NAME |
BYTE |
OFFSET |
BATTLE SCRIPT |
__Belome |
[C9] |
39468C |
00 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
__Boomer (blue) |
[74] |
393D1D |
FC 0A 06 00 ;if attack phase counter at: 6
EF 41 ;1 spell: Lightning Orb
E8 06 ;zero out attack phase counter
FE ;wait 1 turn, recheck ifs from start
01 ;1 attack: attack
FD ;wait 1 turn
01 ;1 attack: attack
FD ;wait 1 turn
82 ;1 attack: 82
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
__Bundt object |
[D6] |
394967 |
00 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
__Corkpedite |
[B7] |
393FB8 |
FC 12 00 01 ;if variable $00, bit 01 clear
00 ;1 attack: attack
FD ;wait 1 turn
E0 00 59 59 ;3 attacks: attack/attack/attack
FD ;wait 1 turn
E0 00 00 5C ;3 attacks: attack/attack/Fear Roulette
FD ;wait 1 turn
FE ;wait 1 turn, recheck ifs from start
ED 07 ;generate random number between 0 and 7
FC 0C 05 03 ;if generated number is less than 3
EF 40 ;1 spell: Drain
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E0 00 00 5C ;3 attacks: attack/attack/Fear Roulette
FF ;end common commands, start counter commands
FC 07 88 13 ;if HP is below: 5000
E7 00 00 01 ;set variable $00, bit 01
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
__Croco |
[F2] |
3955A9 |
00 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
__Exor (mouth) |
[E8] |
3950D0 |
FF ;end common commands, start counter commands
FF ;end all |
__Geno redemption |
[84] |
393D2E |
03 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
__Gunyolk (yellow) |
[73] |
393D11 |
FC 0A 06 00 ;if attack phase counter at: 6
EF 41 ;1 spell: Lightning Orb
E8 06 ;zero out attack phase counter
FE ;wait 1 turn, recheck ifs from start
05 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
__little bird |
[85] |
393BAE |
FC 13 92 01 ;if monster is in formation: $192
F0 40 40 46 ;3 spells: Drain/Drain/Mega Drain
FE ;wait 1 turn, recheck ifs from start
02 ;1 attack: attack
FD ;wait 1 turn
02 ;1 attack: attack
FD ;wait 1 turn
EF 51 ;1 spell: Flame Wall
FD ;wait 1 turn
FF ;end common commands, start counter commands
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
__nothing |
[82] |
393BC1 |
E7 00 0F 01 ;set variable $0F, bit 01
E0 06 06 45 ;3 attacks: attack/attack/Carni-Kiss
E7 01 0F 01 ;clear variable $0F, bit 01
FF ;end common commands, start counter commands
FF ;end all |
__nothing |
[81] |
393BF3 |
FC 10 00 1C ;if target is alive: all allies, excluding self
E2 25 ;targetting: random opponent
0A ;1 attack: attack
FE ;wait 1 turn, recheck ifs from start
E2 1B ;targetting: self
EF 5F ;1 spell: Knock Out
FF ;end common commands, start counter commands
FF ;end all |
__nothing |
[83] |
393C5F |
FC 11 04 01 ;if variable $04, bit 01 set
E2 1F ;targetting: random ally, or self
F0 5D 5D 5E ;3 spells: Corona/Corona/Meteor Swarm
E7 01 04 01 ;clear variable $04, bit 01
FE ;wait 1 turn, recheck ifs from start
E0 FB 0C 2B ;3 attacks: nothing/attack/Mush Funk
FD ;wait 1 turn
E0 0C 0C 2C ;3 attacks: attack/attack/S'crow Funk
FD ;wait 1 turn
FF ;end common commands, start counter commands
FC 01 03 03 ;if monster has been attacked by command: Special/Special
E7 00 04 01 ;set variable $04, bit 01
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
__nothing |
[4E] |
393C99 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 03 ;if generated number is less than 3
E0 07 07 4B ;3 attacks: attack/attack/Deathsickle
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
EF 4D ;1 spell: Escape
FF ;end common commands, start counter commands
FF ;end all |
__Pile Driver (body) |
[8D] |
393CB9 |
FC 10 00 1C ;if target is alive: all allies, excluding self
E2 25 ;targetting: random opponent
FD ;wait 1 turn
FE ;wait 1 turn, recheck ifs from start
65 ;1 attack: spike shot
EA 00 00 1B ;target is removed from battle: self
FF ;end common commands, start counter commands
FC 10 01 1B ;if target is dead: self
EA 00 00 1E ;target is removed from battle: all allies, and self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
__purple Bahamutt |
[6F] |
393D00 |
E0 01 01 4D ;3 attacks: attack/attack/Somnus Waltz
FD ;wait 1 turn
E0 01 01 4D ;3 attacks: attack/attack/Somnus Waltz
FD ;wait 1 turn
F0 42 42 43 ;3 spells: Flame/Flame/Bolt
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
__Thwomp |
[B9] |
393D85 |
00 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
__Toadstool (captive) |
[A0] |
393E3F |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
F2 00 00 ;target becomes untargettable: self
E3 18 ;battle dialogue: "TOADSTOOL: Don't let Bowser bruise you, ..."
