;Mgamerz Enhanced Enemies Mod v0.001
;12/17/2016
;Apply to MMBN3 ENGLISH WHITE version only! Apply with ARMIPS:
;armips filename.asm
input equ whitevanilla.gba ; Put the name of your ROM here
fspace equ 0x800000; Put the ROM free space offset here
.gba
.open input,output.gba,8000000h
rngaddress EQU 0x080016a2|1b
timestopchipcall EQU 08008E54h
GetPlayer EQU 0x080013E0
RecoveryChipRoutine EQU 0x80ADB04
SpawnObject EQU 0x08003084
;FieldConfiguration EQU 0x
SetPanelTeam EQU 0x0800B7C4
PlaySound EQU 0x080005B8
CalculateAIConstantsAddress EQU 0x080AEDBC
GetPanelType EQU 0x0800B4F2
;Flashman Chips
flashmanchipcount EQU 1h
flashmanChipHookAddress EQU 0x080B6726
gutsmanChipHookAddress EQU 0x080B8592
gutsmanZPunchHookAddress EQU 0x080B84C6
gutsmanChipCount EQU 4h
gutsmanZPunchChipCount EQU 3h
gutsmanMovesBeforeZPunch EQU 6h
teamfamily EQU 3Fh
areafamily EQU 0h
stagefamily EQU 4h
trumpyfamily EQU 26h
sensorfamily EQU 3Eh
grabbackfamily EQU 15h
mpchipfamily EQU 18h
div EQU swi 6
.org 0x08235154 ;Free Space
.area 0xDAC
.align 2
rngRoutine:
ldr r0, =rngaddress
bx r0
pop r15
;setPanelToTeam:
; ldr r0 =fieldConfiguration
;callTimestopChipWithoutTimestop:
;requires routine and parameters.
;healSelf:
;r0 = how much to heal
;r5 = who to heal
;bl RecoveryChipRoutine
;===========================FLASH MAN==========================
armRaiseMove:
;Hijack at 080D7A66
push r1-r3,r5,r6
push r14
;b performBulbSpawn
push r0
ldrh r0, [r5,24h] ;GetHP
ldr r4, =12Ch
cmp r0,r4
pop r0
bgt notInRecoveryThreshold
inRecoveryThreshold:
ldr r0, =0x7D ;how much HP to heal at level 0 (125)
ldr r4, [r5,4h] ;get level
add r4, r4, 1h ; prevents *0
mul r0, r4 ;multiply how much HP to heal
bl RecoveryChipRoutine
mov r1, 0h ;0 = Navi Pixelated Summon
strb r1, [r5, 0xC]
mov r1, 1h ;Give Flashman another chip to use as he may run out.
strb r1, [r5,0x1A] ;0xA offset is how many chips an AI have to use, but r5 is incremented by 4 here for some reason.
pop r1
pop r1-r3,r5,r6; including get rid of return address, we will set our own to resume control
ldr r0, =080D7A84h|1b
bx r0 ;ignore post spawn
notInRecoveryThreshold:
push r1-r3
bl rngRoutine ;GET RNG result AND PUT INTO r0
mov r1, 02h ;remainder 0 = steal, anything else = bulbs
swi 6; Divide, remainder is in r1
mov r0, 0h
cmp r0, r1
pop r1
pop r2
pop r3
bne performBulbSpawn
stealPanels:
;position is on the stack it seems...?
;Make the areagrab noise since it won't automatically
mov r0, 0x78
bl PlaySound
mov r0, 9h
b armRaiseFinish
pop r1-r3,r5,r6
ldr r0, =080D7A84h|1b
bx r0 ;ignore post spawn
performBulbSpawn:
mov r0, 11h
armRaiseFinish:
bl SpawnObject
pop r15 ;finish
snakeTrace:
push r14
bl GetPlayer ;load X,Y into r0 r1
;r0 - Player Current X
;r1 - Player Current Y
push r1
push r3 ;temporary variable
ldr r1, [sp,0xC] ;next X pos of bulb
add r1, r1, 1h
cmp r0, r1 ;compare next X+1 (same) vs Megaman's X
ldrb r2,[r5,13h] ; highjacks at 080D7688 ;Current Y position
bne snakeTraceNotLinedUp ;exit if numbers aren't the same
snakeTraceLinedUp:
pop r3
pop r0 ;Player Y
cmp r2, r0 ;compare Y coordinates. also used by the routine we return to
bne snakeTraceDifferentYs
b snakeTraceLinedUpExit ;same Ys.
