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functions de aos

2022-01-16 02:19 作者:韓法混血十蘿Official  | 我要投稿


080D813C Decompress

? ; r0 - Source pointer to the LZ77-compressed data to be decompressed

? ; r1 - Destination pointer where the decompressed data should be stored


08000DA0 GetEntitySlot

? ; r0 - Minimum entity index to check

? ; r1 - Maximum entity index to check

? ; r2 - Update function pointer for the new entity

0806DFF8 GetRoomEntitySlot?

? ; r0 - Update function pointer for the new entity

? ; Usually calls GetEntitySlot with min=0x1B,max=0x48, but if [0200008E] & 0x40 is set, it will use min=0xD0,max=0xDF instead.

08000E14 DeleteEntity

? ; r0 - Pointer to the entity to delete.


08000500 UpdateGameState

? ; Calls the update code function for the current game state (02000010).

? ; If that function returns a new state value, it sets the game state to that value.


080D8128 Divide

? ; Returns r0 / r1

080DA988 Divide2

? ; returns r0 / r1

080D812C Modulo

? ; Returns r0 % r1


08000A90 Rand

080DAA00 RandClampToMax

? ; r0 - Random number

? ; r1 - Maximum is r1-1


080DA79C CallFuncInLR

080DA7A0 CallFuncInR0

080DA7A4 CallFuncInR1

080DA7A8 CallFuncInR2

080DA7AC CallFuncInR3

080DA7B0 CallFuncInR4

080DA7B4 CallFuncInR5

080DA7B8 CallFuncInR6

080DA7BC CallFuncInR7

080DA7C0 CallFuncInR8

080DA7C4 CallFuncInR9

080DA7C8 CallFuncInR10

080DA7CC CallFuncInR11

080DA7D0 CallFuncInR12

080DA7D4 CallFuncInR13

080DA7D8 CallFuncInR14


08041434 GetTextPointerByID

? ; r0 - Text ID

? ; Returns r0 - Pointer to the text string


08040AB8 DrawTextCharacterVariableWidth

? ; r0 - The index of the character to draw.

08040048 ???TextCharacter

? ; r0 - The index of the character to draw.

? ; r1 - ??? of this character. (Read from 00,01 in list 080E2B4C.)

? ; r2 - Width of this character in pixels. (Read from 01,01 in list 080E2B4C.)

0803FEA4 ???TextCharacter2

? ; r0 - The index of the character to draw.

? ; (more args)


0802D284 GetRedSoulPointer

? ; r0 - Index of the red soul

? ; If in Julius mode, will return the Julius skill of that index instead of the red soul.

0802D244 GetLastUsedRedSoulPointer

? ; 020131BF - Index of the last used red soul

? ; If in Julius mode, will return the Julius skill of that index instead of the red soul.


080C4624 DamageEnemy

? ; r0 - Enemy entity receiving the damage

? ; r1 - Entity doing the damage

? ; r2 - ??? pointer

? ; Also makes the enemy flash white for 8 frames.

08021530 GetPlayerDamage

? ; r0 - Type of attack.

? ; ? 0 - ?

? ; ? 1 - ?

? ; ? 2 - Jumpkick

? ; ? 3 - Weapon

? ; ? 4 - Slide (and Julius's uppercut)

? ; ? 5 - Bullet soul

? ; ? 6 - Guardian soul

0806B7D8 CalcDamageToEnemy

? ; r0 - Enemy entity receiving the damage

? ; r1 - Entity doing the damage

? ; r2 - ??? pointer

? ; r3 - Base damage to do

? ; Returns r0 - The amount of damage to do

? ; The formula is: damage = (base_damage-defense/2)*(0x100-defense)/0x100

08042B8C ShowDamageToEnemyNumber

? ; r0 - Pointer to entity getting damaged

? ; r1 - Damage done

? ; r2 - 0 for damage, 1 for healing


080683BC EnemyCheckDrops


080326B8 GetNumOwnedSoul

? ; r0 - Soul type

? ; r1 - Soul index-1


08032AB8 CheckAbilitySoulEquipped

? ; r0 - Index of the ability soul to check

08032ADC SetAbilitySoulEquipped

? ; r0 - Index of the ability soul to set

? ; r1 - 1 to equip, 0 to unequip


0804459C SpawnSoul

? ; r0 - X pos in pixels on the screen

? ; r1 - Y pos in pixels on the screen

? ; r2 - Soul type

? ; r3 - Soul index-1 (e.g. Winged Skeleton would be 00 instead of 01)

? ; [r13] - 0?