E3 19 ;battle dialogue: "BOWSER: Mario! Prepare yourself for the ..."
FE ;wait 1 turn, recheck ifs from start
FC 0A 03 00 ;if attack phase counter at: 3
E8 06 ;zero out attack phase counter
E3 0E ;battle dialogue: "TOADSTOOL: Mario! The chain! Aim for ..."
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FF ;end all |
Aero |
[E7] |
3950CD |
00 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
Alley Rat |
[4F] |
393682 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 06 ;if generated number is less than 6
E7 00 0F 01 ;set variable $0F, bit 01
E0 06 06 44 ;3 attacks: attack/attack/Poison
E7 01 0F 01 ;clear variable $0F, bit 01
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FF ;end common commands, start counter commands
FF ;end all |
Amanita |
[08] |
3933F0 |
E0 03 03 36 ;3 attacks: attack/attack/Sporocyst
FD ;wait 1 turn
03 ;1 attack: attack
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
03 ;1 attack: attack
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Ameboid |
[1D] |
393B04 |
E0 02 30 31 ;3 attacks: attack/Viro Plasm/Psycho Plasm
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
FC 12 00 01 ;if variable $00, bit 01 clear
E7 00 00 01 ;set variable $00, bit 01
EA 01 00 29 ;target is called to battle: monster 2 (restore)
EA 01 00 2A ;target is called to battle: monster 3 (restore)
EA 01 00 2B ;target is called to battle: monster 4 (restore)
EA 01 00 2C ;target is called to battle: monster 5 (restore)
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Apprentice |
[80] |
393BCF |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 52 43 43 ;3 spells: Static E!/Bolt/Bolt
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E0 03 1D 26 ;3 attacks: attack/bullet bill/Gunk Ball
FF ;end common commands, start counter commands
FC 10 01 27 ;if target is dead: at least one ally
E6 00 00 ;increment variable $00
FC 0D 00 03 ;if variable $00 is greater than/equal to 3
F2 01 01 ;target becomes targettable: monster 1
E3 45 ;battle dialogue: "BOOSTER: Harumph! Just as I thought! It ..."
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Arachne |
[3B] |
3933C5 |
E0 01 01 2A ;3 attacks: attack/attack/Venom Drool
FF ;end common commands, start counter commands
FF ;end all |
Armored Ant |
[6A] |
39396E |
FC 12 04 01 ;if variable $04, bit 01 clear
FC 14 00 00 ;if only one monster alive
E7 00 04 01 ;set variable $04, bit 01
E2 1B ;targetting: self
7B ;1 attack: Vigor up!
E2 25 ;targetting: random opponent
01 ;1 attack: attack
FE ;wait 1 turn, recheck ifs from start
E0 01 27 01 ;3 attacks: attack/Endobubble/attack
FF ;end common commands, start counter commands
FF ;end all |
Artichoker |
[3A] |
3934D4 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
EF 52 ;1 spell: Static E!
