ref: a3e31d6463e6313aed12ebc733b3f772f2fc78d7
dir: /vc/pokecrystal11.patch.template/
;Format Sample ;[xxxx] ;User-defined Name (Max:31 chars) ;Mode = 1 ;1:Fixcode; 2:Fixvalue; 3:Mask; 4:Palette; 5:Double Frame Buffer ;Type = 0 ;0:Begin 1:End ;Index = 0 ;Index ;Address = x1F8000 ;ROM Address ;MemAddress = x2000 ;RAM Address ;Fixcode = 0 ;Mode1: Fixed Rom Code; Mode2: Fixed Value ;DelayFrame = 0 ;Delay Frame ;FadeFrame = 0 ;Fade Frame 0:Off ;DarkEnable0 = 0 ;0:Off, 1:On (for Normal Mode) ;ReduceEnable0 = 0 ;0:Off, 1:On (for Normal Mode) ;MotionBEnable0 = 0 ;0:Off, 1:Black Fade, 2:, 3:Frame Blend (for Normal Mode) ;Dark0 = 10 ;0~10 (for Normal Mode) ;ReduceColorR0 = 0 ;0~31 (for Normal Mode) ;ReduceColorG0 = 0 ;0~31 (for Normal Mode) ;ReduceColorB0 = 0 ;0~31 (for Normal Mode) ;MotionBlur0 = 31 ;0~31 (for Normal Mode) ;DarkEnable1 = 0 ;0:Off, 1:On (for Green Mode) ;ReduceEnable1 = 0 ;0:Off, 1:On (for Green Mode) ;MotionBEnable1 = 0 ;0:Off, 1:Black Fade, 2:, 3:Frame Blend (for Green Mode) ;Dark1 = 10 ;0~10 (for Green Mode) ;ReduceColorR1 = 0 ;0~31 (for Green Mode) ;ReduceColorG1 = 0 ;0~31 (for Green Mode) ;ReduceColorB1 = 0 ;0~31 (for Green Mode) ;MotionBlur1 = 31 ;0~31 (for Green Mode) ;PaletteX = c31,31,31 ;X:0~15, cR,G,B (0~31) [Network10] Mode = 1 Address = {HEX @+1 4} Fixcode = {PATCH +1} [Network11] Mode = 1 Address = {HEX @+1 4} Fixcode = {PATCH +1} [send_send_buf2] Mode = 2 Address = {HEX @ 4} Type = 29 [send_send_buf2_ret] Mode = 2 Address = {HEX @ 4} Type = 30 [Network358] Mode = 2 Address = {HEX @} Type = 4 [Network359] Mode = 2 Address = {HEX @} Type = 4 [Network364] Mode = 2 Address = {HEX @} ;fix pokemon ?? in name Type = 26 [Network360] Mode = 2 Address = {HEX @} Type = 4 [Network361] Mode = 2 Address = {HEX @} Type = 4 [Network362] Mode = 2 Address = {HEX @} Type = 4 [Network363] Mode = 2 Address = {HEX @} Type = 4 [Network_RECHECK] Mode = 2 Address = {HEX @} Type = 7 [send_byt2] Mode = 2 Address = {HEX @+5} Type = 31 [send_byt2_ret] Mode = 2 Address = {HEX @} Type = 32 [send_byt2_wait] Mode = 1 Address = {HEX @+1} Fixcode = {PATCH +1} [send_dummy] Mode = 2 Address = {HEX @} Type = 33 [send_dummy_wait] Mode = 1 Address = {HEX @+1} Fixcode = {PATCH +1} [send_dummy_end] Mode = 2 Address = {HEX @} Type = 34 [NetworkDelay1] Mode = 1 Address = {HEX @+1} Fixcode = {PATCH +1} [NetworkDelay2] Mode = 1 Address = {HEX @+1} Fixcode = {PATCH +1} [NetworkDelay3] Mode = 1 Address = {HEX @+1} Fixcode = {PATCH +1} [NetworkDelay4] Mode = 1 Address = {HEX @+1} Fixcode = {PATCH +1} [NetworkDelay6] Mode = 1 Address = {HEX @+1} Fixcode = {PATCH +1} ;no use[Network_STOP] ;Mode = 2 ;Address = 0xF4D34 ;Type = 8 ;no use[Network_END] ;Mode = 2 ;Address = 0xF4D3C ;Type = 9 [Network_RESET] Mode = 2 Address = {HEX @ 5} Type = 10 [E_YESNO] Mode = 2 Address = {HEX @} Type = 15 [linkCable fake begin] Mode = 2 Address = {HEX @} Type = 16 [linkCable fake end] Mode = 2 Address = {HEX @} Type = 17 ;MURIYARI [linkCable block input] Mode = 2 Address = {HEX @} Type = 18 [linkCable block input2] Mode = 2 Address = {HEX @} Type = 24 [save game end] Mode = 2 Address = {HEX @} Type = 20 [term_exit] Mode = 2 Address = {HEX @} Type = 25 [room_check] Mode = 2 Address = {HEX @} Type = 27 [to_play2_mons1] Mode = 2 Address = {HEX @} Type = 11 [to_play2_trade] Mode = 2 Address = {HEX @} Type = 12 [to_play2_battle] Mode = 2 Address = {HEX @} Type = 13 [ret_heya] Mode = 2 Address = {HEX @} Type = 14 ;ROM:3FBCD ld b, $3E ; '>' ;ROM:3FBCF inc de ;ROM:3FBD0 call unk_2D55 ;ROM:3FBD3 xor a ;ROM:3FBD4 ld [byte_FFD2], a ;ROM:3FBD6 ld [byte_FF4A], a ;ROM:3FBD8 call unk_31C2 ;ROM:3FBDB call unk_2FE2 ; ;ROM:3FBCD: 06 3E 13 CD ;0003fbb5h: 06 3E 13 CD ; .>.? [fight begin] Mode = 11 Type = 0 Index = 1 Address = {HEx @} Fixcode={db SCREEN_HEIGHT_PX} ;12 1b 0b 79 b0 find next C9 [BiographySave_ret@Enable_GS_Ball_mobile_event] Mode = 2 Address = {HEX @} Type = 60 ; print forbid 1 ;ROM:1758D ld a, [byte_FFA9] ;ROM:1758F and 2 ;ROM:17591 jr nz, unk_75B4 ;ROM:17593 ld a, [byte_FFA9] ;ROM:17595 and 1 ;e6 01 ;ROM:17597 jr nz, unk_75A1 ; ; change "and 1" to "and 0" ;00017595h: E6 01 20 08 CD BF 75 CD 2E 03 18 E9 FA 57 CE F5 ; ? .涂u?..辁W熙 ;00016c76h: E6 01 20 08 CD A0 6C CD 5A 04 18 E9 FA 63 CF F5 ; ? .蜖l蚙..辁c硝 [print forbid 1] Mode = 1 Address = {hex @} Fixcode={patch} [print forbid 2] Mode = 6 Type = 0 Address = {hex @} MemAddress={hex hJoyPressed} Fixcode={db NO_INPUT} ConditionType = 0 ConditionValueA = {dws_ wWindowStackPointer wWindowStackPointer+1 wMenuJoypad wMenuSelection wMenuSelection wMenuCursorY hJoyPressed hJoyPressed hJoyPressed hJoyPressed} ConditionValueB = {dws_ == == == >= <= == != != != != } ConditionValueC = {dws_ 0xdd 0xd3 A_BUTTON 0x00 0x0f 0x03 D_DOWN D_UP B_BUTTON NO_INPUT } ; -----ddddfffffff99999ccccc77777----0xd9c7 no ..............Mem Write: pc32 = 0x230b addr = 0xd9c7 value = 0x8 ; 0xd9c7 is the room number. [print forbid 3] Mode = 6 Type = 0 Address = {hex @} MemAddress={hex hJoyPressed} Fixcode={db NO_INPUT} ConditionType = 0 ConditionValueA = {dws_ wWindowStackPointer wWindowStackPointer+1 wMenuJoypad wMenuSelection wMenuCursorY wMapGroup wMapNumber wYCoord wXCoord hJoyPressed hJoyPressed hJoyPressed hJoyPressed} ConditionValueB = {dws_ == == == == == == == == == != != != != } ConditionValueC = {dws_ 0xaf 0xdf NO_INPUT 0x00 0x01 MAPGROUP_CIANWOOD MAP_CIANWOOD_PHOTO_STUDIO 0x04 0x02 D_DOWN D_UP B_BUTTON NO_INPUT } ;ROM:BB29C call unk_934 ;ROM:BB29F ld a, [byte_FFA9] ;ROM:BB2A1 and $B ;ROM:BB2A3 jr z, unk_B29C ;ROM:BB2A5 and 8 ;ROM:BB2A7 jr nz, unk_B2AA ;ROM:BB2A9 ret ; 000bb2a5h: E6 08 20 01 ; 000b92a3h: E6 08 20 01 ; ? . ; change "and 8" to "and 0" [print forbid 4] Mode = 1 Address = {hex @} Fixcode={patch} ;ROM:401D6 call unk_50A5 ;ROM:401D9 ld hl, $FFA9 ;ROM:401DC ld a, [hl] ;ROM:401DD and 2 ;ROM:401DF jr nz, unk_1F8 ;ROM:401E1 ld a, [hl] ;ROM:401E2 and 1 ;ROM:401E4 jr nz, unk_1EE ;ROM:401E6 call unk_4562 ;ROM:401E9 ret nc ;ROM:401EA call unk_4114 ;ROM:401ED ret ; -----6666666666ddddddddd88888----0xc6d8 no ..............Mem Write: pc32 = 0x4109b addr = 0xc6d8 value = 0x0 ;00040266h: 7E E6 01 20 08 ; ~? . [print forbid 5] Mode = 6 Type = 0 Address = {hex @} MemAddress={hex hJoyPressed} Fixcode={db NO_INPUT} ConditionType = 0 ConditionValueA = {dws_ wWindowStackPointer wWindowStackPointer+1 wMenuJoypad wMenuSelection wDexArrowCursorPosIndex hJoyPressed hJoyPressed hJoyPressed hJoyPressed} ConditionValueB = {dws_ == == == == == != != != != } ConditionValueC = {dws_ 0xa1 0xdb A_BUTTON 0x00 0x03 D_DOWN D_UP B_BUTTON NO_INPUT } ;0x29e97 ; call ir_main ; ld d,a ; IR_STAT ; xor a ; _IRcomm_end 0x2a1b9 ; ld hl,ir_read_buf | 21 50 c7 ; ld de,ir_read_buf_stk | 11 00 c8 ; ld bc,15 | ; call block_move | ; | ;00104bf8h: FE 03 30 24 ;00104bf0h: FE 03 30 24 3E 41 21 0B 51 CF CD FB 50 ; ?0$>A!.Q贤鸓 ;00104bf0h: FE 03 30 24 3E 41 21 0B 51 CF CD FB 50 ; ?0$>A!.Q贤鸓 ;the code below is Set_send_data2 ; 3E 41 21 0A 51 CF CD FA 50 ; 3E 41 21 0B 51 CF CD FB 50 ; -------> ; BCALL G_BANK0b,set_send_data2 ; call read_buf_clr ; ;001048dbh: 3E 02 EA 01 CA 3E 14 EA 02 CA F0 FF F5 CD 94 4A ;001048dbh: 3E 02 EA 01 CA 3E 14 EA 02 CA F0 FF F5 CD 9D 4A [infrared fake 0] Mode = 1 Address = {hex @} Fixcode={PATCH} ;00104c3ch: CD 66 4D CD 9E 4D CD E5 4D F0 BC FE 10 CA 24 4D ;00104a95h: F3 3E 3A 21 E9 4F CF CD 5E 4D CD 96 4D CD DD 4D ; ?:!镺贤^M蜄M洼M ;00104a9ch: CD 5E 4D CD 96 4D CD DD 4D F0 BC FE 10 ; 蚟M蜄M洼M鸺? [infrared fake 1] Mode = 1 Address = {hex @} Fixcode={patch} [infrared fake 2] Mode = 2 Address = {hex @} Type = 101 [infrared fake 3] Mode = 2 Address = {hex @} Type = 102 [infrared fake 4] Mode = 2 Address = {hex @} Type = 103 ;///////////// ;////fpa//////// ;/////////rangel zhang /////////// ;PC:51-4118=20 000CC118 LY:012 AF:00A0 BC:E400 DE:E4E4 HL:FFA0 SP:DFC1 ;PC:51-411A=FA 000CC11A LY:012 AF:00A0 BC:E400 DE:E4E4 HL:FFA0 SP:DFC1 ;PC:51-411D=CB 000CC11D LY:012 AF:61A0 BC:E400 DE:E4E4 HL:FFA0 SP:DFC1 ;PC:51-411F=20 000CC11F LY:012 AF:61A0 BC:E400 DE:E4E4 HL:FFA0 SP:DFC1 ;PC:51-4121=CD 000CC121 LY:012 AF:61A0 BC:E400 DE:E4E4 HL:FFA0 SP:DFC1 ;PC:51-417A=CD 000CC17A LY:012 AF:61A0 BC:E400 DE:E4E4 HL:FFA0 SP:DFBF ;PC:51-41CA=3E 000CC1CA LY:012 AF:61A0 BC:E400 DE:E4E4 HL:FFA0 SP:DFBD ;PC:51-41CC=EA 000CC1CC LY:012 AF:01A0 BC:E400 DE:E4E4 HL:FFA0 SP:DFBD ;ROM:CC118 jr nz, unk_C14D ;ROM:CC11A ld a, [byte_D1AB] ;ROM:CC11D bit 7, a ;ROM:CC11F jr nz, unk_C138 ;ROM:CC121 call unk_417A ;ROM:CC124 call unk_415A ;ROM:CC127 call unk_47F7 ;000cc13eh: 6F 26 00 11 ; o&.. ;000cc156h: 6F 26 00 11 ; o&.. ;000cc137h: 38 17 CD 92 41 CD 72 41 CD 95 48 CD D3 41 AF E0 ; 8.