08000000 = Code execution starts here (branch over GBA Header)
080000C0 = Setting Stack Pointer (and primary loop back address?)
Mode 12: 03007FA0 => 03007FA0
Mode 1F: 03007F00 => 03007D00
Put 0800010C at 03007FFC
Call 08017A01
0800010C = Copied to 0300004C
08000534 = Decompress(Source address, destination address) (Use the one in 03 RAM.)
0800063C = Decompress everything in stack. No arguments. No returns. (Pointer located at 03000C78.)
08017A01 = Check for Bros. Game (on Game Load and Bros. game select);--On game load.. Clear a bunch of stuff.... Set up template data...
Heap08018BC0 = Resets 02/03 heap list to 0, and makes first of both FREE. [ 00000000 00000000 ########(1 flag) FREE ]
08018C68 = Delete heap (Arguments: R0 = Database offset (after header) )
08018CEC = Add Heap to RAM (02/03) function.
08018D9C = deleteheap(address) ; Calls 08018C68. ; Return nothing.
08018DA8 = deleteheap(address) ; Calls 08018C68. ; Return nothing.
08018DB4 = Calls Add Heap to RAM (02/03) function + allows for 00-filled. (Same as below.) (Returns R0 as Database address (after header)
08018DEC = Calls Add Heap to RAM (02/03) function + allows for 00-filled. (Same as above.) (Returns R0 as Database address (after header)
Sound (Not sure if all of this is sound.)
08018E24 = ?
08018E88 =
08018FC4 =
08019308 =
080193B4 =
08019460 =
08019508 =
08019588 =
0801959C = sound_effect_stop_all()
080195A8 = sound_effect_stop(se_ind) (Used in abilities.)
080195B4 = sound_effect(se_ind, ?) (Used in abilities.)
080195F8 =
08019610 =
08019628 =
08019650 =
08019694 =
080196BC =
080196E0 =
08019744 =
08019778 =
08019790 =
080197A8 =
080197C4 =
080197E0 =
08019808 =
080198B0 =
08019940 =
Handler080199A8 = addhandler(address, priority, label) ; Return address (Same as first arg.)
08019A64 = ? (Handler related)
08019BA0 = handlerexists(address) as boolean
08019BC4 = enable [address +2 (flag 01 and 02)] For all handlers
08019BE8 = enable [address +2 (flag !01 and 02)] For all handlers that don't have priority 00 or FF.
08019C1C = enable(address) addr+2 ; flag 01 and 02 ; For one handler.
08019C2C = enable(address) addr+2 ; flag !01 and 02 ; For one handler.
08019C3C = removehandler(address, removeheap as boolean)
08019CA4 = ? (Creates three or so heaps... etc.)
0801AF5C = FLDM database Creation. (Including the room to start in on New File (0801AF7C).)
Sprite08020994 = Create OAME heap. Return nothing. ; Research?
08020A78 = ? Return nothing.
08020CBC = ? Return nothing.
08020D40 = ? Return nothing.
08020DD0 = Sprites related (?, spr_ind, ?, ?, ?, ?, ?); Return ?
080210A8 = Sprites related (Animate, Image, Palette, etc.) ; Return nothing.
08021308 = ? Return nothing.
080213A0 = Sprites related (Probably load sprite.) (default_spr_group, spr_ind, ?, ?) Animate and Image ; Return ?
080214A4 = Sprites related (Probably load sprite.) (default_spr_group, spr_ind, ?, ?) Animate ; Return ?
Field08022658 - Switch rooms?? (080229EC branches to Get Room's Warp Collection offset.)
Overworld Actions080267C0 - 08026C76 = This function is where you set Mario & Luigi's Jump height and stuff.
080389FE ; Luigi's Thunder Overworld Action sprite.
0803AB6C ; Mario swimming the surfboard out to sea.
0803B2C8 = Mario Riding surfboard.