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E0 01 28 2D ;3 attacks: attack/water droplet/Stench
FF ;end common commands, start counter commands
FC 01 03 03 ;if monster has been attacked by command: Special/Special
E2 1F ;targetting: random ally, or self
EF 4F ;1 spell: Recover
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Axem Black |
[E5] |
394EC8 |
FC 11 03 02 ;if variable $03, bit 02 set
FE ;wait 1 turn, recheck ifs from start
E0 05 05 19 ;3 attacks: attack/attack/bomb throw
FC 10 00 24 ;if target is alive: at least one opponent
E0 05 05 19 ;3 attacks: attack/attack/bomb throw
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 0D 0F 04 ;if variable $0F is greater than/equal to 4
F2 00 00 ;target becomes untargettable: self
F2 01 01 ;target becomes targettable: monster 1
E7 00 03 02 ;set variable $03, bit 02
E7 00 02 01 ;set variable $02, bit 01
E5 43 ;battle scene: Axem Rangers group formation
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E6 00 0F ;increment variable $0F
F2 00 00 ;target becomes untargettable: self
E7 00 03 02 ;set variable $03, bit 02
E5 40 ;battle scene: Axem Black quits
FE ;wait 1 turn, recheck ifs from start
FC 01 03 03 ;if monster has been attacked by command: Special/Special
1A ;1 attack: Spritz Bomb
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Axem Green |
[D3] |
394E33 |
FC 11 03 10 ;if variable $03, bit 10 set
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 06 ;if generated number is less than 6
F0 56 59 52 ;3 spells: Meteor Blast/Solidify/Static E!
FE ;wait 1 turn, recheck ifs from start
E0 03 03 3B ;3 attacks: attack/attack/Elegy
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 0D 0F 04 ;if variable $0F is greater than/equal to 4
F2 00 00 ;target becomes untargettable: self
F2 01 01 ;target becomes targettable: monster 1
E7 00 03 10 ;set variable $03, bit 10
E7 00 02 01 ;set variable $02, bit 01
E5 43 ;battle scene: Axem Rangers group formation
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E6 00 0F ;increment variable $0F
F2 00 00 ;target becomes untargettable: self
E7 00 03 10 ;set variable $03, bit 10
E5 42 ;battle scene: Axem Green quits
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Axem Pink |
[E4] |
394E75 |
FC 11 03 01 ;if variable $03, bit 01 set
FE ;wait 1 turn, recheck ifs from start
FC 0D 0F 01 ;if variable $0F is greater than/equal to 1
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
EF 5A ;1 spell: Petal Blast
FE ;wait 1 turn, recheck ifs from start
E2 1F ;targetting: random ally, or self
F0 4F 4F 50 ;3 spells: Recover/Recover/Mega Recover
E2 25 ;targetting: random opponent
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 0D 0F 04 ;if variable $0F is greater than/equal to 4
F2 00 00 ;target becomes untargettable: self
F2 01 01 ;target becomes targettable: monster 1
E7 00 03 01 ;set variable $03, bit 01
E7 00 02 01 ;set variable $02, bit 01
E5 43 ;battle scene: Axem Rangers group formation
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E6 00 0F ;increment variable $0F
F2 00 00 ;target becomes untargettable: self
E7 00 03 01 ;set variable $03, bit 01
E5 3F ;battle scene: Axem Pink quits
FE ;wait 1 turn, recheck ifs from start
FC 01 03 03 ;if monster has been attacked by command: Special/Special
E2 25 ;targetting: random opponent
E0 FB 03 33 ;3 attacks: nothing/attack/light ball (Sleep)
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Axem Rangers |
[F5] |
394D6C |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E5 3E ;battle scene: Axem Rangers intro scene
F2 00 00 ;target becomes untargettable: self
FE ;wait 1 turn, recheck ifs from start
FC 12 04 02 ;if variable $04, bit 02 clear
FC 11 02 01 ;if variable $02, bit 01 set
E7 00 04 02 ;set variable $04, bit 02
E3 B4 ;battle dialogue: "Force Beam energized! Maximum charge!"
E3 B5 ;battle dialogue: "NOW! Fire the BREAKER!!"