蛼A蛂A蜁H陀A ;000cc128h: 38 17 CD A1 41 CD 63 41 CD A4 48 CD E2 41 AF E0 ; 8.汀A蚦A亭H外A ;the 7th bit of the [byte_D1AB],decide whether the animation should be played. ;if it's zero , the game code will play fighting animation . otherwise, game code ; will jump to unk_C138 and avoiding playing animation. ; so we can begin out FPA patch right at address 0xcc121 . ;DarkEnable0 = 0 ;0:Off, 1:On (for Normal Mode) ;ReduceEnable0 = 0 ;0:Off, 1:On (for Normal Mode) ;MotionBEnable0 = 0 ;0:Off, 1:Black Fade, 2:, 3:Frame Blend (for Normal Mode) ;Dark0 = 10 ;0~10 (for Normal Mode) ;012532 ; [FPA 001 Begin@Reduce_move_anim_flashing] Mode = 3 Type = 0 Address = {hex @} DarkEnable0 = 1 Dark0 = 4 MotionBEnable0 = 3 MotionBlur0 = 11 ConditionType = 0 ConditionValueA = {dws_ wFXAnimID} ConditionValueB = {dws_ == } ConditionValueC = {dws_ FISSURE } ;ROM:35D09 ld [byte_CFB6], a ;ROM:35D0C ld a, d ;ROM:35D0D ld [byte_CFB7], a ;ROM:35D10 ld c, 3 ;ROM:35D12 call unk_468 ;ROM:35D15 ld hl, $40E5 ;ROM:35D18 ld a, $33 ; '3' ;ROM:35D1A rst 8 ;ROM:35D1B ret ; EA B6 CF 7A EA B7 CF 0E 03 CD 68 04 21 E5 40 3E ;00035d09h: EA C2 CF 7A EA C3 CF 0E 03 CD 68 04 21 D6 40 3E ;00035d09h: EA C2 CF 7A EA C3 CF 0E 03 CD 68 04 21 D8 40 3E ;******dc7d--------------- Mem Write: pc32 = 0x30a7 addr = 0xd066 value = 0x2c ;******dc7d--------------- Mem Write: pc32 = 0x30a7 addr = 0xd067 value = 0x3a ;******dc7d--------------- Mem Write: pc32 = 0x30a7 addr = 0xd068 value = 0xb8 ;******dc7d--------------- Mem Write: pc32 = 0x30a7 addr = 0xd069 value = 0x50 ; ------------ Mem Write: pc32 = 0x35d09 addr = 0xcfb6 value = 0x78 ;s e l d e s c ; [FPA 002 Begin@Reduce_move_anim_flashing] Mode = 3 Type = 0 Address = {hex @} DarkEnable0 = 1 Dark0 = 4 MotionBEnable0 = 3 MotionBlur0 = 11 ConditionType = 0 ConditionValueA = {dws_ wFXAnimID } ConditionValueB = {dws_ == } ConditionValueC = {dws_ SELFDESTRUCT} ; lightening ; -------------- Mem Write: pc32 = 0x35d09 addr = 0xcfb6 value = 0x57 [FPA 003 Begin@Reduce_move_anim_flashing] Mode = 3 Type = 0 Address = {hex @} DarkEnable0 = 1 Dark0 = 4 MotionBEnable0 = 3 MotionBlur0 = 15 ConditionType = 0 ConditionValueA = {dws_ wFXAnimID} ConditionValueB = {dws_ == } ConditionValueC = {dws_ THUNDER } ;ji wa lei 011800 [FPA 004 Begin@Reduce_move_anim_flashing] Mode = 3 Type = 0 Address = {hex @} DarkEnable0 = 1 Dark0 = 4 MotionBEnable0 = 3 MotionBlur0 = 15 ConditionType = 0 ConditionValueA = {dws_ wFXAnimID} ConditionValueB = {dws_ == } ConditionValueC = {dws_ FLASH } ;skill name 1 : ..............Mem Write: pc32 = 0x30db addr = 0xcf87 value = 0x2c ;skill name 2 : ..............Mem Write: pc32 = 0x30db addr = 0xcf88 value = 0x3a ;skill name 3 : ..............Mem Write: pc32 = 0x30db addr = 0xcf89 value = 0xb8 ;skill name 4 : ..............Mem Write: pc32 = 0x30db addr = 0xcf8a value = 0x50 ;skill name 5 : ..............Mem Write: pc32 = 0x30db addr = 0xcf8b value = 0x8f ;skill name 6 : ..............Mem Write: pc32 = 0x30db addr = 0xcf8c value = 0x9d ; include 2 pieces of animationl. ;ji ba lu 011607 [FPA 005 Begin@Reduce_move_anim_flashing] Mode = 3 Type = 0 Address = {hex @} DarkEnable0 = 1 Dark0 = 4 MotionBEnable0 = 3 MotionBlur0 = 15 ConditionType = 0 ConditionValueA = {dws_ wFXAnimID} ConditionValueB = {dws_ == } ConditionValueC = {dws_ EXPLOSION} ;skill name 1 : ..............Mem Write: pc32 = 0x30db addr = 0xcf87 value = 0x30 ;skill name 2 : ..............Mem Write: pc32 = 0x30db addr = 0xcf88 value = 0xb2 ;skill name 3 : ..............Mem Write: pc32 = 0x30db addr = 0xcf89 value = 0x3a ;skill name 4 : ..............Mem Write: pc32 = 0x30db addr = 0xcf8a value = 0xb8 ;skill name 5 : ..............Mem Write: pc32 = 0x30db addr = 0xcf8b value = 0xca ;skill name 6 : ..............Mem Write: pc32 = 0x30db addr = 0xcf8c value = 0xc2 ; da yi ba ha ku ci 011441 [FPA 006 Begin@Reduce_move_anim_flashing] Mode = 3 Type = 0 Address = {hex @} DarkEnable0 = 1 Dark0 = 4 MotionBEnable0 = 3 MotionBlur0 = 11 ConditionType = 0 ConditionValueA = {dws_ wFXAnimID } ConditionValueB = {dws_ == } ConditionValueC = {dws_ HORN_DRILL} ;skill name 1 : ..............Mem Write: pc32 = 0x30db addr = 0xcf87 value = 0x9b ;skill name 2 : ..............Mem Write: pc32 = 0x30db addr = 0xcf88 value = 0xa5 ;skill name 3 : ..............Mem Write: pc32 = 0x30db addr = 0xcf89 value = 0xac ;skill name 4 : ..............Mem Write: pc32 = 0x30db addr = 0xcf8a value = 0x8b ;skill name 5 : ..............Mem Write: pc32 = 0x30db addr = 0xcf8b value = 0xae ;skill name 6 : ..............Mem Write: pc32 = 0x30db addr = 0xcf8c value = 0x50 ; 011251 ; [FPA 007 Begin@Reduce_move_anim_flashing] Mode = 3 Type = 0 Address = {hex @} DarkEnable0 = 1 Dark0 = 5 MotionBEnable0 = 3 MotionBlur0 = 7 ConditionType = 0 ConditionValueA = {dws_ wFXAnimID } ConditionValueB = {dws_ == } ConditionValueC = {dws_ HYPER_BEAM} ;-----111111111111111144444444444444----0xc902 no ..............Mem Write: pc32 = 0xcc46a addr = 0xc902 value = 0xd ;000cc473h: FE 4F D0 cd ; 﨩? ;000cc495h: FE 4F D0 CD ; 﨩型 ;000cc497h: FE 4F D0 CD ; 﨩型 ; -------------0xd4170xd4170xd4170xd417--------------- Mem Write: pc32 = 0x3a89 addr = 0xd417 value = 0xd1 ;000cc486h: FE 4F D0 CD 7D 3A 22 FA 19 D4 22 C5 E5 6F 26 00 ; 﨩型}:"??