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L'Empereur/ROM map
The following article is a ROM map for L'Empereur.
Note that most functions in this game are essentially written in a higher-level computer language than 6502. By using a jump table, more complex operations are able to be identified by single hex codes. These functions are prefaced by "20 09 E5 ## ##" (JSR $E509) and terminated by the operation "CF". (## ## indicates how many memory spaces need to be dedicated to the new function, written as an inverse. A function that requires no new memory space will say "00 00", while one that requires 16 spaces will say "F0 FF".
Sometimes one of these functions will jump to a subroutine which is written "normally" (without upper-level operations). These routines are prefaced by "20 E3 E2 ## ## ##" (JSR $E2E3).
A list of these operations is located here. This same system seems to be used by the other MMC5 Koei games.
Page E0 ($A000-$BFFF)
ROM location: 0x00010-0x0200F
E0:A03A
Prints graphic (5) to tile coordinates (1),(3)
E0:A2CC
Checks if City 1 (1/2) can sail to City 2 (3/4). (5) = whether sea control matters
E0:A327
Checks if it's safe to sail from City (1/2). Returns 0 if city is landlocked or sea is controlled by a hostile nation; otherwise, returns 1.
E0:A39C
Checks if officer (1/2) is player-controlled.
E0:A3E0
Checks if commander of city (1/2) is player-controlled.
E0:A425
Checks if city (1/2) is adjacent to city (3/4) [by either land or sea]
E0:A443
Tallies & makes a list at (3/4) of nations meeting criteria (5).
Code Criteria Child function 0C Living $A805 0D Allied with (01/02) $A80F
E0:A805
Check if nation (3/4) exists. (Parameter 1/2 serves no function)
E0:A8A0
Verifies checksum when loading game(?)
E0:A99D
Erase sprites #(1) to #(1)+(3)
E0:B4E6
Tallies nation (1)'s (3):
00 = Number of cities 01 = Avg. food sufficiency? 02 = Avg. material sufficiency? 08 = Number of cities set as supply bases 0B = Number of centers of power
E0:BC7E
Determines which nation has control of sea (1/2).
00 = Baltic, 01 = North, 02 = Atlantic, 03 = Mediterranean
Page E1 ($8000-$9FFF)
ROM location: 0x02010-0x0400F
E1:86B6
Print graphic (1) to coordinate 16,14.
E1:8A1A
Prints the text "More will have no effect" & waits 3 time units for input before advancing.
E1:8A2C
Prints the text "No [x]", where [x] is entry #(1) in Page F8, Table 3
E1:8BA5
Identifies map location of city (01/02) from table $9F9F
E1:8BB8
Center map on city (1/2) and change banner to nation (3/4)
E1:8C4A
Retrieve text string (1) from Page F7.
E1:8C5B
Retrieve text string (1) from Page F8.
E1:8C6C
Retrieve text string (1) from Page F9 (Table $B076).
E1:8C8E
Retrieve text string (1) from Table 2 of Page F7
E1:8CA8
Retrieve text string (1) from Table 3 of Page F7
E1:8D4B
Print text string (1/2) as an officer quote.
E1:8DF1
Returns the difference in French aggression values between nations (1/2) and (3/4).
E1:9D13
Finds the officer in a city with the best given stat.
E1:9D73
Checks if France has won the game (captured all cities).
E1:9F9F
Table of cities by their map locations.
01 = Northwest, 02 = Northeast, 03 = Southwest, 04 = Southeast
01 DUBLIN 01 02 EDINBURGH 01 03 LIVERPOOL 01 04 BRISTOL 01 05 LONDON 01 06 CHRISTIANIA 01 07 STOCKHOLM 02 08 COPENHAGEN 01 09 AMSTERDAM 01 10 LUBECK 01 11 BERLIN 01 12 WARSAW 02 13 KONIGSBERG 02 14 STPETERSBURG 02 15 MINSK 02 16 SMOLENSK 02 17 MOSCOW 02 18 KIEV 02 19 KLAUSENBURG 04 20 BUCHAREST 04 21 BUDAPEST 04 22 VIENNA 04 23 PRAGUE 02 24 MUNICH 03 25 FRANKFURT 01 26 LILLE 01 27 ST.MALO 03 28 PARIS 03 29 BORDEAUX 03 30 LYON 03 31 MARSEILLES 03 32 MILAN 03 33 FLORENCE 04 34 VENICE 04 35 SARAJEVO 04 36 BELGRADE 04 37 ROME 04 38 NAPLES 04 39 ISTANBUL 04 40 ATHENS 04 41 CORUNNA 03 42 LISBON 03 43 GIBRALTAR 03 44 MADRID 03 45 SARAGOSSA 03 46 BARCELONA 03
Page E2 ($A000-$BFFF)
ROM location: 0x04010-0x0600F
E2:A01F
Checks unit type of officer (1/2)
00 = Men (Infantry), 01 = Horses (Cavalry), 02 = Cannons (Artillery)
E2:A0D9
Finds officer with appropriate stat to be acting officer
E2:A3EB
Check if city has permission to attack. If a CPU officer is requesting an expedition, it prints that screen & awaits player input.