080D7308 SpawnSoulForBoss

? ; r0 - X pos in pixels on the screen

? ; r1 - Y pos in pixels on the screen

? ; r2 - Enemy ID

? ; r3 - Boss death flag to set when the soul has been absorbed


08032B14 GetPaletteIndexForSoulType

? ; r0 - Soul type

? ; Returns r0 - the OBJ palette index to use for this soul type


0804BA18 MenuAbilitySoulsCreate

0804BB40 MenuAbilitySoulsUpdate


08046DD4 CreateBGMap?

? ; r0 -?

? ; r1 -?

? ; r2 -?

? ; r3 -?


080233BC GetCurrentWeaponAttackAnimation

? ; r0 - Player's state, 0 for standing, 1 for crouching, 2 for in the air. (Maybe more?)

? ; Returns the currently equipped weapon's swing animation for the player to use, read from list 084F1238.


0804B314 GetEquippedItem

? ; r0 - Equip slot

? ; ? 0 - Body armor

? ; ? 1 - Accessory

? ; ? 2 - Weapon


08021654 DamagePlayer

? ; r0 - Pointer to a number of arguments in the stack.

? ; [r0,0] - Enemy's attack value (halfword)

? ; [r0,2] - Bitfield of damage types for this attack to do (halfword)

? ; [r0,4] - ??? (halfword)

? ; [r0,6] - ??? (halfword)

? ; [r0,8] - X pos of the attack in subpixels (word)

? ; [r0,0xC] - Y pos of the attack in subpixels (word)


080421AC CheckCollisions

? ; r0 - Entity


080428F0 SetHitbox

? ; r0 - Entity

? ; r1 - Bitfield.

? ; ? & 000000FF - X offset (signed).

? ; ? & 0000FF00 - Y offset (signed).

? ; ? & 00FF0000 - Width.

? ; ? & FF000000 - Height.


08021E38 CheckPlayerPassiveStatus

? ; r0 - Bit mask to check


08022028 AddMP

? ; r0 - MP to add


08021FA4 CopyPlayerStats

? ; Copies the player's STR CON INT LCK and resistances from the player's base stats list (020131FC) to the player's current stats list (020131EE).

? ; Does not copy ATK or DEF.


08012744 LoadSave

? ; r0 - Save file to load. 0 is the first file, 2 is the second file, 4 is the third file.


080D7910 PlaySound

? ; r0 - Sound index


08013EEC PlaySong

? ; r0 - Sound index


08013960 PlaySongForCurrentRoom

? ; r0 - Pointer to 02000060??

? ; Note that the ambient song that plays in the waterfall room and the Julius fight room are hardcoded into this function.


08011B2C ChangeRoom??

? ; r0 - Pointer to 02000060??


08011F44 TeleportPlayer

? ; r0 - Room pointer to teleport to

? ; r1 - Dest X

? ; r2 - Dest Y

? ; r3 - Dest X offset

? ; [r13] - Dest Y offset


08001980 GetRoomPointer

? ; r0 - Sector index

? ; r1 - Room index


0804F84C GetWarpRoomPointer

? ; r0 - Warp room index

? ; Returns pointer to the warp point in list 08525FBC.


08011A44 CheckShouldEnterDoor

? ; r0 - Pointer to the player entity

? ; Returns 1 if the player should enter a door (either because they're out of bounds of the room or because they're touching a special collision tile) or 0 if they shouldn't enter a door.


08001FE8 GetCollisionData

? ; r0 - Pointer to entity to use as the base position to check

? ; r1 - X offset to check

? ; r2 - Y offset to check

? ; Returns the collision data of the tile at the designated point.


08021278 SetEntityCollision

? ; r0 - Entity pointer

? ; r1 - Whether this platform is slippery or has friction.

? ; ? 0 - Player stays at the same x pos, eventually slipping off the entity.

? ; ? 1 - Player's x pos is moved as this entity moves.


0806E29C CheckPlayerClose

? ; r0 - Entity to check how close the player is to it

? ; r1 - Max X distance

? ; r2 - Max Y distance

? ; Returns: 0 if the player is out of range, 1 if in range.

08068AD4 CheckEntityCloseToPoint

? ; r0 - Entity A pointer

? ; r1 - Point's X pos

? ; r2 - Point's Y pos

? ; r3 - Max X distance

? ; [r13] - Max Y distance

? ; Returns: 0 if the entity is out of range, 1 if in range.


0806CAF8 MoveByVelocity

? ; r0 -?

? ; r1 - Number of subpixels to move??