佩o&. [FPA 042801 Begin] Mode = 3 Type = 0 Address = {HEX @} DarkEnable0 = 1 Dark0 = 5 MotionBEnable0 = 3 MotionBlur0 = 11 ConditionType = 0 ConditionValueA = {dws_ wFXAnimID wBattleAnimByte } ConditionValueB = {dws_ == == } ConditionValueC = {dws_ PRESENT anim_1gfx_command} ;ROM:CC139 call unk_4192 ;ROM:CC13C call unk_4172 ;ROM:CC13F call unk_4895 ;ROM:CC142 call unk_41D3 ;ROM:CC145 xor a ;ROM:CC154 jr z, unk_C16E ;ROM:CC156 ld l, a ;ROM:CC157 ld h, 0 ;ROM:CC159 ld de, $10E ;ROM:CC15C add hl, de ;ROM:CC15D ld a, l ; CC156 6F 26 00 11 0E 01 ; 000cc147h: 6F 26 00 11 0E 01 ; o&.... ;exit point [FPA 001 End@Stop_reducing_move_anim_flashing] Mode = 3 Type = 1 Address = {hex @} ;-----ddddff0xff690xff69fffff----0xffa0 no ....-------------..........Mem Write: pc32 = 0x8c352 addr = 0xffa0 value = 0x1 ;-----ddddff0xff690xff69fffff----0xce57 no ....----5555555577777---------..........Mem Write: pc32 = 0x8c483 addr = 0xce57 value = 0x1a ;0008c352h: 36 01 FA 57 CE CB 7F 20 08 ; 6.鶺嗡 . ;0008c229h: 36 01 FA 57 CF CB 7F 20 08 CD 14 43 CD 5A 04 18 ; 6.鶺纤 .?C蚙.. [FPA link fight begin] Mode = 3 Type = 0 Address = {hex @} DarkEnable0 = 1 Dark0 = 5 MotionBEnable0 = 3 MotionBlur0 = 11 ;-----ddddff0xff690xff69fffff----0xffa0 no ....-------------..........Mem Write: pc32 = 0x8c382 addr = 0xffa0 value = 0x0 ;0008c382h: E0 A0 CD 2E 03 C9 ; 酄?.? ;******ccccccccccceeeeeeeeeee55555555577777777--------------- Mem Write: pc32 = 0x8c483 addr = 0xce57 value = 0x15 ;******ccccccccccceeeeeeeeeee55555555577777777--------------- Mem Write: pc32 = 0x8c483 addr = 0xce57 value = 0x16 ;******ccccccccccceeeeeeeeeee55555555577777777--------------- Mem Write: pc32 = 0x8c483 addr = 0xce57 value = 0x17 ;40 90 e4 01 3E at 3E ;0008c3e4h: 40 90 E4 01 3E at 3E ; @愪.> [FPA link fight End0] Mode = 3 Type = 1 Address = {HEx @} ;3D 20 EF C9 3E 01 at 3E ; 0008c439h: 3D 20 EF C9 3E at 3e ; = 锷> [FPA link fight End1] Mode = 3 Type = 1 Address = {HEx @} ;01 FF 3E 01 at 3E ;0008c576h: 01 FF 3E 01 ; .>. [FPA link fight End2] Mode = 3 Type = 1 Address = {HEx @} ;32 00 19 00 3e 01 at 3e ;0008c764h: 32 00 19 00 3E 01 ; 2...>. [FPA link fight End3] Mode = 3 Type = 1 Address = {HEx @} ;ROM:8C25A ld [byte_FFC6], a ;ROM:8C25C ld [byte_FFC7], a ;ROM:8C25E ld [byte_FFC8], a ;ROM:8C260 ld [byte_FFD0], a ;ROM:8C262 ld a, 1 ;ROM:8C264 ld [byte_FF70], a ;ROM:8C266 pop af ;ROM:8C267 ld [byte_FF9E], a --------------------at here . ;ROM:8C269 call unk_45A ;ROM:8C26C ret ;ROM:8C298 xor a searching code : AF 22 22 77 CD ;ROM:8C299 ldi [hl], a ;ROM:8C29A ldi [hl], a ;ROM:8C29B ld [hl], a ;ROM:8C29C call unk_46D8 ;ROM:8C29F ret ;0008c298h: AF 22 22 77 CD ; ?"w? [FPA link fight End4] Mode = 3 Type = 1 Address = {hex @}