If autoplay is on, current city is not French, or Scenario is 1/2, return 1 (auto success).
Return 0 if player denies expedition. Return 1 if player grants expedition.
Return 2 if player attempted to deny expedition but officer disobeyed (Can randomly happen if officer has Simple trait).
E2:B94C
Tallies number of men assigned to officers in active city. If city has fewer than three officers, returns 0.
Page E3 ($A000-$BFFF)
ROM location: 0x06010-0x0800F
E3:A664
Upgrades active city's sufficiency value based on investment by player.
(1) = Sufficiency type (00 = Food, 01 = Mat, 02 = Med)
E3:B209
Checks if city (1/2)'s harbors are frozen over (Baltic in winter).
E3:B2C5
Calculates damages to fleets (1/2) (French) and (3/4) (enemy) during sea battle.
E3:B316
Determines whether Nelson appears in a sea battle.
E3:B3DC
Sea battle (enemy discovers your ships).
E3:B652
Check if supply shipment is raided by Cossack soldiers or guerrillas.
Page E4 ($A000-$BFFF)
ROM location: 0x08010-0x0A00F
Page E5 ($A000-$BFFF)
ROM location: 0x0A010-0x0C00F
E5:A05C
Recruiting POWs.
E5:A563
Exporting resources.
E5:A8FD
Set relationship between nations (1) and (3) to (5).
E5:AA0B
Trying to make an alliance.
Page E6 ($A000-$BFFF)
ROM location: 0x0C010-0x0E00F
Page E7 ($A000-$BFFF)
ROM location: 0x0E010-0x1000F
E7:A013
Officer (1/2) becomes a POW of nation (3/4)
E7:A354
Determines whether city resists invasion.
E7:A4E6
Play animation of invading officers moving to target city.
E7:B153
Determine losses to army?
E7:B743
Check if officer (1/2) is captured. (00 = Failure, 01 = Success)
E7:BF1A
Data table of the proper settings of the 4 lower bits of Napoleon's status based on the current Scenario
1 = 05 2 = 05 3 = 06 4 = 07 5 = 07 (Scenario 5 is not in the NES version; this is leftover data from being ported)
Page E8 ($A000-$BFFF)
ROM location: 0x10010-0x1200F
Contains functions pertaining to CPU actions during the city phase.
E8:A03C
Runs preliminary tests to see if the active city is prepared to invade.
The tests that must be passed are:
Gold <= floor(Soldiers/100) + Officers Food <= Soldiers Officers <= 3
A041 A4 AA 78 / Store $78AA/$78AB to M8 / Possible invasion target A044 A8 D3 7C / Store M8 to $7CD3/$7CD4 / Set as Target City A047 A4 D3 7C / Store $7CD3/$7CD4 to M8 A04A D8 8D A0 / Jump to $A08D if blank / Return 0
A04D A4 D1 7C / Store $7CD1/$7CD2 to M8 / Active City A050 7E / Add #$0E to M8 A051 B0 / Replace M8 with 2-byte value / Gold A052 B3 / Push M8 to stack / (+2) A053 A4 B6 78 / Store $78B6/$78B7 to M8 / Total soldiers A056 8B 64 / Store #$64 to MC / 100 A058 B8 / Divide M8 by MC A059 B3 / Push M8 to stack / (+2) A05A A5 B8 78 / Store $78B8 to M8 / # of officers A05D B4 / Pull 2 meta to MC / (-2) A05E BB / Add MC to M8 A05F B4 / Pull 2 meta to MC / (-2) A060 C7 / Check if M8 <= MC A061 D8 8D A0 / Jump to $A08D if not / Return 0
A064 A4 D1 7C / Store $7CD1/$7CD2 to M8 / Active city A067 8F 10 / Add #$10 to M8 A069 B0 / Replace M8 with 2-byte value / Food A06A B3 / Push M8 to stack / (+2) A06B A4 B6 78 / Store $78B6/$78B7 to M8 / Total soldiers A06E B4 / Pull 2 meta to MC / (-2) A06F C7 / Check if M8 <= MC A070 D8 8D A0 / Jump to $A08D if not / Return 0
A073 8E 4C B9 / Push #$B94C to stack / (+2) A076 8E E2 00 / Push #$00E2 to stack / (+2) A079 62 / Push #$0002 to stack / (+2) A07A E9 79 DD 06 / Run function $DD79 / (-6) Tallies # of men assigned to officers? (fewer than 3 officers = 0) A07E B3 / Push M8 to stack / (+2) A07F AA D1 7C / Push $7CD1/$7CD2 to stack / (+2) Active city A082 E9 02 D4 02 / Run function $D402 / (-2) Tallies # of men assigned to officers A086 51 A087 BE / Divide M8 by 2 A088 B4 / Pull 2 meta to MC / (-2) A089 C7 / Check if M8 <= MC / Only fails if fewer than 3 officers due to caveat in $B94C A08A D7 91 A0 / Jump to $A091 if so
A08D 40 / Store #$00 to M8 A08E D6 92 A0 / Jump to $A092
A091 41 / Store #$01 to M8 A092 CF / Exit
E8:A8DF
Main function for all CPU city actions.