snakeTraceDifferentYs:
str r1, [sp,0x4] ;store same X if our current Y is not the same as the player Y (hit and leave field)
snakeTraceLinedUpExit:
pop r15
snakeTraceNotLinedUp:
pop r3
mov r1, 1h
cmp r1, 1h ;force same y
pop r1
;mov r2, 1h
;cmp r2, 2h ;Same Y
pop r15
loadFlashmanRandomChip:
push r14
bl rngRoutine ;GET RNG result AND PUT INTO r0
mov r1, flashmanchipcount ;number of chips in selection list
swi 6; Divide
ldr r0,=@@flashmanChipLookupTable ;Load address of chip lookup table (defined below)
mov r2,0x03 ; Load r2 with 3
mul r1,r2 ;Multiply the remainder result by the size of the structs (3 bytes) - this will provide an offset into the chip lookup table
add r0,r0,r1 ;calculate the address using the offset, store in r0
ldrb r3, [r0,0x02] ;load byte from *r0 (offset 2 forward) into r3 (dmg)
ldrb r1, [r0,0x01] ;load byte from *r0 (offset 1 forward) into r1 (sublevel)
ldrb r0, [r0,0x00] ;load byte from *r0 (direct addr) into r0 (family)
ldrb r2,[r5,16h] ; ...this is actually the object's alliance enemy/allied
pop r15
.pool
@@flashmanChipLookupTable:
;.byte teamfamily, 1h, 0h
.byte areafamily, 0h, 10h
;.byte stagefamily, 4h, 0h
;.byte trumpyfamily, 2h, 0h
;Flashman zap throwdown
.align 4
flashmanThrowdownAction:
push r1,r2,r5,r6
push r14
bl rngRoutine ;GET RNG result AND PUT INTO r0
mov r1, 0x3 ;number of available actions
swi 6; Divide
ldr r0,=flashmanThrowdownLookupTable ;Load address of actions
add r0,r0,r1 ;calculate the address using the offset, store in r0
ldrb r1, [r0, 1h] ;sound check
ldrb r0, [r0] ;action
tst r1, r1
bne playThrowdownSFX
b finishFlashmanThrowdown
playThrowdownSFX:
push r0
mov r0, r1
bl PlaySound
pop r0
finishFlashmanThrowdown:
pop r15
.pool
flashmanThrowdownLookupTable:
.byte 0x35, 0x00 ;Mine
.byte 0x3A, 0x9D ;YoYo
.byte 0x10, 0x00 ;ZapAttack
;-----------------------------GUTS MAN----------------------
;This block is unused right now due to spam issues
;loadGutsmanRandomChip:
;push r14
;bl rngRoutine
;mov r1, gutsmanchipcount
;swi 6; Divide
;ldr r0,=@@gutsmanChipLookupTable ;Load address of chip lookup table (defined below)
;mov r2,0x03 ; Load r2 with 3
;mul r1,r2 ;Multiple the remainder result by the size of the structs (3 bytes) - this will provide ;an offset into the chip lookup table
;add r0,r0,r1 ;calculate the address using the offset, store in r0
;ldrb r3, [r0,0x02] ;load byte from *r0 (offset 2 forward) into r3 (dmg)
;ldrb r1, [r0,0x01] ;load byte from *r0 (offset 1 forward) into r1 (sublevel)
;ldrb r0, [r0,0x00] ;load byte from *r0 (direct addr) into r0 (family)
;ldrb r2,[r5,16h] ; ...this is actually the object's alliance enemy/allied
;pop r15
;.pool
;@@gutsmanChipLookupTable:
;.byte teamfamily, 0h, 0h
;.byte areafamily, 1h, 10h
;.byte stagefamily, 4h, 0h
;.byte trumpyfamily, 1h, 0h
;.align 4
loadZPunchRandomChip:
.align 2
push r14
bl rngRoutine
mov r1, gutsmanZPunchChipCount
swi 6; Divide
ldr r0,=@@gutsmanZPunchLookupTable ;Load address of chip lookup table (defined below)
mov r2,0x03 ; Load r2 with 3
mul r1,r2 ;Multiple the remainder result by the size of the structs (3 bytes) - this will provide an offset into the chip lookup table
add r0,r0,r1 ;calculate the address using the offset, store in r0
ldrb r3, [r0,0x02] ;load byte from *r0 (offset 2 forward) into r3 (dmg)
ldrb r1, [r0,0x01] ;load byte from *r0 (offset 1 forward) into r1 (sublevel)