? ; r2 -?

? ; r3 -?


0803B924 LoadSprite

? ; r0 - Entity ptr 怪物update

? ; r1 - Sprite ptr 雪碧file soma指向索引前面那一串-10

? ; r2 - The VRAM index the GFX is loaded at, in terms of 128x32px chunks

? ; r3 - The OBJ palette index the palette is loaded at

0806E0D0 LoadSpriteAndAssets

? ; r0 - Entity ptr

? ; r1 - GFX asset ptr

? ; r2 - Palette list pointer

? ; r3 - 0? Palette offset?

? ; [r13,0] - Sprite ptr

0804DF3C LoadCommonSprite

? ; r0 - Entity


0803B800 LoadOBJTilesGfx

? ; r0 - GFX wrapper or list pointer

? ; r1 - ?

? ; Returns r0 - ?

08039E90 LoadOBJTilesGfx2

? ; Run for GFX types 0 and 1 (uncompressed and compressed)

? ; r0 - GFX wrapper pointer

? ; r1 - ?

? ; 08039FC4-0803A02C is where it copies uncompressed GFX to VRAM, one row at a time.

0803B9B4 LoadGFXCompressed

0803D8B4 GetVRAMOffset

? ; r0 - The desired VRAM index to get, in terms of 128x32px chunks. 0-F.

? ; The way these indexes would map out visually to VRAM is like this:

? ; ? [ ? ?0 ? ?] [ ? ?4 ? ?]

? ; ? [ ? ?1 ? ?] [ ? ?5 ? ?]

? ; ? [ ? ?2 ? ?] [ ? ?6 ? ?]

? ; ? [ ? ?3 ? ?] [ ? ?7 ? ?]

? ; ? [ ? ?8 ? ?] [ ? ?C ? ?]

? ; ? [ ? ?9 ? ?] [ ? ?D ? ?]

? ; ? [ ? ?A ? ?] [ ? ?E ? ?]

? ; ? [ ? ?B ? ?] [ ? ?F ? ?]

? ; This mapping is stored in ROM at 080E2B04.

? ; Returns - The first free offset in VRAM. This is in terms of 8x8px tiles, so the return value must be multiplied by 0x20 to get the offset in bytes.


0803C7B4 LoadOBJPalette

? ; r0 - Palette list pointer

? ; r1 - Palette index of the first palette in the list to load

? ; r2 - Number of palettes to load

? ; r3 - Index to load the palettes at in palette RAM (e.g. 9 to replace the 9th object palette)

080681D8 LoadRoomEntityOBJPalette

? ; r0 - Palette list pointer

? ; Returns r0 - The OBJ palette index the palette got loaded at (or -1 if it failed to load the palette)

? ; This function only loads the first palette in the given palette list.

? ; It will first check if the given palette is already loaded in list 020003E0.

? ; If not, it will load the palette into one of OBJ palette slots 0A, 0B, 0C, or 0D.

? ; Then it will return the palette slot index it got loaded into.

0803C918 LoadBGPalette

? ; r0 - Palette list pointer

? ; r1 - Palette index of the first palette in the list to load

? ; r2 - Number of palettes to load

? ; r3 - Index to load the palettes at in palette RAM (e.g. 9 to replace the 9th object palette)

0803C8B0 LoadAllSixteenBGPalettes

? ; r0 - Palette list pointer


0803B9D0 GenericSpriteDraw

? ; Just calls GenericSpriteDraw2

0803AC40 GenericSpriteDraw2

? ; r0 - Entity


0803F8A8 LoadBGLayer

? ; r0 - Which BG layer index to use (BG0, BG1, BG2, BG3)

? ; r1 - Layer metadata pointer

? ; r2 - 0?

? ; r3 - 0?

0805B864 ???BGLayer

0803FD9C LoadBGTilesGfx

? ; r0 - Pointer to the GFX header

? ; r1 - Pointer to where in VRAM to load the GFX data

? ; r2 - 0 or 1?

0803FE0C LoadBGTilesGfx2

? ; r0 - Pointer to the GFX header

? ; r1 - Offset to load the GFX at into VRAM, in terms of 0x800 byte chunks

? ; r2 - Offset from the start of the GFX page to load from, in terms of 0x800 byte chunks

? ; r3 - Size of the GFX data to load, in terms of 0x800 byte chunks


0800ED5C RoomLayerGet???ForScrollMode1

? ; r0 -?

? ; r1 - Scroll mode (can be 00-24)

? ; r2 -?

? ; r3 -?