A8E4 AA D1 7C / Push $7CD1/$7CD2 to stack / (+2) Active city A8E7 E9 DB BA 02 / Run function $BADB / (-2) Determines several values used later in the function, including a possible invasion target.
A8EB AA D1 7C / Push $7CD1/$7CD2 to stack / (+2) Active city A8EE 8E 8C B2 / Push #$B28C to stack / (+2) A8F1 8E E2 00 / Push #$00E2 to stack / (+2) A8F4 62 / Push #$0002 to stack / (+2) A8F5 E9 79 DD 08 / Run function $DD79 / (-8)
A8F9 A4 D1 7C / Store $7CD1/$7CD2 to M8 / Active city A8FC 75 / Add #$05 to M8 A8FD B0 / Replace M8 with 2-byte value / Population A8FE A8 B4 78 / Store M8 to $78B4/$78B5
A901 A4 D1 7C / Store $7CD1/$7CD2 to M8 / Active City A904 8F 14 / Add #$14 to M8 A906 B0 / Replace M8 with 2-byte value / A907 B3 / Push M8 to stack / (+2) Soldier reserves A908 AA D1 7C / Push $7CD1/$7CD2 to stack / (+2) Active City A90B E9 02 D4 02 / Run function $D402 / (-2) Tally # of men assigned to officers A90F B4 / Pull 2 meta values to MC / (-2) A910 BB / Add MC to M8 / Total soldiers A911 A8 B6 78 / Store M8 to $78B6/$78B7
A914 A4 D1 7C / Store $7CD1/$7CD2 to M8 / Active city A917 72 / Add #$02 to M8 A918 B0 / Replace M8 with 2-byte value / Commander A919 B3 / Push M8 to stack / (+2) A91A E9 3B D4 02 / Run function $D43B / (-2) Tally officers A91E A9 B8 78 / Store $0008 to $78B8
A921 A4 D1 7C / Store $7CD1/$7CD2 to M8 / Active City A924 7E / Add #$0E to M8 A925 B0 / Replace M8 with 2-byte value / Gold A926 A8 E8 78 / Store M8 to $78E8/$78E9
A929 A4 D1 7C / Store $7CD1/$7CD2 to M8 / Active City A92C 8F 10 / Add #$10 to M8 A92E B0 / Replace M8 with 2-byte value / Food A92F A8 EA 78 / Store M8 to $78EA/$78EB
A932 A4 D1 7C / Store $7CD1/$7CD2 to M8 / Active City A935 8F 12 / Add #$12 to M8 A937 B0 / Replace M8 with 2-byte value / Materials A938 A8 EC 78 / Store M8 to $78EC/$78ED A93B A4 AA 78 / Store $78AA/$78AB to M8 / City considered for attack A93E D7 47 A9 / Jump to $A947 if not zero
A941 A4 A8 78 / Store $78A8/$78A9 to M8 / City considered for ??? A944 D8 4B A9 / Jump to $A94B if zero
A947 40 / Store #$00 to M8 A948 D6 4C A9 / Jump to $A94C A94B 41 / Store #$01 to M8 A94C A2 FF FF / Store $0008 to storage 1 ...
E8:AA9B
Decides whether or not active city invades.
Storage 05/06: Active City - Commander Storage 13/14: Active City - Adjusted strength Storage 17: Active City - # of officers Storage 19: Threshold for invasion
(#$43 normally, #$0A if RNG check for Courageous commander succeeds)
AAA0 A5 B8 78 / Store $78B8 to $0008 / Active City - # of officers AAA3 A2 EF FF / Store $0008 to storage 17 AAA6 A4 AA 78 / Store $78AA/$78AB to M8 / Possible target AAA9 A8 D3 7C / Store M8 to $7CD3/$7CD4 / Set as Target city AAAC A4 D1 7C / Store $7CD1/$7CD2 to M8 / Active City AAAF 72 / Add #$02 to M8 AAB0 B0 / Replace M8 with 2-byte value / Active City - Commander AAB1 29 / Store M8 to storage 05/06
AAB2 AA D1 7C / Push $7CD1/$7CD2 to stack / (+2) AAB5 E9 02 D4 02 / Run function $D402 / (-2) # of assigned men AAB9 25 / Store M8 to storage 13/14 AABA A5 B2 78 / Store $78B2 to $0008 / ??? AABD 51 / Store #$01 to MC AABE C8 / Check if M8 > MC AABF D8 CB AA / Jump to $AACB if not
AAC2 61 / Push #$01 to stack / (+2) AAC3 DE F2 FF / Store address of storage 14 AAC6 B3 / Push M8 to stack / (+2) AAC7 E9 6E DE 04 / Run function $DE6E / (-4) Reduce men by 1?