EF 61 ;1 spell: Breaker Beam
FE ;wait 1 turn, recheck ifs from start
FC 11 02 01 ;if variable $02, bit 01 set
FC 0D 0D 01 ;if variable $0D is greater than/equal to 1
E8 0D ;zero out variable $0D
EF 61 ;1 spell: Breaker Beam
FE ;wait 1 turn, recheck ifs from start
FC 11 02 01 ;if variable $02, bit 01 set
E3 DE ;battle dialogue: "Recharging!!"
E6 00 0D ;increment variable $0D
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E5 45 ;battle scene: Axem Rangers are defeated
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Axem Red |
[D2] |
394DEC |
FC 11 03 04 ;if variable $03, bit 04 set
FE ;wait 1 turn, recheck ifs from start
FC 0D 0F 02 ;if variable $0F is greater than/equal to 2
FC 12 04 02 ;if variable $04, bit 02 clear
E7 00 04 02 ;set variable $04, bit 02
E2 1B ;targetting: self
7B ;1 attack: Vigor up!
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
E0 01 01 1F ;3 attacks: attack/attack/orb shot
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 0D 0F 04 ;if variable $0F is greater than/equal to 4
F2 00 00 ;target becomes untargettable: self
F2 01 01 ;target becomes targettable: monster 1
E7 00 03 04 ;set variable $03, bit 04
E7 00 02 01 ;set variable $02, bit 01
E5 43 ;battle scene: Axem Rangers group formation
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E6 00 0F ;increment variable $0F
F2 00 00 ;target becomes untargettable: self
E7 00 03 04 ;set variable $03, bit 04
E5 44 ;battle scene: Axem Red quits
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Axem Yellow |
[CF] |
394DB1 |
FC 11 03 08 ;if variable $03, bit 08 set
FE ;wait 1 turn, recheck ifs from start
E0 02 02 28 ;3 attacks: attack/attack/water droplet
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 0D 0F 04 ;if variable $0F is greater than/equal to 4
F2 00 00 ;target becomes untargettable: self
F2 01 01 ;target becomes targettable: monster 1
E7 00 03 08 ;set variable $03, bit 08
E7 00 02 01 ;set variable $02, bit 01
E5 43 ;battle scene: Axem Rangers group formation
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E6 00 0F ;increment variable $0F
F2 00 00 ;target becomes untargettable: self
E7 00 03 08 ;set variable $03, bit 08
E5 41 ;battle scene: Axem Yellow quits
FE ;wait 1 turn, recheck ifs from start
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
3F ;1 attack: Body Slam
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Baba Yaga |
[27] |
393C01 |
FC 11 04 01 ;if variable $04, bit 01 set
E2 1B ;targetting: self
11 ;1 attack: Thornet
E7 01 04 01 ;clear variable $04, bit 01
E7 00 04 02 ;set variable $04, bit 02
FE ;wait 1 turn, recheck ifs from start
FC 10 00 1C ;if target is alive: all allies, excluding self
E0 01 01 2A ;3 attacks: attack/attack/Venom Drool
FE ;wait 1 turn, recheck ifs from start
FC 11 04 02 ;if variable $04, bit 02 set
F0 53 50 53 ;3 spells: Sand Storm/Mega Recover/Sand Storm
FE ;wait 1 turn, recheck ifs from start
E7 00 04 01 ;set variable $04, bit 01
01 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
Bahamutt |
[2F] |
395896 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 02 ;if generated number is less than 2
F0 51 42 40 ;3 spells: Flame Wall/Flame/Drain
FE ;wait 1 turn, recheck ifs from start
E0 03 42 1B ;3 attacks: attack/Iron Maiden/rock throw A
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 13 65 01 ;if monster is in formation: $165
E8 00 ;zero out variable $00
F2 01 01 ;target becomes targettable: monster 1
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Bandana Blue |
[4B] |
39365D |
E0 01 01 50 ;3 attacks: attack/attack/Pierce
FD ;wait 1 turn
01 ;1 attack: attack
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Bandana Red |
[0B] |
39364E |
FC 14 00 00 ;if only one monster alive
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
E0 01 01 4F ;3 attacks: attack/attack/Skewer
FF ;end common commands, start counter commands
FF ;end all |
Bb-Bomb |
[AE] |
393D78 |
E5 2A ;battle scene: Bb-bombs explode
EC ;exit battle
FF ;end common commands, start counter commands
FF ;end all |
Belome (1st time) |
[C7] |
39439E |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E3 15 ;battle dialogue: "BELOME: Ooooh! Room service has been ..."