0803E070 = Battle Star (Not sure of everything else.)
08049000 = (Change PC sprite.)
08051690 = Copies Region map data from ROM to RAM. (If you are in a room that has Region Map data.)
Options Screen08051FAC = Options Screen Graphics... (0805221C = Estimate location for Options Screen code.)
0805306C = ? Return nothing.
0805323C = Options Screen Graphics... Return ?
080536E8 = ? Return nothing.
08053778 = ? Return nothing.
08053CB4 = Options Screen Graphics... Return ?
08053FC4 = ?
08054378 = Game Over/Continue From... Graphics ; Return ?
08054D70 = Continue From... ; Heal Mario/Luigi's HP/BP. ; Return nothing.
0805516C = ?
080552DC = ?
08055324 = Add handler for 08CDC228. Return heap address.
08055340 = Nintendo Logo and AlphaDream Logo graphics.
08055668 = COMP timer ; AlphaDream Logo: Load Background palette , One part includes the OPEN (title screen) RAM Heap creation. , etc.
Title Screen08055A00 = Title Screen: Load graphics ( Sprites, palettes, backgrounds...)
08055E2C
08055F74
08056224 = Title screen: Sliding clouds
080562B4 = OPEN timer ; Title screen
08057160 = Title Screen: Probably used for Selecting an item graphics.
080572CC = ?
0805737C = ?
0805740C
08057458
08057484
080574B4
080574FC
08057568
080575C8 = Create RAM Heaps for field maps.
08058344 = Field Map Data Pointer
080587BC = Copies Room Tilesets from ROM to RAM (The two Regular Tilesets and the extra one for Map Tile Flags)
08059B5C = Field Map Data Pointer
08059EC9 = Copies Room Properties data to RAM. (03000DD0)
08059EF0 = Get location of warps for room. (Follow Pointer from warp pointer bank to warp data.)
0805A028 = Only pointer to Tilescripts/Solidity data.
0805A726 ; Battle Map Data Pointer (The only one.)
0805BA78 - 0805BDB2 = Function was has to do with palettes first.. then deals with an unknown database.. (Rooms specific? Dunno, but could not get a breakpoint in SDL-H)
0805D14C = Field Map Data Pointer
0805DA78 = Ability related
Ability Code!
0805DE00 =
08069420 =
0806A290 =
0806A2C4 =
0806A7C0 =
0806A888 =
0806E838 =
080707AC =
08070B1C =
08077474 =
080797D4 =
---
0807AFD4 - 0807B7A2 = Load data on battle (Enemy stats, Mario/Luigi/etc.) Also includes arguments that set their positions.
0807B7A8 - 0807B82C = ???
0807B838 - 0807B8C2 = Load Arrangement data? (pointer to Enemy Arrangement data (08502B14)) Calls the Load data function.
0807B8C8 - 0807BA38 = ???
0807BA44 - 0807BBD0 = ???
0807BBDC - 0807BC8C = ???
0807BC90 -
0807F4FC = Enables enemies to hit and be hit. (Sets up Attack/Counter/Dodge.)
08080828 = Load all enemy and PC data. Also includes Group/Leader code for enemies.
08085B38 = Moves the NPC/Enemy/etc.
---
Ability Code!
0808711C = Mario (Common PC ability.) Not sure about Luigi?
-080874B4 = Move NPC (To home position, I think.) ; Used by Goomba/Fighter Fly.
-0808750C = Wait for end of animation, then call move to home position code ; Used by Goomba/Fighter Fly.
-08087540 = ???, spr seq(A) -1... ??? ; Used by Bill Blaster. ; Used globally at self.x6C.
-08087C4C = Wait for end of animation, end ability? ; Used by Goomba/Fighter Fly.