AACB A4 D3 7C / Store $7CD3/$7CD4 to M8 AACE 8F 10 / Add #$10 to M8 AAD0 B0 / Replace M8 with 2-byte value / Target City - Food AAD1 D8 10 AB / Jump to $AB10 if zero
AAD4 8D 10 / Push #$10 to stack / (+2) AAD6 60 / Push #$00 to stack / (+2) AAD7 39 / Push storage 05/06 to stack / (+2) Active City - Commander AAD8 E9 7A D1 04 / Run function $D17A / (-4) Get personality traits AADC B3 / Push M8 to stack / (+2) AADD E9 60 D4 04 / Run function $D460 / (-4) Check for Courage trait AAE1 D8 F7 AA / Jump to $AAF7 if zero
AAE4 A5 EA 6F / Store $6FEA to $0008 / Scenario AAE7 B3 / Push M8 to stack / (+2) AAE8 8D 64 / Push #$64 to stack / (+2) AAEA E9 D1 D7 02 / Run function $D7D1 / (-2) RNG 00-99 AAEE B4 / Pull 2 meta to MC / (-2) AAEF C6 / Check if M8 < MC AAF0 D8 F7 AA / Jump to $AAF7 if not
AAF3 4A / Store #$0A to M8 AAF4 D6 F9 AA / Jump to $AAF9
AAF7 89 43 / Store #$43 to M8
AAF9 A2 ED FF / Store $0008 to storage 19 AAFC A0 ED FF / Store storage 19 to $0008 AAFF B3 / Push M8 to stack / (+2) AB00 AA AE 78 / Push $78AE/$78AF to stack / (+2) AB03 E9 0F DE 04 / Run function $DE0F / (-4) Take % of value AB07 B3 / Push M8 to stack / (+2) AB08 DE F2 FF / Store address of meta 14 / Strength AB0B B3 / Push M8 to stack / (+2) AB0C E9 6E DE 04 / Run function $DE6E / (-4) Reduce strength by % AB10 A4 B0 78 / Store $78B0/$78B1 to M8 / AB13 55 AB14 B5 / Multiply M8 by 5 AB15 52 AB16 BE / Divide M8 by 4 AB17 B3 / Push M8 to stack / (+2) AB18 A4 D1 7C / Store $7CD1/$7CD2 to M8 AB1B 8F 14 / Add #$14 to M8 AB1D B0 / Replace M8 with 2-byte value / Active City - Soldier reserves AB1E 51 AB1F BE / Divide M8 by 2 AB20 15 / Store meta 13/14 to MC AB21 BB / Add MC to M8 AB22 B4 / Pull 2 meta to MC / (-2) AB23 C7 / Check if M8 <= MC AB24 D8 34 AB / Jump to $AB34 if not
...
E8:B08D
Toggles supply status flags for the active city based on command (1).
00: Turn on flag #$40: Food supply low 01: Turn off flag #$40: Food supply high 02: Turn on flag #$80: Material supply low Else: Turn off flag #$80: Material supply high
E8:B0CD
Improves sufficiency value (1) of active city. (00 = Food, 01 = Material)
E8:B16D
Spends the amount of gold specified in $78BC/$78BD to recruit soldiers.
[X] gold = Soldier reserves increased and population decreased by [X/3] Food decreased by [X/5]
E8:B1AB
Active city spends gold to purchase horses (up to 9999).