0800EE54 RoomLayerGet???ForScrollMode2

? ; r0 -?

? ; r1 - Scroll mode (can be 00-24)

? ; r2 -?

? ; r3 -?


0803F2C8 EntityChangeAnimation

? ; r0 - Entity

? ; r1 -?

? ; r2 -?

? ; r3 -?


080427B8 SetCallbacksAndIframesIndex

? ; r0 - Entity

? ; r1 - Iframes index to store at entity+70

? ; r2 - On-hurt-player callback to store at +7C

? ; r3 - On-damaged callback to store at +80

? ; Also initializes the entity's hitbox.

0806B04C InitializeEnemyFromDNA

? ; r0 - Entity pointer

? ; Copies values from the enemy DNA into the entity.

? ; It detects which enemy it is by the ID at +36 in the entity.


0803F17C SpriteAnimate

? ; Call every frame to handle the animation.

? ; r0 - Entity pointer to animate


03004970 EnemyDrawSkeleton?

? ; r0 - Entity

? ; Called by 0803ACC0


0806AE54 EntityUpdateDamageFlashing

? ; r0 - Entity

? ; Decrements the counter at entity+2D.

? ; Then, if bit 02 of the counter is set, it sets the draw-white sprite drawing flag.

? ; Returns 0 if the counter reached 0, or 1 otherwise. Some enemies use this to freeze their AI to flinch when damaged.


08001994 GetMinitileData

? ; r0 -?

? ; r1 -?

? ; r2 -?

? ; r3 -?


0800F92C PreloadRoomEnemies

? ; r0 - Room's entity list pointer

? ; Loads all enemies in the room, then deletes them all. This is so the enemy assets can all be loaded at once when entering the room.

0800F4F8 LoadRoomEntities

? ; Loads room entities immediately when you enter the room

0800F750 CheckDelayedLoadRoomEntities

0800F1FC LoadRoomEntity

? ; r0 - Pointer to the entity in the room's entity list.


0806D128 EntityCheckOffScreen

? ; r0 - Entity pointer

? ; r1 - Index in the list of entity sizes (08118D08)

? ; This checks if an entity went offscreen. It returns 0 if on screen and 1 if off screen. This is so certain entities offscreen can stop updating until they're on screen again.


080109F4 MapDrawTile


080018D0 GetCurrentRoomIndexByMap

? ; r0 - Player's X pos within the room in pixels

? ; r1 - Player's Y pos within the room in pixels

? ; Checks the map for what tile the player is overlapping, and returns the room index of that tile.


080D4C98 CheckDraculaSoulsEquipped?

? ; Checks if the player has the 3 souls required for the good ending equipped.

? ; 080D4CF0 hardcodes the red soul index required.

? ; 080D4CF6 hardcodes the blue soul index required.

? ; 080D4CFC hardcodes the yellow soul index required.


