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NPCMovementScriptDex: Difference between revisions

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Line 155:
03: ACE (D0B2)
04: VRAM execution (froze at unknown opcode at 8CFA)
05: Seems to corrupt the map blocks to some not normally available blocks when the menu is open. The first two sub-tiles on the top-left block are sourced from B:4602 for block 00 (continues up to B:55F2 for block FF), because these are written to C50A onward (near C508 wAnimatedObjectsData), which is then written to C3A0 (top-left sub-tile), similarly [B:4603(+)([D35E]*10] writes to C50B, then writes to C3A1 and so on. It is exploitable for a practical use, but redundant for just using a regular Mew LG. Block 0x4B has a 0x15 sub-tile (Mew) in alignment for LOL glitch. Block 0x39 also contains a 0x50 sub-tile.
05: Seems to corrupt the tileset
06: Unknown/seemingly nothing happens
07: Freeze
Line 166:
0E: Freeze
0F: Locks up controls, hides NPC sprites, corrupts audio for a while, then freezes
10: Seems to corrupt the tilesetmap blocks similar to 05
11: Freeze
12: Locks player, invisible text box with Start menu open, pressing A or B freezes the game, other buttons seemingly do nothing
Line 172:
14: Unknown/seemingly nothing happens
15: ACE (FA86) [*1]
16: Seems to corrupt tilesetmap blocks like 05, 10
17: Seems to corrupt tilesetmap blocks like 05, 10, 16
18: Freeze (00 90 3E 80 corruption pattern)
19: Freeze
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