E8:BADB
20 E3 E2 00 F1 FF
04:BAE1:8E AA 78 STX $78AA 04:BAE4:8E AB 78 STX $78AB 04:BAE7:8E A8 78 STX $78A8 04:BAEA:8E A9 78 STX $78A9 04:BAED:8E AE 78 STX $78AE 04:BAF0:8E AF 78 STX $78AF 04:BAF3:A9 04 LDA #$04 04:BAF5:85 18 STA $0018 04:BAF7:86 19 STX $0019 04:BAF9:A9 03 LDA #$03 04:BAFB:85 14 STA $0014 04:BAFD:86 15 STX $0015 04:BAFF:A2 18 LDX #$18 04:BB01:20 DF E3 JSR $E3DF 04:BB04:A2 14 LDX #$14 04:BB06:20 DF E3 JSR $E3DF 04:BB09:A9 B9 LDA #$B9 04:BB0B:48 PHA 04:BB0C:A9 4C LDA #$4C 04:BB0E:48 PHA 04:BB0F:8A TXA 04:BB10:48 PHA 04:BB11:A9 E2 LDA #$E2 04:BB13:48 PHA 04:BB14:8A TXA 04:BB15:48 PHA 04:BB16:A9 02 LDA #$02 04:BB18:48 PHA 04:BB19:20 82 E3 JSR $E382 04:BB1C:79 DD 08 ADC $08DD,Y 04:BB1F:A2 14 LDX #$14 04:BB21:20 04 E4 JSR $E404 04:BB24:A0 08 LDY #$08 04:BB26:A2 14 LDX #$14 04:BB28:A9 18 LDA #$18 04:BB2A:20 C1 E1 JSR $E1C1 04:BB2D:A2 14 LDX #$14 04:BB2F:20 04 E4 JSR $E404 04:BB32:A0 18 LDY #$18 04:BB34:A2 14 LDX #$14 04:BB36:A9 10 LDA #$10 04:BB38:20 FE E1 JSR $E1FE 04:BB3B:A5 10 LDA $0010 04:BB3D:8D B0 78 STA $78B0 04:BB40:A5 11 LDA $0011 04:BB42:8D B1 78 STA $78B1 04:BB45:8A TXA 04:BB46:A0 F2 LDY #$F2 04:BB48:91 06 STA ($06),Y 04:BB4A:8E B2 78 STX $78B2 04:BB4D:4C 5C BB JMP $BB5C 04:BB50:18 CLC 04:BB51:A9 01 LDA #$01 04:BB53:A0 F2 LDY #$F2 04:BB55:71 06 ADC ($06),Y 04:BB57:91 06 STA ($06),Y 04:BB59:8A TXA 04:BB5A:69 00 ADC #$00 04:BB5C:A0 F2 LDY #$F2 04:BB5E:B1 06 LDA ($06),Y 04:BB60:85 18 STA $0018 04:BB62:86 19 STX $0019 04:BB64:A5 18 LDA $0018 04:BB66:C9 02 CMP #$02 04:BB68:A5 19 LDA $0019 04:BB6A:E9 00 SBC #$00 04:BB6C:90 03 BCC $BB71 04:BB6E:4C CA BE JMP $BECA 04:BB71:B1 06 LDA ($06),Y 04:BB73:85 18 STA $0018 04:BB75:86 19 STX $0019 04:BB77:A5 18 LDA $0018 04:BB79:C9 01 CMP #$01 04:BB7B:D0 04 BNE $BB81 04:BB7D:A5 19 LDA $0019 04:BB7F:C9 00 CMP #$00 04:BB81:F0 03 BEQ $BB86 04:BB83:4C 55 BC JMP $BC55 04:BB86:8A TXA 04:BB87:48 PHA 04:BB88:A9 FF LDA #$FF 04:BB8A:48 PHA 04:BB8B:8A TXA 04:BB8C:48 PHA 04:BB8D:A9 03 LDA #$03 04:BB8F:48 PHA 04:BB90:A0 0C LDY #$0C 04:BB92:B1 04 LDA ($04),Y 04:BB94:48 PHA 04:BB95:88 DEY 04:BB96:B1 04 LDA ($04),Y 04:BB98:48 PHA 04:BB99:20 82 E3 JSR $E382
...
Page E9 ($A000-$BFFF)
ROM location: 0x12010-0x1400F
E9:A013
Checks if nations (1/2) and (3/4) are in good standing.
Returns 00 if hostile or neutral w/ difference in aggression 5 or more Returns 01 if friendly/allied or neutral w/ difference in aggression 4 or less
E9:A068
Checks if nations (1/2) and (3/4) are in bad standing.
Returns 00 if friendly or difference in aggression 75 or less Returns 01 if not friendly & difference in aggression 76 or more
E9:A09F
Checks if nations (1/2) and (3/4) are friendly.
E9:A0F6
Checks if nations (1/2) and (3/4) are hostile.
Returns #$00 if no. Returns #$20 if yes.
E9:A119
Checks if nations (1/2) and (3/4) are on good terms and if so, attempts friendship?
E9:AC4A
Prints text "Press any button".
E9:AC57
Display acting officer as active nation's envoy.
E9:AC9A
Prints text "[Active nation] .. [text string (01)] .. [Target nation]"
E9:ADD5
Set diplomatic status of Active and Target nations to (01).
Page EA ($8000-$9FFF)
ROM location: 0x14010-0x1600F
Page EB
ROM location: 0x16010-0x1800F
Page EC
ROM location: 0x18010-0x1A00F
Page ED ($8000-$9FFF)
ROM location: 0x1A010-0x1C00F
Page EE
ROM location: 0x1C010-0x1E00F
Page EF ($8000-$9FFF)
ROM location: 0x1E010-0x2000F
Page F0
ROM location: 0x20010-0x2200F
Page F1
ROM location: 0x22010-0x2400F
F1:80A9
Start-of-Month Phase main loop
F1:81D7
Month advance + Start-of-Month prep
F1:8370
Load event icon (1)
F1:94DA
Nation (1/2) becomes a satellite of nation (3/4)
F1:9918
Print death text of officer (1/2)
F1:9952
Officer (1/2) dies of old age.