E2 04 ;targetting: Mallow
01 ;1 attack: attack
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FC 07 2C 01 ;if HP is below: 300
FC 12 04 02 ;if variable $04, bit 02 clear
E7 00 04 02 ;set variable $04, bit 02
E3 16 ;battle dialogue: "BELOME: Stick for a body, head full of ..."
E2 00 ;targetting: Mario
2C ;1 attack: S'crow Funk
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FC 0A 03 00 ;if attack phase counter at: 3
FC 12 00 01 ;if variable $00, bit 01 clear
FC 09 04 40 ;if target: Mallow, is not affected by ailment: Scarecrow
FC 09 04 02 ;if target: Mallow, is not affected by ailment: Sleep
FC 10 00 00 ;if target is alive: Mario
FC 10 00 04 ;if target is alive: Mallow
E2 04 ;targetting: Mallow
E5 02 ;battle scene: Belome swallows Mallow
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FC 11 00 01 ;if variable $00, bit 01 set
E2 00 ;targetting: Mario
01 ;1 attack: attack
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FC 11 04 02 ;if variable $04, bit 02 set
E0 01 2C 29 ;3 attacks: attack/S'crow Funk/Sleep-Sauce
FE ;wait 1 turn, recheck ifs from start
E0 01 01 29 ;3 attacks: attack/attack/Sleep-Sauce
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 11 00 01 ;if variable $00, bit 01 set
E5 06 ;battle scene: Belome spits out Mallow
E3 17 ;battle dialogue: "BELOME: If you defeat me, you STILL ..."
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E3 17 ;battle dialogue: "BELOME: If you defeat me, you STILL ..."
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
FC 11 00 01 ;if variable $00, bit 01 set
FC 0D 01 02 ;if variable $01 is greater than/equal to 2
E7 01 00 01 ;clear variable $00, bit 01
E8 06 ;zero out attack phase counter
E5 06 ;battle scene: Belome spits out Mallow
FE ;wait 1 turn, recheck ifs from start
FC 01 03 03 ;if monster has been attacked by command: Special/Special
E6 00 01 ;increment variable $01
E6 00 01 ;increment variable $01
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
E6 00 01 ;increment variable $01
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Belome (2nd time) |
[C8] |
394442 |
FC 12 04 80 ;if variable $04, bit 80 clear
FC 11 04 01 ;if variable $04, bit 01 set
E7 00 04 80 ;set variable $04, bit 80
E3 AF ;battle dialogue: "BELOME: I never forget a taste! In ..."
E5 3B ;battle scene: Belome confronts character: "You all LOOK..."
E5 3C ;battle scene: Belome clones someone
E6 00 00 ;increment variable $00
E7 01 04 01 ;clear variable $04, bit 01
FE ;wait 1 turn, recheck ifs from start
FC 11 04 01 ;if variable $04, bit 01 set
E5 3B ;battle scene: Belome confronts character: "You all LOOK..."
E5 3C ;battle scene: Belome clones someone
E6 00 00 ;increment variable $00
E7 01 04 01 ;clear variable $04, bit 01
FE ;wait 1 turn, recheck ifs from start
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 5B 57 57 ;3 spells: Aurora Flash/Light Beam/Light Beam
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E0 01 01 3A ;3 attacks: attack/attack/Lulla-Bye
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E3 B0 ;battle dialogue: "BELOME: Oh, no, not again! I'm ..."
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
FC 0C 00 02 ;if variable $00 is less than 2
E7 00 04 01 ;set variable $04, bit 01
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Big Bertha |
[65] |
393A57 |
1D ;1 attack: bullet bill
FD ;wait 1 turn
E0 1D 1D 1E ;3 attacks: bullet bill/bullet bill/Blazer
FF ;end common commands, start counter commands
FF ;end all |
Birdo |
[CD] |
394779 |
FC 0D 00 03 ;if variable $00 is greater than/equal to 3
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E3 CE ;battle dialogue: "BIRDO: Tee, hee! Ouch, you're hurting ..."