ldrb r0, [r0,0x00] ;load byte from *r0 (direct addr) into r0 (family;)
ldrb r2,[r5,16h] ; ...this is actually the object's alliance enemy/allied
pop r15
.pool
@@gutsmanZPunchLookupTable:
;.byte teamfamily, 0h, 0h
;.byte areafamily, 1h, 10h
;.byte stagefamily, 4h, 0h
.byte trumpyfamily, 2h, 0h
.byte sensorfamily, 2h, 100h
.byte mpchipfamily, 2h, 0h
;=================GRAB REVENGE===========
.align 2
grabRevengeResetBoard:
push r14
//Read what team called this chip 00 = Player 04 = Enemy. This conveniently also means the return value can be used as an offset to the list of timer pointers
ldrb r0, [r5,6h]
//lsr r2, r2, 2h //Divide by 4 - 1 is enemy 0 is us
//mul r1, r2, 4h ;0x4 = no offset, 1x4 = 2nd offset (enemy team offset in the pool)
ldr r1, =GrabRevengeMemoryTimerPointer
//ldr r1, [r1] //Load pointer to first item in pool
add r0, r1, r0 //get offset in the pool below
ldr r0, [r0] //load the value into 40 from there
mov r1, 5h ;timer value to set, will be incremented by 15 frames every time to create a nice
push r2,r3
mov r2, 0h
mov r3, 2h ;0-2 columns
returnColumnsInCascade:
strh r1, [r0] ;Set the current timer of panels to 5 frames. After those 5 frames the panels will return
add r0, r0, 4h ;Go to next position for next row.
push r0
mov r0, 20h
add r1, r1, r0
pop r0
//add r1, r1, 7h;Add 14 frames for cascade
//add r1, r1, 7h;Add 14 frames for cascade
add r2, r2, 1h ;Update counter
cmp r2,r3
ble returnColumnsInCascade
pop r2,r3
mov r0, 5h ;original code
mov r1, 4h ;original code
pop r15
.pool
GrabRevengeMemoryTimerPointer:
.dw 0200F7A4h ;Panels that the enemy stole from you will reset
.dw 0200F7B0h ;Panels that the player stole from the other team will reset
//=========================FLAME MAN======================================
flamemanNextCandleStateRandom: //return next state on r0.
push r14
push r2
push r3
strb r0, [r5,6h]
bl rngRoutine
mov r1, 4h //Number of candle states
div //r1 = remainder
mov r0, r1
pop r3
pop r2
pop r15
flamemanYellowGuyChangeToHorizontalOnSameRowAsPlayer:
push r14
push r0-r2
bl GetPlayer ;r0 = X, r1 = Y
mov r3, r1 //Put player Y in r3
pop r0-r2
ldr r1,[r5,44h]
tst r1,r1
pop r15
flamemanYellowGuyChangeToVerticalOnSameColumnAsPlayer:
push r14
push r0-r2
bl GetPlayer ;r0 = X, r1 = Y
mov r3, r0 //Put player X in r3
pop r0-r2
ldr r1,[r5,40h]
tst r1,r1
pop r15
flamemanLevelUpCandleExtinguished:
push r14
push r1,r2
ldrb r0, [r5,0Ch] //Read state that is being extinguished
//Check if it is 0x4 (Level Up)
cmp r0, 8h //8 as its left shifted by 1.
bne @@flamemanCandleExtinguishedFinish
//We are extinguishing a level up flame
ldr r0,[r5,4Ch] //Get Pointer To Parent
ldrb r2, [r0,4h] //Get current level
sub r2, 1h
strb r2,[r0,4h] //Store level -1
bl flamemanUpdateAIConstantsAddress
@@flamemanCandleExtinguishedFinish:
pop r1,r2
mov r0, 0h //Original Code
strb r0,[r5,0Ch] //Original Code
pop r15
flamemanLevelUpCandleActivating:
push r1,r2,r14
ldrh r0, [r5,20h] //Read activation timer
cmp r0, 0h
bne @@flamemanEndCandleActivation
add r0, 1h
strh r0, [r5,20h] //Set candle timer to 1 (it doesn't count down while active) to indicate this effect has already been applied
ldrh r0, [r5,24h] //Get HP
lsl r0, r0, 0x2 //Quadruple HP
strh r0, [r5,24h]
//strh r0, [r5,26h]
ldr r0,[r5,4Ch] //Get Pointer To Parent
ldrb r2, [r0,4h] //Get current level
add r2, 1h
strb r2,[r0,4h] //Store level +1