-08088964 = Move NPC, start attack, sprite sequence(A) x7, stop sound effect x81, play sound effect x83 ; Used by Goomba. (str x50)
-080889F0 = Wait for end of animation, ?, stop attack?, Move NPC, sprite sequence(A) x2, ? ; Used by Goomba. (str x4C)
-08088A74 = Create bill, start attack, spr seq(A) x3 ; Used by Bill Blaster.
-08088BC0 = move, sprseqA x4, ? ; Used by Beanie0.
-08088C3C = Wait for end of animation, ?, stop se x81, move, sprseqA x2, ? ; Used by Beanie0.
-080895D8 = ?, sprite sequence(A) x4 ; Used by Fighter Fly.
-0808965C = ?, sprite sequence(A) x3, some division, play sound effect x8D, start attack, move?, ?, play se x8D ; Used by Fighter Fly.
-08089788 = ?, sprite sequence(A) x4, ? ; Used by Fighter Fly.
-08089800 = ?, sprite sequence(A) x3, move?, sound effect x8D ; Used by Fighter Fly.
-080898B0 = ?, sprite sequence(A) x4, ? ; Used by Fighter Fly.
-08089928 = ?, sprite sequence(A) x2, ? ; Go to end ability assembly. ; Used by Fighter Fly.
-08089964 = ?, sprite sequence(A) x4, ? ; Used by Fighter Fly.
080899B8 = Fighter Fly (Enemy x7/xD)
-08089A24 = Rex (x11/x12/x13)
-08089B28 = Dry Bones (x10) ; Ability 0/1
-08089B34 = Beanie (xF) ; Ability 1
-08089B40 = Beanie (xF) ; Ability 0
-08089B4C = Bullet Bill! (Attacking...) spr seq(A) x1 ; Used by Bill Blaster
-08089B90 = Bullet Bill! (Attacking...) spr seq(A) x1 ; Used by Bill Blaster
-08089BD4 = Bullet Bill! ? ; Used by Bill Blaster
-08089C00 = ? ; Used by Bill Blaster
08089C1C = Bill Blaster (Enemy xE) ; ?, sprite sequence(B) x2.
08089C44 = Goomba (Enemy 0) ; Sgt. Starshade (x8) ; Nice Guy (x9)
-08089C64 = Goomba(x1)/Getme!(x2)/Mossy/Pop/Paragoomba(x6)
-08089C7C = Dummonster (x3) Sledge (xA) ; Mallet (xB)
-08089C88 = Move?, ?, play sound effect x8D ; Used by Fighter Fly.
-08089DD4 = move, sprseqA x2, se x81 ; Used by Beanie1.
-08089E4C = move, sprseqA x2, se x81 ; Used by Beanie0.
-08089EC4 = Bullet Bill! ? ; Used by Bill Blaster.
-08089F44 = Bullet Bill! ? ; Used by Bill Blaster.
-08089FA4 = Move NPC in front of PC, sprite sequence(A) x2, play sound effect x81. ; Used by Goomba.
-0808A08C = Used by Goomba(x1)/Getme!/Mossy/Pop/Paragoomba.
-0808A098 = Start attack ; Used by Dummonster/Sledge/Mallet.
-0808A0DC = Wait for end of animation, start attack, sprseqB x3 ; Used by Beanie1.
-0808A128 = Wait for end of animation, start attack, sprseqB x3 ; Used by Beanie0.
-0808A174 = Dodged ; Used by Beanie0/1. (str x60)
-0808A194 = Countered ; Used by Beanie0/1. (str x5C)
-0808A1B4 = Attacks ; Used by Beanie0/1. (str x58)
-0808A1D4 = Wait for end of animation, sprite sequence(B) x6 ; Used by Goomba. (str x4C)
-0808A200 = bx lr ; Used by Dummonster/Sledge/Mallet.