F1:9A37
Officer age-up & random deaths
F1:9E3E
Check if two nations are adjacent by land.
F1:9ED4
Nation (1/2) requests protection from France
Page F2
ROM location: 0x24010-0x2600F
F2:A07E
Check for protection requests
F2:B463
Tick down alliance timers
Page F3
ROM location: 0x26010-0x2800F
Page F4
ROM location: 0x28010-0x2A00F
Page F5
ROM location: 0x2A010-0x2C00F
Page F6
ROM location: 0x2C010-0x2E00F
Page F7
ROM location: 0x2E010-0x3000F
Page F8
ROM location: 0x30010-0x3200F
Page F9
ROM location: 0x32010-0x3400F
Page FA ($A000-$BFFF)
ROM location: 0x34010-0x3600F
FA:A004
Table of Nations
$A004 + #$0A x (Nation code) = Beginning of nation data starting with name and ending with hidden stat.
FA:A09A
Table of Cities
$A09A + #$20 x (City code) = Beginning of city data starting with name and ending with hidden stat.
FA:A650
Table of Officers
$A650 + #$11 x (Officer code) = Beginning of officer data starting with name and ending with hidden stat.
See Notes for more detail on hidden stats.
Page FB
ROM location: 0x36010-0x3800F
Page FC
ROM location: 0x38010-0x3A00F
Page FD
ROM location: 0x3A010-0x3C00F
Page FE ($C000-$DFFF)
ROM location: 0x3C010-0x3E00F
FE:C003
Main game loop. Executes all game functions then waits until interrupt
C008 61 / Push #$01 to stack / (+2) C009 E9 6F CF 02 / Run function $CF6F / (-2) C00D 8D 1F / Push #$1F to stack / (+2) C00F 60 / Push #$00 to stack / (+2) C010 E9 C9 CF 04 / Run function $CFC9 / (-4) C014 8D 14 / Push #$14 to stack / (+2) C016 67 / Push #$07 to stack / (+2) C017 E9 BC C3 04 / Run function $C3BC / (-4) C01B AA 00 60 / Push $6000/$6001 to stack / (+2) C01E 8E 16 DF / Push #$DF16 to stack / (+2) C021 E9 27 C6 04 / Run function $C627 / (-4) C025 61 / Push #$01 to stack / (+2) C026 64 / Push #$04 to stack / (+2) C027 E9 1E EF 04 / Run function $EF1E / (-4) C02B B3 / Push M8 to stack / (+2) C02C 8E 22 DF / Push #$DF22 to stack / (+2) C02F E9 27 C6 04 / Run function $C627 / (-4) C033 62 / Push #$02 to stack / (+2) C034 64 / Push #$04 to stack / (+2) C035 E9 1E EF 04 / Run function $EF1E / (-4) C039 B3 / Push M8 to stack / (+2) C03A 8E 2A DF / Push #$DF2A to stack / (+2) C03D E9 27 C6 04 / Run function $C627 / (-4) C041 D6 41 C0 / Jump to $C041 / Stall until interrupt C044 CF / Exit
FE:C045
Wait for (1) frames
FE:C052
Wait for 6*(1) frames
FE:C062
Wait (1) time units for input before advancing message automatically
Time unit = 5*(message speed) frames
FE:C232
Officer gains 1 EXP.
Parameter 1/2 = Officer address
C237 0C / Store parameter 1/2 to M8 / Officer address C238 76 / Add #$06 to M8 / Officer exp address C239 2B / Store M8 to storage 1/2 C23A 0B / Store storage 1/2 to M8 C23B B3 / Push M8 to stack / (+2) C23C D3 / Replace M8 with 1-byte value / Officer exp (old) C23D D0 / Increment M8 / +1 exp C23E D4 / Pull 2 meta, store $0008 / (-2) Update exp C23F 0B / Store meta 01/02 to M8 C240 D3 / Replace M8 with 1-byte val / Officer exp (new) C241 8B 64 / Store #$64 to MC C243 C9 / Check if M8 >= MC / Check if 100+ C244 D8 4F C2 / Jump to $C24F if not / Exit C247 3B / Push storage 1/2 to stack / (+2) C248 40 / Store #$00 to M8 C249 D4 / Pull 2 meta, store $0008 / (-2) Roll EXP over to 00 C24A 3C / Push params 1/2 to stack / (+2) C24B E9 D6 C1 02 / Run function $C1D6 / (-2) Officer Levels Up C24F CF / Exit
FE:C26E
Retrieve city of officer (1/2)
FE:C2D2
Retrieve nation of city (1/2)
FE:C3E9
Print text string (1/2)
FE:C627
Print text string (1/2), replacing %s with (3/4) [and %d with (5/6)]
FE:C65F
Advances random number generator then checks for controller input (1)
0 = both controllers (1 then 2), 1 = controller 1, 2 = controller 2
FE:CD85
Reduce value at address (1/2) by (3/4)%. Returns difference
FE:CD9F
Checks if BGM is on, and plays audio (1) if so?
