1 46 00 02 (Jinx jumps up and kicks opponent) 10 AD 35 (opponent takes a hit) 10 F2 77 (Jinx returns to base stance) 11 $3A6B93 $3AECBB 0E 45 5D 40 00 2D EC AB 45 03 C1 20 C4 01 05 04 10 28 00 AB 55 Quicksilver ($352067) ----------- 69 63 00 AB A9 10 BE 7E E1 46 00 04 10 AD 35 10 F2 77 11 Bombs Away ($35207D) ---------- 10 73 7B AB 23 (power up sound) 03 C1 20 C4 01 04 04 10 3C 00 AB 66 (blast sound) 21 00 1C 00 10 75 24 (blue ball shot) 03 C1 20 DA 01 00 7F 10 AD 35 (target gets hit) 10 F2 77 11 Jinxed ($351581$352042) ------ 69 63 00 10 3B 30 10 8E 78 E1 46 00 00 10 AD 35 10 F2 77 11 ($3A6090$3A6B86) ($3AEBBF) 5D 40 00 E6 EB (opponent's reaction) [Jinx punches] 03 C1 20 C3 01 00 43 03 AB CD (punch sound) 04 10 04 00 AB CD (punch sound) 04 10 04 00 AB CD (punch sound) 4E 03 C1 20 DA 01 00 7F 10 1E 77 (Jinx returns to base stance) 11 Opponent's reaction to 'Jinxed'($3AEBE6) 43 13 04 10 3C 00 43 23 04 10 1E 00 AB 5C (dropfalling sound) 08 C1 FF FB FF FB 01 00 04 10 0A 00 0F 43 28 04 10 0E 00 AB 6F (body slam sound) 08 C1 00 08 00 08 01 00 04 08 00 00 0F 08 E1 FF FB 00 04 81 00 04 10 04 00 04 08 00 00 0F 43 20 10 5E 75 5E