bl flamemanUpdateAIConstantsAddress //R0 = FlamemanPointer, R2 = Level
@@flamemanEndCandleActivation:
pop r1,r2,r15
.align 4
flamemanCustomCandleActivationArray:
.word 0x080E2CC9 //Green Empty Function
.word 0x080E2CCD //Red Empty Function
.word 0x080E2CD1 //Yellow Empty Function
//NEW ONE HERE //NEW Level Up Startup Function
.word flamemanLevelUpCandleActivating|1b
flamemanUpdateAIConstantsAddress:
push r14
push r5 //This operation requires r5 to point to flameman memory
mov r5, r0 //Update R5 with the one referenced by the candle parent
ldr r0, =flamemanNewAIData ;Flameman AI Base
mov r1, 0Ah ;Flameman's data is 0xA bytes wide per level
bl CalculateAIConstantsAddress
pop r5
pop r15
.pool
//Flameman New AI Data
flamemanNewAIData:
// 0 1 2 3 4 5 6 7 8 9
.byte 0x3C,0x3C,0x3C,0x1E,0x2D,0x08,0xA4,0x0A,0x10,0x78 //Normal
.byte 0x64,0x50,0x50,0x19,0x28,0x0C,0x90,0x09,0x18,0x64 //Alpha
.byte 0x96,0x96,0x96,0x14,0x23,0x15,0x70,0x08,0x20,0x50 //Beta
.byte 0xC8,0xC8,0xC8,0x0F,0x1E,0x20,0x58,0x06,0x20,0x3C //Omega
.byte 0xE1,0xE1,0xE1,0x0A,0x0F,0x25,0x44,0x03,0x28,0x28 //Omega + 1
.byte 0xFA,0xFA,0xFA,0x05,0x0A,0x28,0x40,0x01,0x30,0x16 //Omega + 2
//Candle info
//[02038A74]=CURRENT SELF POINTER
//[02038AC0]=PARENT POINTER
//r5+4C = Parent Pointer
flamemanAdditionalAttacksWithLevelUpCandleCheck:
push r0-r2,r14
mov r0, #0x0 //init bitmask
//Check Candle 1
ldr r1, [r5,#0x60]
tst r1,r1 //Candle 1 is not null check
beq @@CheckCandle2
ldrb r2, [r1,#0xC]
orr r0, r2 //add effect to bitmask
//Check Candle 2
@@CheckCandle2:
ldr r1, [r5,#0x64]
tst r1,r1 //Candle 2 is not null check
beq @@candleEffectCheck
ldrb r2, [r1,#0xC]
orr r0, r2
@@candleEffectCheck:
//8 = Leveled Up
mov r1, 8h
and r0, r1
tst r0, r0
beq @@flamemanLaunchStandardFlameAttack
//Different Flame Attack
@@flamemanLaunchDifferentFlameAttack:
bl rngRoutine ;GET RNG result AND PUT INTO r0
mov r1, 0x4
swi 6
tst r1,r1
bne @@flamemanLaunchModifiedFlameAttack
@@flamemanSpawnFireRatn:
//Check if square we are going to spawn in is occupied by something. If it is, we shouldn't spawn a ratton
pop r0-r2
push r0-r2 //we might still need these...
mov r0, r1
mov r1, r2 //move positions to correct registers
bl GetPanelType
mov r1, 0xE
lsl r1, r1, 0x18 //Occupied mask
//mov r1, 0x10 //broken panel mask
//orr r0, r1 //also check if panel is broken
tst r0, r1
bne @@flamemanLaunchModifiedFlameAttack //it is occupied
//Spawn Ratton
pop r0-r2 //Discard
mov r0, 0xC8 //HP of Object
mov r3, 1h //Enemy Team
mov r4, 0h //Memory Space that will be assigned to this object on spawn (by spawnobject)
mov r6, 0xE6 //230 Damage
bl 0x080DA218 ;SpawnRatton
pop r15
@@flamemanLaunchModifiedFlameAttack:
//Recover a small amount of HP
push r4
ldr r0, =0xA ;how much HP to heal at level 0 (125)
ldrb r4, [r5,4h] ;get level
add r4, r4, 1h ; prevents *0
mul r0, r4 ;multiply how much HP to heal
bl RecoveryChipRoutine
pop r4
mov r0, 30h
lsl r1, r1, 18h
orr r4, r1
@@flamemanLaunchStandardFlameAttack:
pop r0-r2
bl 0x080E317E ;FlamemanSpawnInitialFlameTower
pop r15
.align 4
.pool
@@FlamemanCustomFlameAttackPattern:
.word 0x06280C00 //Straight Flame
.word 0x02241401 //WideFlame
.word 0x32241401 //WideFlame, goes 3 rows deep (at least)
.word 0x02241400
.endarea
;==================HOOKS================
.org 0x080E2F84 //ldr r1,[r5,44h]
flamemanYellowGuyYHook:
bl flamemanYellowGuyChangeToHorizontalOnSameRowAsPlayer