08014628 PlayerSomaCreate

08014720 PlayerJuliusCreate

0801B0D8 PlayerSomaUpdate

0801FEF8 PlayerJuliusUpdate


08033DA4 InitializePlayerNewGameStats

? ; Initializes the player's 6 base stats: Max HP, Max MP, STR, CON, INT, LCK

? ; Base stats for Soma are: 0x140, 0x50, 0xA, 0xC, 0xB, 0x9

? ; Base stats for Julius are: 0x320, 0x1F4, 0xF, 0xC, 0xA, 0x14


080221CC WeaponOneHandedUse

080224BC WeaponTwoHandedUse


084F0B14 PointerToGameObject


; Enemy-specific code

080AD2A8 EnemyBatCreate

080AD644 EnemyBatUpdate

0807ABEC EnemyZombieCreate

0807A9EC EnemyZombieUpdate

080C33C8 EnemySkeletonCreate

080C34F8 EnemySkeletonUpdate

08070D3C EnemyMermanCreate

08070B3C EnemyMermanUpdate

080B12C4 EnemyAxeArmorCreate

080B13C4 EnemyAxeArmorUpdate

080AFC7C EnemySkullArcherCreate

080AFD94 EnemySkullArcherUpdate

08087F98 EnemyPeepingEyeCreate

08088D98 EnemyPeepingEyeCreateEyeball

08087DC0 EnemyPeepingEyeUpdate

0806F988 EnemyKillerFishCreate

0806F864 EnemyKillerFishUpdate

080B3F1C EnemyBonePillarCreate

080B3F28 EnemyBonePillarUpdate

080C9A6C EnemyBlueCrowCreate

080C9FA4 EnemyBlueCrowUpdate

080CB94C EnemyBuerCreate

080CC34C EnemyBuerUpdate

08076664 EnemyWhiteDragonCreate

08076508 EnemyWhiteDragonUpdate

08092868 EnemyZombieSoldierCreate

080926F8 EnemyZombieSoldierUpdate

0808EC64 EnemySkeletonKnightCreate

0808F198 EnemySkeletonKnightUpdate

08089D54 EnemyGhostCreate

08089AF8 EnemyGhostUpdate

080764FC EnemySirenCreate

080764F0 EnemySirenUpdate

080C52F4 EnemyTinyDevilCreate

080C5384 EnemyTinyDevilUpdate

08093708 EnemyDurgaCreate

080936FC EnemyDurgaUpdate

080B2E68 EnemyRockArmorCreate

080B30A4 EnemyRockArmorUpdate

0807D12C EnemyGiantGhostCreate

0807D028 EnemyGiantGhostUpdate

08074B38 EnemyWingedSkeletonCreate

08074910 EnemyWingedSkeletonUpdate

080B0D2C EnemyMinotaurCreate

080B0D38 EnemyMinotaurUpdate

080B8CA0 EnemyStudentWitchCreate

080B8D50 EnemyStudentWitchUpdate

080799FC EnemyArachneCreate

080798F0 EnemyArachneUpdate

080C1E0C EnemyFleamanCreate

080C1F1C EnemyFleamanUpdate

080BFE1C EnemyEvilButcherCreate

080BFF14 EnemyEvilButcherUpdate

08077DF4 EnemyQuezlcoatlCreate

08077CBC EnemyQuezlcoatlUpdate

080995B8 EnemyEctoplasmCreate

080994E0 EnemyEctoplasmUpdate

08089AEC EnemyCatoblepasCreate

08089AE0 EnemyCatoblepasUpdate

080C2DF8 EnemyGhostDancerCreate

080C2F0C EnemyGhostDancerUpdate

080AF574 EnemyWaiterSkeletonCreate

080AF650 EnemyWaiterSkeletonUpdate

080C7B9C EnemyKillerDollCreate

080C8848 EnemyKillerDollUpdate

08092350 EnemyZombieOfficerCreate

08092174 EnemyZombieOfficerUpdate

0809252C EnemyZombieOfficerTakeDamage

0809549C EnemyCreakingSkullCreate

08095320 EnemyCreakingSkullUpdate

08081AEC EnemyWoodenGolemCreate

08081AE0 EnemyWoodenGolemUpdate

080A71CC EnemyTsuchinokoCreate

080A7B54 EnemyTsuchinokoUpdate

0807B5D0 EnemyPersephoneCreate

0807B47C EnemyPersephoneUpdate

08094818 EnemyLilithCreate

08094750 EnemyLilithUpdate

080C664C EnemyNemesisCreate

080C67CC EnemyNemesisUpdate

080A01B8 EnemyKyomaDemonCreate

080A00DC EnemyKyomaDemonUpdate

080B712C EnemyChronomageCreate

080B71F8 EnemyChronomageUpdate

0806E714 EnemyValkyrieCreate

0806ED00 EnemyValkyrieUpdate

080B9D90 EnemyWitchCreate

080B9E2C EnemyWitchUpdate

08093178 EnemyCurlyCreate

080936A0 EnemyCurlyUpdate

080C1490 EnemyAltairCreate

080C15C8 EnemyAltairUpdate

080CA04C EnemyRedCrowCreate

080CA544 EnemyRedCrowUpdate

080BC158 EnemyCockatriceCreate

080BC164 EnemyCockatriceUpdate

