
In any event, this is what I did to try and expand the molds:
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C1/20CA: AD 00 20 LDA $2000 (group formation mould index?)
C1/20CD: 0A ASL
C1/20CE: AA TAX
C1/20CF: C2 20 REP #$20 (Set 16-bit Accumulator)
C1/20D1: BF 1A D0 C2 LDA $C2D01A,X (pointer table to mould info)
C1/20D5: 18 CLC
C1/20D6: 65 10 ADC $10
C1/20D8: 85 12 STA $12 (point to special mould index, specific enemy slot)
C1/20DA: A7 12 LDA [$12] (get 1st two bytes, which seem to be byte panning)
(^ they shift the picture, but effect varies based on
index?)
C1/20DC: 18 CLC
C1/20DD: 69 3F AE ADC #$AE3F
I changed the load point to $F50000. There appears to be a multiplier before it, although that might be more based on the current mold it uses.
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C1/2544: A906 LDA #$06
C1/2546: 0A ASL A
C1/2547: AA TAX
C1/2548: C220 REP #$20
C1/254A: BF1AD0C2 LDA $C2D01A,X (Load pointer to monster formation size templates)
C1/254E: 8512 STA $12
C1/2550: A712 LDA [$12]
C1/2552: 18 CLC
C1/2553: 693FAE ADC #$AE3F
Changed what appears to be a multiplier to #$10, and again the load point to $F50000.
And as you may have guessed, since it's me posting it, this does not work when I tinker. This game is Anti-Leno or something.

After some attempts were causing all molds to fail, I decided to keep the pointer values the same after being copied, and then the originals work again. The new mold does not work. However, I know I'm still within the game's original parameters of VRAM, which is $4000 bytes in size. The new mold is using $3F00 bytes.
Results, encountering a formation with the new mold causes a few graphical glitches, then triggers the reset vector.
Did I overlook something?
--Edit--
I'll leave that original post there, in case something pops up about it. But for now, I'll concentrate on tweaking a currently existing one.
Right now I'm tweaking a mold, and am trying to get it two use two monster sizes:
96x96
96x72
For butchering purposes, I chose mold 12.
I changed the 00 00 08 08 to 00 00 0C 0C. That makes 96x96.
I changed the 00 01 08 08 to 00 00 0C 09. That makes 96x72.
Now, the first two values of the second monster are really throwing me off. Everytime I think I figure out how it works it turns out I'm nowhere close.
On top of that, the game is still seeming to think that it's counting on these monsters to be their original sizes, 64x64 and 64x64.
I'm really stumped here...