.org 0x080E2F2A //ldr r1,[r5,40h]
flamemanYellowGuyXHook:
bl flamemanYellowGuyChangeToVerticalOnSameColumnAsPlayer
.org 0x080E2D46 //strb r0,[r5,6h]
flamemanRandomCandleStateHook:
push r14
nop
bl flamemanNextCandleStateRandom
pop r15
.org 0x080E2C10 //mov r0, 0h
flamemanCandleExtinguishLevelUpHook:
bl flamemanLevelUpCandleExtinguished
.org 0x080C57C0 //bl FlameManSpawnInitialTower
bl flamemanAdditionalAttacksWithLevelUpCandleCheck
.org 0x080F9E9E
grabRevengeResetBoardHook:
bl grabRevengeResetBoard
.org flashmanChipHookAddress
flashmanChipHook:
bl loadFlashmanRandomChip
nop
.org 0x080D7A66 ;Flashman Bulb Spawn (Arm Raise Move to heal)
flashmanArmRaiseMoveHook:
bl armRaiseMove
nop
nop
.org 0x080D7664 ;In the Follow Trace Y calculation area (will only affect follow and not zigzag tracer)
snakeTraceHook:
bl snakeTrace
nop
nop
.org 0x080D7850 ;Flashman zap throwdown
flashmanThrowdownHook:
bl flashmanThrowdownAction
;.org gutsmanChipHookAddress
;gutsmanAreaGrabChipHook:
;bl loadGutsmanRandomChip
;nop
.org gutsmanZPunchHookAddress
bl loadZPunchRandomChip ;Hook z-punch chip and use my routine instead
;nop
;=================PATCHES===============
;--------------HP SPEED PATCH---------------------
;Makes HP display change faster than default (which is 2)
.org 0x08010E22
mov r0, 4h
;------------FLAME MAN PATCHES----------
.org 0x080C53EC
mov r1, 5h ;Candle 1 at X=5 rather than X=6
.org 0x080C5406
mov r1, 5h ;Candle 2 at X=5 rather than X=6
.org 0x080E2F98
cmp r0, r3 ;YellowGuyY will now go left on same row rather than 3
.org 0x080E2F40
cmp r0, r3 ;YellowGuyX will now go down on same row rather than 3
.org 0x080E2CB8
.word flamemanCustomCandleActivationArray ;Rewrite the activation array pointer to my own so the level up function can activate (and avoid crash)
.org 0x080C5440
.word flamemanNewAIData ;Repoint AI data to my own so we have omega +2 levels
.org 0x080C5916
.byte 7h ;Allow flameman to attack from back row
.org 0x080C5424
//Patch out Flameman's Off-Limits 6,2 position.
nop
nop
nop
nop
.org 0x080C566A
//Patch out FlameMan's additional off-limits 6,2 check
nop
nop
.org 0x080E30B8
//Patch out flames despawning on holes
nop
nop
.org 0x080C559A
cmp r0, #0x6 //Flameman 6 moves in upper half HP instead of 8
.org 0x080C55B8
cmp r0, #0x3 //Flameman 3 moves in lower half of HP instead of 5
;--------------Flashman Patches---------
;--------------GUTSMAN PATCHES----------
;.org 0x080B7DF0 ;gutsmans sets move counter here to 0xFF so Z-Punch attack no longer comes up
;mov r0, #0x0 ;reset to 0 instead so he can use it again. this is the amount of moves he has done.
;.org 0x080b7de8 ;gutsmans checks if his move count is same as this in order to activate Z-Punch
;cmp r0, gutsmanMovesBeforeZPunch
;.org 0x080b7dcc ;gutsman checks this value and if his hp is less he can use zpunch. by default it is division by 2 by shifting to the right by 1.
;add r1, r1, 1 ;add 1 HP so its one over the max. Can use zpunch anytime now
.org 0x080b8590 ;gutsmans areagrab response chip
mov r0, grabbackfamily
mov r1, 0x1 ;grabrevenge sublevel
ldrb r2,[r5,#0x16]
mov r3,#0x32 ;50 damage per hit
;-.org 0x080ae6a4 ;gutsman beta AI - delay after shockwave
;-.byte 0x64 ;contact damage
.org 0x08019b68 ;flashman beta HP
.byte 0xe8
.byte 0x03 ;1000 HP 0x03e8
.close
; eof
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