080B7594 EnemyDeadWarriorCreate

080B7684 EnemyDeadWarriorUpdate

0808FA30 EnemyDevilCreate

0808F964 EnemyDevilUpdate

080C46EC EnemyImpCreate

080C47F8 EnemyImpUpdate

0806F7A4 EnemyWerewolfCreate

0806EDB8 EnemyWerewolfUpdate

0808904C EnemyGorgonCreate

08088EA4 EnemyGorgonUpdate

080B2228 EnemyDiscArmorCreate

080B22D4 EnemyDiscArmorUpdate

0807E508 EnemyGolemCreate

0807E35C EnemyGolemUpdate

08072854 EnemyManticoreCreate

08072768 EnemyManticoreUpdate

080A8218 EnemyGremlinCreate

080A820C EnemyGremlinUpdate

08075660 EnemyHarpyCreate

0807647C EnemyHarpyUpdate

080938E8 EnemyMedusaHeadCreate

08093714 EnemyMedusaHeadUpdate

080B2DB8 EnemyBomberArmorCreate

080B3040 EnemyBomberArmorUpdate

080C89B0 EnemyLightningDollCreate

080C8A9C EnemyLightningDollUpdate

0808A43C EnemyGreatArmorCreate

0808A224 EnemyGreatArmorUpdate

0807427C EnemyUneCreate

08074130 EnemyUneUpdate

080AE360 EnemyGiantWormCreate

080AE36C EnemyGiantWormUpdate

080CB518 EnemyNeedlesCreate

080CB854 EnemyNeedlesUpdate

080BAC3C EnemyMan-EaterCreate

080BAD68 EnemyMan-EaterUpdate

080B3F34 EnemyFishHeadCreate

080B3F40 EnemyFishHeadUpdate

080B839C EnemyNightmareCreate

080B84B4 EnemyNightmareUpdate

08086AD4 EnemyTritonCreate

080869F4 EnemyTritonUpdate

080C11C0 EnemySlimeCreate

080C1348 EnemySlimeUpdate

080A8328 EnemyBigGolemCreate

080A8224 EnemyBigGolemUpdate

080AEAAC EnemyDryadCreate

080AEB8C EnemyDryadUpdate

080AE378 EnemyPoisonWormCreate

080AE384 EnemyPoisonWormUpdate

08092150 EnemyArcDemonCreate

08092144 EnemyArcDemonUpdate

080B806C EnemyCagnazzoCreate

080B8088 EnemyCagnazzoUpdate

080C24AC EnemyRipperCreate

080C2558 EnemyRipperUpdate

080796F0 EnemyWerejaguarCreate

08078754 EnemyWerejaguarUpdate

080C5BDC EnemyUkobackCreate

080C6480 EnemyUkobackUpdate

0807C0A0 EnemyAluraUneCreate

0807CF9C EnemyAluraUneUpdate

08099C5C EnemyBiphronCreate

0809A450 EnemyBiphronUpdate

080CEF34 EnemyMandragoraCreate

080CF99C EnemyMandragoraUpdate

08081B04 EnemyFleshGolemCreate

08081AF8 EnemyFleshGolemUpdate

080A7C80 EnemySkyFishCreate

080A7BD0 EnemySkyFishUpdate

0808F2D0 EnemyDeadCrusaderCreate

0808F1F4 EnemyDeadCrusaderUpdate

080C0324 EnemyKickerSkeletonCreate

080C03D0 EnemyKickerSkeletonUpdate

08079874 EnemyWeretigerCreate

0807976C EnemyWeretigerUpdate

080BB70C EnemyKillerMantleCreate

080BB824 EnemyKillerMantleUpdate

08072670 EnemyMudmanCreate

08071904 EnemyMudmanUpdate

080864A0 EnemyGargoyleCreate

08086990 EnemyGargoyleUpdate

080B0D44 EnemyRedMinotaurCreate

080B0D50 EnemyRedMinotaurUpdate

080CA5EC EnemyBeamSkeletonCreate

080CA6E4 EnemyBeamSkeletonUpdate

080CD544 EnemyAlastorCreate

080CD644 EnemyAlastorUpdate

080B8044 EnemySkullMillioneCreate

080B8060 EnemySkullMillioneUpdate

08098EF8 EnemyGiantSkeletonCreate

08098EEC EnemyGiantSkeletonUpdate

080A07FC EnemyGladiatorCreate

080A1D64 EnemyGladiatorUpdate

080CC624 EnemyBaelCreate

080CD2D0 EnemyBaelUpdate

08093D24 EnemySuccubusCreate

08093C34 EnemySuccubusUpdate

08098FBC EnemyMimicCreate

08098F04 EnemyMimicUpdate

0809A6C0 EnemyStolasCreate

0809A4AC EnemyStolasUpdate

080A71C0 EnemyErinysCreate

080A71B4 EnemyErinysUpdate

080B8094 EnemyLubicantCreate

080B80B0 EnemyLubicantUpdate

080BC1F8 EnemyBasiliskCreate

080BC204 EnemyBasiliskUpdate

08081AD4 EnemyIronGolemCreate

08081AC8 EnemyIronGolemUpdate

08092168 EnemyDemonLordCreate

0809215C EnemyDemonLordUpdate

0808EC40 EnemyFinalGuardCreate