FE:D019
Retrieve name of nation (1/2).
FE:D085
Retrieve name of officer (1/2).
FE:D0E6
Retrieve list of cities adjacent by land to (1/2).
FE:D10B
Retrieve hidden stat (3) for city (1/2).
FE:D17A
Retrieve hidden stat (1) for officer (1/2).
00 = Personality traits
FE:D27F
Change to screen template (1)
FE:D3B6
Reduce value at address (1/2) by (3/4)%
FE:D402
Tally # of men assigned to officers in city (1/2).
FE:D43B
Tally # of officers in city (1/2).
FE:D460
Isolate flags (3) in (1). (bitwise AND)
FE:D69D
Generate random number from #$0000-#$7FFF
FE:D7B0
Update RNG seed (done after $D69D)
FE:D7D1
Generate random number between #$00 and #$(1/2)
FE:DCD6
Find smaller of values (1/2) and (3/4)
FE:DCF6
Find larger of values (1/2) and (3/4)
FE:DDCA
Take ratio (3)/(5) of value (1)
FE:DE0F
Find (3)% of (1)
FE:DE2C
Add (3/4) to 2-byte value (1/2) up to a max of (5/6)
FE:DE2B
Add (3/4) to 1-byte value (1/2) up to a max of (5/6)
FE:DE6E
Reduce 2-byte value at (1/2) by (3) to a minimum of zero
FE:DE77
Reduce 1-byte value at (1/2) by (3) to a minimum of zero
Page FF ($E000-$FFFF)
ROM location: 0x3E010-0x4000F
FF:E155
Initialized PRG bank switches on power-on.
FF:E2E3
Prep when going from a higher-level function to an assembly function.
20 E3 E2 XX XX
BEFORE FUNCTION RUN (Preserve values?)
0F:E2E3:68 PLA 0F:E2E4:85 08 STA $0008 ; XX\ 0F:E2E6:68 PLA ; | Values stored after JSR 0F:E2E7:85 09 STA $0009 ; XX/ 0F:E2E9:18 CLC 0F:E2EA:68 PLA 0F:E2EB:69 01 ADC #$01 0F:E2ED:85 00 STA $0000 ;\ 0F:E2EF:68 PLA ; \ 0F:E2F0:69 00 ADC #$00 ; / Return address 0F:E2F2:85 01 STA $0001 ;/ 0F:E2F4:A0 07 LDY #$07 0F:E2F6:38 SEC 0F:E2F7:A5 02 LDA $0002 ;\ 0F:E2F9:E9 09 SBC #$09 ; \ 0F:E2FB:85 0C STA $000C ; \ 0F:E2FD:A5 03 LDA $0003 ; | Augmented stack address 0F:E2FF:E9 00 SBC #$00 / 0F:E301:85 0D STA $000D ; / 0F:E303:B9 00 00 LDA $0000,Y 0F:E306:91 0C STA ($0C),Y ; Store values $0000-$0007 onto stack 0F:E308:88 DEY ; for later retrieval 0F:E309:10 F8 BPL $E303
0F:E30B:A0 01 LDY #$01 0F:E30D:38 SEC 0F:E30E:A5 0C LDA $000C ; Augmented stack address 0F:E310:85 04 STA $0004 ; 0F:E312:F1 08 SBC ($08),Y ; Adjust for # of storage needed 0F:E314:85 06 STA $0006 ; 0F:E316:A5 0D LDA $000D ; 0F:E318:85 05 STA $0005 ; 0F:E31A:E9 00 SBC #$00 0F:E31C:85 07 STA $0007 0F:E31E:B1 08 LDA ($08),Y 0F:E320:A0 08 LDY #$08 0F:E322:91 04 STA ($04),Y 0F:E324:A8 TAY 0F:E325:F0 09 BEQ $E330 0F:E327:88 DEY 0F:E328:B9 80 00 LDA $0080,Y 0F:E32B:91 06 STA ($06),Y 0F:E32D:88 DEY 0F:E32E:10 F8 BPL $E328 0F:E330:A0 02 LDY #$02 0F:E332:18 CLC 0F:E333:A5 06 LDA $0006 0F:E335:71 08 ADC ($08),Y 0F:E337:85 02 STA $0002 0F:E339:C8 INY 0F:E33A:A5 07 LDA $0007 0F:E33C:71 08 ADC ($08),Y 0F:E33E:85 03 STA $0003 0F:E340:C6 07 DEC $0007 0F:E342:18 CLC 0F:E343:A5 08 LDA $0008 ; 0F:E345:69 04 ADC #$04 ; 0F:E347:85 08 STA $0008 ; 0F:E349:90 02 BCC $E34D ; 0F:E34B:E6 09 INC $0009 ; Advance to function 0F:E34D:A9 E3 LDA #$E3 ; 0F:E34F:48 PHA ; 0F:E350:A9 5A LDA #$5A ; Set return address to next part of this function 0F:E352:48 PHA ; 0F:E353:A9 00 LDA #$00 0F:E355:AA TAX 0F:E356:A0 01 LDY #$01 0F:E358:6C 08 00 JMP ($0008)
AFTER FUNCTION RUN (Restore values?)