-0808A204 = move, sprseqA x4 ; Used by Beanie1. (str x50)
-----
-080DABFC = x14 Parabeanie 0-5 ; start attack, move, sprseqA x4
-080DAC80 = x14 Parabeanie 0-6 ; Wait for end of animation, move, sprseqA x2
-080DAD00 = x14 Parabeanie 1-9 ; move, sprseqA x8, se81
-080DAD84 = x14 Parabeanie 1-A ; Wait for end of animation, move, sprseqA x2
-080DAE0C = x14 Parabeanie 1-B ; Wait for end of animation, end of attack, move, sprseqA x2
-080DAE7C = x14 Parabeanie 0-7 ; Wait for end of animation, end attack, move, sprseqA x2
-080DAEEC = x14 Parabeanie 1-1
080DAEF8 = x14 Parabeanie 0-1
-080DAF30 = x14 Parabeanie 1-C ; Wait for end of animation, ?
-080DAF48 = x14 Parabeanie 1-2 ; se8D
-080DAF6C = x14 Parabeanie 0-8 ; Wait for end of animation, ?
-080DAF84 = x14 Parabeanie 0-2 ; se8D
-080DAFA8 = x14 Parabeanie 1-3 ; move, sprseqA x2
-080DB014 = x14 Parabeanie 0-3 ; move, sprseqA x2
-080DB080 = x14 Parabeanie 1-4 ; Wait for end of animation, se8D, move, sprseqA x6
-080DB0FC = x14 Parabeanie 0-4 ; Wait for end of animation, sprseqA x3
-080DB12C = x14 Parabeanie 1-5 ; Wait for end of animation, se2E, Start attack, sprseqA x7
-080DB18C = x14 Parabeanie 1-8 ; Counter
-080DB1A4 = x14 Parabeanie 1-7 ; Dodge
-080DB1C4 = x14 Parabeanie 1-6 ; Attack
080DB838 =
080DC46C =
080DD678 =
080DEBEC =
080E5810 = General Scripting Section
080E635C
080E71D0
080E9714 = Read_Script(?,?,?)
080E98C0 = Read_flag(pointer,pointer or 0,flag_num to read)
080E9958 = Write_flag
080E99E0 = Read_byte/short ; Research further.
080E9A6C = Write_byte/" ; "
080E9CA8 = Read_value(addr,addr,addr,addr,flag_num)
080E9C14 = Read_integer(addr,addr,flag_num)
080EBAC8 = Field Script Commands code.
(Last Field Command?)
080F2CB8 = Battle Script Commands code.
080F6B44 - ??? (Get Level Up EXP of current character's level (080F6D60) Note: R4 holds the offset of a particular character's data.)
080F8A90 = ? Last Battle Command?
080F9718 = Suitcase Script Commands code.
080FAD2C = ? Last Suitcase Command?
080FB128 - ROM => RAM with NPC data (Some if not all.. and Mario if not the others?)
Note: Check the pointer at 03003F70, for the Function pointer.080FB449?
080FB738 = get_object_type(map_num, obj_num) Return object_type (I think)
080FB778 = get_object_total(map_num, address_to_store) Return object_total
080FB790 = get_palette_list(map_num, address_to_store) Return palette_list_address
080FB7BC = get_sprite_list(map_num, address_to_store) Return sprite_list_address
080FB7E0 = get_map_event_list(map_num) Return map_event_list
080FB7EC = Map Scripts pointer. (Only one.)
080FB7FC = Item Blocks Pointer. (Only one.)
080FC438 = yBtl and yBtB RAM Function Creators (+ etc.)
-080FC60A = START/SELECT in Battle.....
080FCD69 = ( returning from an attack?) (1)( one char backing up/next person walking up)
080FD09D = ( returning from an attack?) (2)( one char backing up/next person walking up)
080FDC3D = Block Commands Function
080FDC3D = Adds the block commands to the Block Cycle
080FE2FD = ( one char backing up/next person walking up)
080FE4A5 = ( one char backing up/next person walking up)
080FE5F9 = ( one char backing up/next person walking up)
080FE9A1 = Block Commands Function
080FE9A1 = Block Commands, seems to point to each of the three block functions, probably for menus, and text in textbox.