0808EC34 EnemyFinalGuardUpdate

08092138 EnemyFlameDemonCreate

0809212C EnemyFlameDemonUpdate

0808EC58 EnemyShadowKnightCreate

0808EC4C EnemyShadowKnightUpdate

08081C10 EnemyHeadhunterCreate

08081B10 EnemyHeadhunterUpdate

080BF2E8 EnemyDeathCreate

080BF5FC EnemyDeathUpdate

0809C6BC EnemyLegionCreate

0809C5E8 EnemyLegionUpdate

080B5C38 EnemyBaloreCreate

080B5DC0 EnemyBaloreUpdate

080CFAB0 EnemyBelmontCreate

080CFED0 EnemyBelmontUpdate

080D2424 EnemyGrahamCreate

080D5DF4 EnemyGrahamUpdate

080A1E38 EnemyChaosCreate

080A4340 EnemyChaosUpdate

080A712C EnemyChaos2Create

080A6ED4 EnemyChaos2Update


; Special object-specific code

0804D9DC Object00Create

0804DAB4 Object00Update

08033C84 Object01Create

08033C90 Object01Update

0804DFAC Object02Create

0804E0F8 Object02Update

0804E4A0 Object03Create

0804E52C Object03Update

0804E770 Object04Create

0804E8C4 Object04Update

0804F00C Object05Create

0804F084 Object05Update

0804EC3C Object06Create

0804ED30 Object06Update

0804F6E4 Object07Create

0804F770 Object07Update

0804FFA0 Object08Create

0805008C Object08Update

080501D0 Object09Create

08050270 Object09Update

0805045C Object0ACreate

080504BC Object0AUpdate

080504C0 Object0BCreate

0805050C Object0BUpdate

080506F0 Object0CCreate

080505CC Object0CUpdate

08050710 Object0DCreate

080507BC Object0DUpdate

08050C14 Object0ECreate

08050CC0 Object0EUpdate

08050DB4 Object0FCreate

08050E3C Object0FUpdate

080510B0 Object10Create

080511F0 Object10Update

080512C4 Object11Create

080512F8 Object11Update

0805140C Object12Create

0805158C Object12Update

08051A2C Object13Create

08051B0C Object13Update

08052870 Object14Create

080528C4 Object14Update

0805296C Object15Create

08052A34 Object15Update

08052F6C Object16Create

08052CE4 Object16Update

0805305C Object17Create

080532E8 Object17Update

080538DC Object18Create

08053968 Object18Update

08053BFC Object19Create

08053D10 Object19Update

080540A0 Object1ACreate

080540A4 Object1AUpdate

08053F34 Object1BCreate

08053FC8 Object1BUpdate

0805464C Object1CCreate

0805474C Object1CUpdate

080554F0 Object1DCreate

08055680 Object1DUpdate

08055734 Object1ECreate

08055738 Object1EUpdate

080564F8 Object1FCreate

08056224 Object1FUpdate

0805B42C Object20Create

0805B510 Object20Update

08056550 Object21Create

08056784 Object21Update

08056828 Object22Create

08056F14 Object22Update

0805780C Object23Create

080577FC Object23Update

080578A4 Object24Create

0805790C Object24Update

08057AA0 Object25Create

080579A4 Object25Update

08057E04 Object26Create

08057EE0 Object26Update

08058258 Object27Create

08058464 Object27Update

08057FA8 Object28Create

080581B4 Object28Update

08057080 Object29Create

08057380 Object29Update

08057438 Object2ACreate

08057744 Object2AUpdate

08058508 Object2BCreate

08058544 Object2BUpdate

080585B0 Object2CCreate

08058664 Object2CUpdate

080588EC Object2DCreate

08058938 Object2DUpdate

08058A70 Object2ECreate

08058AB8 Object2EUpdate

08058C1C Object2FCreate

08058CD8 Object2FUpdate

08058F88 Object30Create

08058FD0 Object30Update

08059090 Object31Create

080593A8 Object31Update

08059494 Object32Create

080597DC Object32Update

080598B0 Object33Create

08059B9C Object33Update

08059CE0 Object34Create

0805A108 Object34Update

0805A18C Object35Create

0805A590 Object35Update

0805A6C8 Object36Create

0805A678 Object36Update

0805A930 Object37Create

0805AE00 Object37Update


