;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