74 ;1 attack: 1-egg shot
FE ;wait 1 turn, recheck ifs from start
FC 11 04 01 ;if variable $04, bit 01 set
E0 73 74 74 ;3 attacks: 3-egg shot/1-egg shot/1-egg shot
FE ;wait 1 turn, recheck ifs from start
73 ;1 attack: 3-egg shot
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E3 CF ;battle dialogue: "BIRDO: Oh, I'm never gonna let ya go. ..."
F1 03 ;execute special animation sequence
E7 00 0F 01 ;set variable $0F, bit 01
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
E6 00 00 ;increment variable $00
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Birdo (Intro) |
[AD] |
393D6E |
F1 05 ;execute special animation sequence
E2 11 ;targetting: character in slot 2
73 ;1 attack: 3-egg shot
F1 05 ;execute special animation sequence
EC ;exit battle
FF ;end common commands, start counter commands
FF ;end all |
Birdy |
[0D] |
393802 |
FC 11 04 01 ;if variable $04, bit 01 set
E3 D1 ;battle dialogue: "CAUTION: Confused monster!"
E2 1F ;targetting: random ally, or self
00 ;1 attack: attack
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
E0 0A 0A 47 ;3 attacks: attack/attack/Grinder
FF ;end common commands, start counter commands
ED 07 ;generate random number between 0 and 7
FC 12 04 01 ;if variable $04, bit 01 clear
FC 01 03 03 ;if monster has been attacked by command: Special/Special
FC 0C 05 04 ;if generated number is less than 4
E3 D0 ;battle dialogue: "The monster is stunned!"
E7 00 04 01 ;set variable $04, bit 01
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Blaster |
[25] |
393541 |
FC 0A 03 00 ;if attack phase counter at: 3
1E ;1 attack: Blazer
E8 06 ;zero out attack phase counter
FE ;wait 1 turn, recheck ifs from start
E0 1D 1D FB ;3 attacks: bullet bill/bullet bill/nothing
FF ;end common commands, start counter commands
FF ;end all |
Bloober |
[0A] |
393629 |
E0 08 08 25 ;3 attacks: attack/attack/Ink Blast
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Bluebird |
[4D] |
393829 |
FC 11 04 01 ;if variable $04, bit 01 set
E3 D1 ;battle dialogue: "CAUTION: Confused monster!"
E2 1F ;targetting: random ally, or self
00 ;1 attack: attack
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FC 11 04 01 ;if variable $04, bit 01 set
E0 0A 0A 47 ;3 attacks: attack/attack/Grinder
FE ;wait 1 turn, recheck ifs from start
FC 0C 05 04 ;if generated number is less than 4
F0 44 44 54 ;3 spells: Crystal/Crystal/Blizzard
FE ;wait 1 turn, recheck ifs from start
E0 0A 0A 47 ;3 attacks: attack/attack/Grinder
FF ;end common commands, start counter commands
ED 07 ;generate random number between 0 and 7
FC 12 04 01 ;if variable $04, bit 01 clear
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
FC 0C 05 04 ;if generated number is less than 4
E3 D0 ;battle dialogue: "The monster is stunned!"