; Skill-specific code

08026008 SkillWingedSkeletonUse

08026C54 SkillBatUse

08025784 SkillSkeletonUse

08026F74 SkillMermanUse

08024274 SkillAxeArmorUse

08028D68 SkillSkullArcherUse

08027C58 SkillKillerFishUse

0802C488 SkillBlueCrowUse

08025784 SkillZombieSoldierUse

0802A8D4 SkillGhostUse

08026368 SkillSirenUse

08029FB0 SkillTinyDevilUse

08029C68 SkillTinyDevilUpdate

0802B808 SkillDurgaUse

08025784 SkillRockArmorUse

08025360 SkillStudentWitchUse

08028EC0 SkillArachneUse

080299A0 SkillFleamanUse

08023A70 SkillEvilButcherUse

08025784 SkillWaiterSkeletonUse

08027A04 SkillAltairUse

08028EC0 SkillMudmanUse

0802968C SkillCockatriceUse

080284FC SkillWerewolfUse

0802CC84 SkillHarpyUse

080265C0 SkillUneUse

080280B0 SkillNeedlesUse

0802C6EC SkillMan-EaterUse

0802A0DC SkillUkobackUse

0802B350 SkillFishHeadUse

08027340 SkillDiscArmorUse

0802A9DC SkillNightmareUse

0802CFC4 SkillSlimeUse

080282DC SkillDryadUse

08023A70 SkillRipperUse

08027608 SkillWerejaguarUse

08027608 SkillWeretigerUse

08028800 SkillBiphronUse

0802AD78 SkillMandragoraUse

080289B4 SkillBeamSkeletonUse

0802B1B8 SkillSkullMillioneUse

08025784 SkillGiantSkeletonUse

0802B4C8 SkillGladiatorUse

0802BF68 SkillDemonLordUse

080293C4 SkillFlameDemonUse

0802BD1C SkillFlameDemonUpdate

080277B0 SkillLightningDollUse

08024CBC SkillValkyrieUse

08025784 SkillBomberArmorUse

080269BC SkillRedMinotaurUse

0802C0D4 SkillLegionUse

0802C2C4 SkillBaloreUse

08024F38 SkillKillerDollUse

080251F0 SkillNemesisUse

0802B9A8 SkillKillerMantleUse

0802BB44 SkillKyomaDemonUse

08024950 SkillChronomageUse

0802E23C SkillFlyingArmorUse

0802EB84 SkillGiantBatUse

0802E3DC SkillBlackPantherUse

0802FF40 SkillBuerUse

0802F96C SkillWitchUse

0802F96C SkillGiantGhostUse

0802FC5C SkillFinalGuardUse

08031948 SkillGreatArmorUse

08030E64 SkillCatoblepasUse

0802E730 SkillBonePillarUse

0802E4EC SkillCagnazzoUse

08031ACC SkillBigGolemUse

0802F548 SkillShadowKnightUse

08030A24 SkillCreakingSkullUse

08030CC8 SkillMedusaHeadUse

080300A4 SkillPersephoneUse

0802E960 SkillAluraUneUse

0802EFB0 SkillDevilUse

0802EFB0 SkillManticoreUse

0802EDD4 SkillDevilManticoreSparksUpdate

? ; This is the update code for the sparks that follow behind you when using Devil or Manticore.

0802EFB0 SkillCurlyUse

0802F1A4 SkillSkyFishUse

080310AC SkillImpUse

080314AC SkillAlastorUse

08030518 SkillDeathUse

08032204 SkillUndineUse

08032204 SkillSkulaUse

08032204 SkillZombieOfficerUse

08032204 SkillIronGolemUse

08032204 SkillDeadWarriorUse

08032204 SkillPeepingEyeUse

08032204 SkillSuccubusUse

08032204 SkillFleshGolemUse

08032204 SkillTsuchinokoUse

080320D8 SkillGiantWormUse

080322E8 SkillWoodenGolemUse

08032310 SkillZombieUse

08032360 SkillLubicantUse

080323DC SkillHeadhunterUse

08032154 SkillBasiliskUse

08032204 SkillErinysUse

08032204 SkillMimicUse

08032204 SkillArcDemonUse

080322A0 SkillPoisonWormUse

080322A0 SkillEctoplasmUse

080322A0 SkillGargoyleUse

0803226C SkillSkeletonKnightUse

0803226C SkillMinotaurUse

0803226C SkillGolemUse

0803226C SkillTritonUse

0803226C SkillWhiteDragonUse

0803226C SkillQuezlcoatlUse

0803226C SkillGorgonUse

0803226C SkillDeadCrusaderUse

0803226C SkillRedCrowUse

0803226C SkillLilithUse

0803226C SkillBaelUse

0803226C SkillStolasUse

0803226C SkillGhostDancerUse

0803226C SkillGremlinUse


functions de aos的評論 (共 條)

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