080FECE9 = Solo Block Function
08FED06 = L/R Press
08FED06 = Up/Down Press (Scroll through list.)
080FEF15 = Bros Action Block Function
080FEFFE = = Up/Down Press (Scroll through list.)
080FF411 = Items Action Block Function
080FF52A = Up/Down buttons to scroll through Items list.
080FFB71 = Sub-function = Choosing an Enemy (in General)
080FFD21 = Menu Item Selected function (goes to selecting an enemy)
080FFEFD = Select an character function, apparently. (protagonists or antagonists)
080FFEFD
When switching who to hit, names mess up.
08100544 = L/R Press
08100791
08100ACE = L/R Press
08100BC5
08100D19
08100E5D = Some Battle Function = Hit Enemy Return to position
08100E5D
Note: Jump Countering
08100EC0 = L/R Press (Unknown)
08100F0A = Unknown Button Press A.
08100F58 = Mario Counter (A Button)
08100FC4 = Check for gsys_btl_defham (Flag x230)
081010EE = Check for gsys_btl_defham (Flag x230)
08101040 = Unknown Button Press B.
0810108C = Luigi Counter (B Button)
0810118D
0810124D
0810136D
Is this a "Read if Enemies are there, if so, make action commands appear for Luigi, if not, Rewards Screen?
081013A4 => To Reward's Screen Function
08101471 = Rewards Screen & Level Up Function
Pointed to when RUN is selected.(1)
08101471 = Sub-function
Seems to be the first to effect Rewards Screen...?
08101521 = Sub-function
This could be what brings up the Rewards Screen? But I need more testing.
081015E5 = Sub-function
0810192D = Sub-function = RUN....(while running) (3)
081019A9 = Rewards Screen - Dim screen and load graphics?
08101A6D = Rewards Screen Load (Display panels.)
08101B58 = Checking for two characters.
08101B66 = Check for Mario; Draw his panel (Dimmed version.)
08101BAA = Check for Luigi; Draw his panel (Dimmed version.)
08101C00 = One character versions of Checking for Mario/Luigi ; drawing panel (Dimmed version.)
08101C8E = Check for number of item slots needed in rewards box?
08101CB0 = Draws the top bar of the item rewards box.
08101CEC = Draw more parts of the item rewards box...
08101D1E = "...
08101D4E = Draw coins earned box. (Left box.)
08101D86 = Draw coins total box. (Right box.)
08101DB2 = Draw Item names (Ex: "Nothing")
08101DD0 = ?
08101DE0 = Mario/Luigi sprites...?
08101EE4 - Item Reward function?
08102109 = Sub-function
Note: The menus have already appeared.
081021E5 = Sub-function
081023C9 = Sub-function
081026DD = Set a character's sprite depending on the last ability used. (Jump/Hammer/Hand)
08102789 = Rewards Screen Running (Cycles until Exit)- w/ Graphics and Button Press Checks
Args: R0 = Offset of Function Call Pointer.
0810279E = Check for Mario.
081027CE - 081027FE = Call graphic panel for Mario's EXP. (Overwrites "dimmed" version.)
08102800 = Check for Luigi.
08102828 - 0810285C = Call graphic panel for Luigi's EXP. (Overwrites "dimmed" version.)
0810286A - 081028A0 = Call graphic panel for Coins. (Only right box.) (Overwrites "dimmed" version.)
-----
It is assumed that this is when you only have one character:??? (Need researching*)
081028E2 - 08102934 = Call graphic panel for character. (Overwrites "dimmed" version.)
08102940 - 08102978 = Call graphic panel for Coins. (Only right box.) (Overwrites "dimmed" version.)
-----
0810297C = If self.timer <= x6D
08102988 = Press A to scroll Numbers
-08102996 = Check if two characters? (I think?)