0F:E35B:E6 07 INC $0007 0F:E35D:A0 08 LDY #$08 0F:E35F:B1 04 LDA ($04),Y 0F:E361:A8 TAY 0F:E362:F0 09 BEQ $E36D 0F:E364:88 DEY 0F:E365:B1 06 LDA ($06),Y 0F:E367:99 80 00 STA $0080,Y 0F:E36A:88 DEY 0F:E36B:10 F8 BPL $E365 0F:E36D:A5 04 LDA $0004 0F:E36F:85 0C STA $000C 0F:E371:A5 05 LDA $0005 0F:E373:85 0D STA $000D 0F:E375:A0 07 LDY #$07 0F:E377:B1 0C LDA ($0C),Y 0F:E379:99 00 00 STA $0000,Y 0F:E37C:88 DEY 0F:E37D:10 F8 BPL $E377 0F:E37F:6C 00 00 JMP ($0000)
FF:E382
Prep when going from one assembly function to another.
0F:E382:68 PLA 0F:E383:85 00 STA $0000 0F:E385:68 PLA 0F:E386:85 01 STA $0001 0F:E388:38 SEC 0F:E389:A0 03 LDY #$03 0F:E38B:A5 02 LDA $0002 0F:E38D:F1 00 SBC ($00),Y 0F:E38F:85 02 STA $0002 0F:E391:B0 02 BCS $E395 0F:E393:C6 03 DEC $0003 0F:E395:B1 00 LDA ($00),Y 0F:E397:AA TAX 0F:E398:A0 00 LDY #$00 0F:E39A:18 CLC 0F:E39B:A5 00 LDA $0000 0F:E39D:69 03 ADC #$03 0F:E39F:91 02 STA ($02),Y 0F:E3A1:98 TYA 0F:E3A2:C8 INY 0F:E3A3:CA DEX 0F:E3A4:65 01 ADC $0001 0F:E3A6:91 02 STA ($02),Y 0F:E3A8:D0 03 BNE $E3AD 0F:E3AA:68 PLA 0F:E3AB:91 02 STA ($02),Y 0F:E3AD:C8 INY 0F:E3AE:CA DEX 0F:E3AF:D0 F9 BNE $E3AA 0F:E3B1:A0 01 LDY #$01 0F:E3B3:B1 00 LDA ($00),Y 0F:E3B5:85 08 STA $0008 0F:E3B7:C8 INY 0F:E3B8:B1 00 LDA ($00),Y 0F:E3BA:85 09 STA $0009 0F:E3BC:20 DC E3 JSR $E3DC 0F:E3BF:A0 01 LDY #$01 0F:E3C1:B1 02 LDA ($02),Y 0F:E3C3:99 00 00 STA $0000,Y 0F:E3C6:48 PHA 0F:E3C7:88 DEY 0F:E3C8:10 F7 BPL $E3C1 0F:E3CA:18 CLC 0F:E3CB:C8 INY 0F:E3CC:A5 02 LDA $0002 0F:E3CE:71 00 ADC ($00),Y 0F:E3D0:85 02 STA $0002 0F:E3D2:90 02 BCC $E3D6 0F:E3D4:E6 03 INC $0003 0F:E3D6:A9 00 LDA #$00 0F:E3D8:AA TAX 0F:E3D9:A0 01 LDY #$01 0F:E3DB:60 RTS -----------------------------------------
FF:E3DC
Jump to address specified in $E382
0F:E3DC:6C 08 00 JMP ($0008)
FF:E509
Prep for higher-level functions.
FF:EF1E
Runs a subroutine based on operation code (1)
02 - Set Bank (3) to page (5) and run it from the beginning 03 - Set $5113,(3) to (5) (01 = Bank 0 ($8000-$9FFF), etc) 10 - Store controller input (3) to $66 (00 = C1, 01 = C2) 11 - Wait for (3/4) frames 18 - Check current music track ? 19 - Play music track (3)?
FF:EFCB
Multiply M8 by MC.
Possibly unused
FF:F027
Divide M8 by MC (0=clear prev result?)
FF:F218
Blank $000A/$000B.
FF:F423
Store (5) (3) times beginning at address (1/2)