User talk:Zowayix: Difference between revisions

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*It jumps to 0x35A9C0, which is the start of the Damage Calculation
*It jumps to 0x35A9C0, which is the start of the Damage Calculation


Once again I apologize for the lack of clarity in the disassembly, as I'm copy pasting what I find on the go. I hope I didn't miss a shift operation while writing this!
Once again I apologize for the lack of clarity in the disassembly, as I'm copy pasting what I find on the go. I hope I didn't miss a shift operation while writing this!<br>
--[[User:Mantidactyle|Mantidactyle]] ([[User talk:Mantidactyle|talk]]) 18:36, 8 January 2015 (EST)
--[[User:Mantidactyle|Mantidactyle]] ([[User talk:Mantidactyle|talk]]) 18:36, 8 January 2015 (EST)

Revision as of 23:37, 8 January 2015

Re: Stadium critical hit calculation?

I'm still a beginner at N64 MISP, but the formula given at the beginning is 100% correct, even if my comments are lackluster at the moment to say the least. Also please forgive my bad English =P

What happens is:

  • Base Speed is loaded to V1
  • It adds 76 to it
  • It >> 2 to it
  • It jumps to 0x35C56C
  • It loads Focus Energy in T1
  • If Focus Energy is active, value << 2
  • If Focus Energy is active, value + 160
  • If Focus Energy is not active, value >> 1
  • It loads Move ID in A0
  • It jumps to 0x35A614
  • It checks if the Move is a High Critical Hit Rate move. It compares the Move ID with the array at 0x37570C
  • It jumps to 0x35C5A4
  • It loads the CH Ratio to V1
  • If the move is a High Critical Hit Rate move, << 2 to it
  • If the move is not a High Critical Hit Rate move, >> 1 to it

I didn't check what happens just after this. I used access breakpoints and register breakpoints to find the routines that I wanted to explore.

  • It jumps to 0x35C5FC
  • If the CH Ratio is ≥ 256, it sets the CH Ratio to 255

I didn't check what happens just after this once again.

  • It jumps to 0x35C648
  • It loads the CH Ratio in V1
  • It copies a 1-byte Pseudo-Random Number to T5
  • If PRN < CH Ratio, it sets the Critical Hit flag to 1
  • It jumps to 0x35A9C0, which is the start of the Damage Calculation

Once again I apologize for the lack of clarity in the disassembly, as I'm copy pasting what I find on the go. I hope I didn't miss a shift operation while writing this!
--Mantidactyle (talk) 18:36, 8 January 2015 (EST)