- 081029A6 = Check for Mario
- 081029BC = Check for self.timer < x59
- 081029C0 = Set Mario's (char1) sprite based on last ability used.
- 081029C6 - 081029F4 = Call graphic panel: Mario EXP
- 081029F4 = Check for Luigi?
- 08102A10 = Check for self.timer < x59
- 08102A1A = Set Luigi's sprite based on last ability used.
- 08102A20 - 08102A54 = Call graphic panel: Luigi EXP
- 08102A62 - 08102A98 = Call graphic panel: Coins
-08102AB0 = One character graphic panels coding... ETC.
-08102B6C = self.timer = x6E (Jump to end of function.)
08102B80 = Add 1 to self.timer. (Jump to end of function.)
08102B8C = Press A to add Coins/EXP to Inventory, and leave Rewards screen function.
-08102B9A = Add Coins from 03003F64 (Battle Coins) to 020048E0 (Inventory Coins). Limit 9999.
-08102BBC = New Function Pointer (08102CA5) at R12.
-08102BC0 = Mario/Char 1 - Add Battle EXP to Inventory EXP.
- Check if char exist (03003FCC)
- Check the char's status (0200A5E8 AND 06. Should be of 02.)
- Check the char attribute FFFF for Mario / FFFE for Luigi (Used for locating their data in DBPD.)
- Add Battle EXP (03003F62) to Inventory EXP, and limit at 999,999.
-08102C1C = Luigi/Char 2 - Add Battle EXP to Inventory EXP.
-08102c76 = Place 0000 at R6 + 10h.
-08102c7a = Place New Function Pointer in R6 + 4h.
08102C7E = Exit Function / No Returns
08102CA5 = Level Up Check
Checks to see if you can Level Up, if so, it directs you to the Level Up functions, if not, (Return to Room?) functions.
08102CB2 = Check if char exist (03003FCC)
08102CCC = Check the char attr FFFF for Mario / FFFE for Luigi (Locate their data in DBPD.)
08102CD6 = Check Level Number <99
08102CF0 =
Cleanup?
08102E8C = Check Next Character (0 - 1)
08102E94 = No Level Up - New Function Pointer (081054D5); Place in R1 + 4h.
08102E9A = Exit Function / No Returns
08102EB1 = Graphics
08102F55 = Sub-function
0810326D = Sub-function
08103369 = Sub-function
Appears to have no effect? (Probably goes with Mario Level Up?)
08103529 = Sub-function
081036C1 = Get Level Up Data, add it to current stats, and cap at 999
Goes with Luigi Level Up (Not sure about Mario)
08103838 = Stat limiter (Not Bonus Wheel)
08103895 = Sub-function
Goes with Luigi Level Up (Not sure about Mario)
08103901 = Graphics and Palettes (Star moving left)
Goes with Luigi Level Up (Not sure about Mario) (Freeze on star moving to left)
08103B6D = Sub-function
08103D75 = Level Up Stats Button Checks and Graphics
08103E4C = Press A to instantly light up all level up stats.
08103EB6 = Press A to add level up stats to current stats.
08103EE4 = Press A to instantly add the stats.
081040DD = Sub-function
Goes with Luigi Level Up (Not sure about Mario) (Freeze on "Bonus" Lakitu.)
08104185 = Bonus Selection Button Check
081041B4 = UP arrow button
081041D0 = DOWN arrow button
081042A6 = Up arrow button
081042C8 = Down arrow button
081042F8 = A button
08104351 = Bonus Wheel Numbers
08104801 = Sub-function
Goes with Luigi Level Up (Not sure about Mario) (Freeze on pressing "A" for "Bonus")
0810489D = Sub-function
Goes with Luigi Level Up (Not sure about Mario) (Freeze on "Bonus" wheel.)
08104981 = Bonus Wheel Button Check
08104998 = Level Up - Check Button Press "A" on Bonus Wheel.
081049C4 = Level Up - Check Button Press "B" on Bonus Wheel.
