Turns out they intended spell learning by events to be possible, as evidenced not only by a dialogue string that can show what was learned, but as I recently have found, there's even dummied event code to teach it to you.
- Code: Select all
Learn a spell, though this looks like unused code
C0/AE0D: A5EB LDA $EB (load parameter, character)
C0/AE0F: 8D0242 STA $4202 (save as a multiplier)
C0/AE12: A936 LDA #$36 (54...)
C0/AE14: 8D0342 STA $4203 (save as the other multiplier)
C0/AE17: A5EC LDA $EC (load another parameter, the spell number)
C0/AE19: C221 REP #$21
C0/AE1B: EA NOP
C0/AE1C: 6D1642 ADC $4216 (add the result of the multiplication)
C0/AE1F: AA TAX (new index)
C0/AE20: 7B TDC
C0/AE21: E220 SEP #$20 (8 bit accum./memory)
C0/AE23: A9FF LDA #$FF (empty slot in most cases, but for this...)
C0/AE25: 9D6E1A STA $1A6E,X (set spell as learned)
C0/AE28: A903 LDA #$03 (Advance the script pointer by 3)
C0/AE2A: 4C5C9B JMP $9B5C
The only reason I found this was because of a gripe Deathlike brought up here. I was looking at the code right after it (which is status tweaking in events) and I glanced up.
My thanks to birthday boy Imzogelmo for inspiring me to post this (and coming up with 90% of the post as well).