08104A01 = Sub-function
Goes with Luigi Level Up (Not sure about Mario) (Freeze on "Bonus" wheel's selected number.)
08104A85 = Includes Bonus Wheel Stat Limits (and maybe something else?)
Goes with Luigi Level Up (Not sure about Mario) (Freeze on "Bonus" wheel's selected number.)
-999 Stat limits (08104BC4)
Notes: 10 breakpoints in SDL-H for one round.
08104C6D = Sub-function
Goes with Luigi Level Up (Not sure about Mario) (Freeze on "Bonus" wheel's leave.)
08104D15 = End of a Level Up Button Check "A"
Press A to at end of Level Up screen to either level up again or return to room.
08104DB9 = Graphics
08104E59 = Graphics
08104F11 = Sub-function
08104FED = VRAM
08105111 = Graphics
081053E1 = Sub-function
081054D5 = Exit Battle/Return to Room Function?
081054D5 = Sub-function
0810567D = Sub-function = Pointed to after Running is finished. (4) Return to room function?
08105791 = Text Directions "Left/Right: Rotate Blocks..." etc.
08105869 = Text Directions
0810591D =
081059D9 =
08105C11 = Items/Gear
081059D8 = Item Reward Retrieved. (Called from Item Rewards Rarity Check)
r0 = Item without rarity
r1 = Add this many items?
08105D0D = Unknown Function 083B950C
08106954 = Item Rewards Rarity Check (Whether to get item or not.)
r0 = Address of Enemy RAM data. (0200D22C)
r1 = Bonus rarity. (Probably used with equipment that increases your chances.)
r2 = (0 = Regular Item; 1 = Rare Item (Pin, rarity is not checked.))
-Calls Item Reward Retrieved function.
Returns nothing.
08106EB1 = Mario selected w/ Mushroom.
081072A9 = RUN!(2)
08108290 = (Estimate) STUN Status Effect chances (Ex: from Cyclone Bros.; may also include hammering of enemies from start of battle.) (Only Pointer.)
0810D57C = Mario/Luigi jump ability during Command Blocks.
0810F1FE = Check for gsys_solo_hamm2 (x0204)
---
Ability Code!
0810FE04 =
0810FE10 =
08110970 =
0811097C =
081133CC =
08113404 =
08114380 =
---
08116B48 = Suitcase: Number of unique items to display
08116E84 = Suitcase: Which Items are "enabled" and ready to be used. Arg0 is Item number.
08122BFD = Starting Stats Function
0812335C = DBPD RAM function create. (Including Copy/Paste of Save Game data.) Function is also called on start of a new game. (Which then moves the Starting Starts over.)
081254FC = File Select Screen function
00 - 08125578 =
01 - 081255D4 =
02 - 08125630 =
03 - 0812566C =
04 - 081256A0 =
05 - 08125A1A =
06 - 081256BC =
07 - 08126504 =
08 - 081257A8 =
09 - 0812592C =
0A - 08125AB4 =
0B - 08125AD4 =
0C - 08125AEC =
0D - 08125B00 =
0E - 08125B78 =
0F - 081262AC =
10 - 08126504 =
11 - 08126504 =
12 - 08126504 =
13 - 08126354 =
14 - 0812637A =
08126520 =
0812EF44 - 0812F1D4 = Shop Stache Discounts
---
Ability Code!
08132DCC =
08132DD8 =
08133314 =
---
081657F4 = Estimate location for mini-game code. (This one is Border Jump.)
081980D8 = CLEA Database data
08198220 = MATH Database data
08198504 =
08199424 = Copy/Paste CLEA data function. (And repoint CLEA pointer.)
08199498 = Copy/Paste MATH data function. (And repoint MATH pointer.)
0819A138 = RAND Generator (Populates RAND database and generates numbers)
Edited by
Teawater, Aug 16 2012, 01:51:54 AM.