E7 00 04 01 ;set variable $04, bit 01
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Bob-Omb |
[19] |
39346C |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
FE ;wait 1 turn, recheck ifs from start
55 ;1 attack: self-destruct A
EA 00 00 1B ;target is removed from battle: self
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 04 40 00 ;if monster has been affected by element: Fire
55 ;1 attack: self-destruct A
E6 00 01 ;increment variable $01
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Body |
[8C] |
3939A0 |
FC 10 00 13 ;if target is alive: monster 1
FE ;wait 1 turn, recheck ifs from start
54 ;1 attack: Migraine
EA 00 00 1B ;target is removed from battle: self
FF ;end common commands, start counter commands
FF ;end all |
Bodyguard |
[E1] |
394B44 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
0D ;1 attack: attack
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
F0 FB 40 40 ;3 spells: nothing/Drain/Drain
FF ;end common commands, start counter commands
FC 10 01 27 ;if target is dead: at least one ally
E6 00 00 ;increment variable $00
FC 0D 00 04 ;if variable $00 is greater than/equal to 4
E7 01 03 01 ;clear variable $03, bit 01
FC 11 03 80 ;if variable $03, bit 80 set
E7 01 03 80 ;clear variable $03, bit 80
F2 01 01 ;target becomes targettable: monster 1
E5 05 ;battle scene: Mack returns to battle
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Boomer |
[34] |
3958C8 |
FC 0D 03 02 ;if variable $03 is greater than/equal to 2
FC 11 02 02 ;if variable $02, bit 02 set
E7 01 02 02 ;clear variable $02, bit 02
E7 00 02 01 ;set variable $02, bit 01
E8 03 ;zero out variable $03
E2 1B ;targetting: self
F1 08 ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FC 0D 03 02 ;if variable $03 is greater than/equal to 2
FC 11 02 01 ;if variable $02, bit 01 set
E7 01 02 01 ;clear variable $02, bit 01
E7 00 02 02 ;set variable $02, bit 02
E8 03 ;zero out variable $03
E2 1B ;targetting: self
F1 09 ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E0 01 01 4F ;3 attacks: attack/attack/Skewer
E6 00 03 ;increment variable $03
FE ;wait 1 turn, recheck ifs from start
F0 54 4A 4B ;3 spells: Blizzard/Blast/Storm
E6 00 03 ;increment variable $03
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E5 4C ;battle scene: Boomer is defeated, chandelier crashes
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 11 02 01 ;if variable $02, bit 01 set
FC 01 03 03 ;if monster has been attacked by command: Special/Special
E0 80 FB FB ;3 attacks: Shaker/nothing/nothing
FE ;wait 1 turn, recheck ifs from start
FC 11 02 02 ;if variable $02, bit 02 set
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
E0 80 FB FB ;3 attacks: Shaker/nothing/nothing
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Booster |
[F6] |
3955C6 |
FC 14 00 00 ;if only one monster alive
FC 07 F4 01 ;if HP is below: 500
E0 01 1A 72 ;3 attacks: attack/Spritz Bomb/Loco Express
FE ;wait 1 turn, recheck ifs from start
FC 14 00 00 ;if only one monster alive
E0 01 19 01 ;3 attacks: attack/bomb throw/attack
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FF ;end all |
Booster |
[F7] |
395602 |
00 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
Bowser |
[F4] |
3955AC |
FC 12 04 01 ;if variable $04, bit 01 clear
FC 0A 06 00 ;if attack phase counter at: 6
E7 00 04 01 ;set variable $04, bit 01
E3 1A ;battle dialogue: "BOWSER: What a joke!! Put some muscle ..."
EB 00 1B ;target becomes invincible: self
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
E0 64 64 65 ;3 attacks: claw strike/claw strike/spike shot
FF ;end common commands, start counter commands
FF ;end all |
Bowser Clone |
[9B] |
394560 |
E0 64 64 65 ;3 attacks: claw strike/claw strike/spike shot
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 11 04 01 ;if variable $04, bit 01 set
E7 01 0E 02 ;clear variable $0E, bit 02
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E7 01 0E 01 ;clear variable $0E, bit 01
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
FC 11 04 01 ;if variable $04, bit 01 set
E7 01 0E 02 ;clear variable $0E, bit 02
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
E7 01 0E 01 ;clear variable $0E, bit 01
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Bowyer |
[E6] |
394F84 |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E3 32 ;battle dialogue: "BOWYER: NYAAA!! Now 3 against one! Nyat ..."
F1 00 ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FC 0A 02 00 ;if attack phase counter at: 2
FC 0D 00 10 ;if variable $00 is greater than/equal to 16
E8 00 ;zero out variable $00
E8 01 ;zero out variable $01
E8 06 ;zero out attack phase counter
F3 00 07 ;enable command: ALL
F3 01 01 ;disable command: Attack
E7 00 01 01 ;set variable $01, bit 01
66 ;1 attack: button-lock A
F0 52 52 43 ;3 spells: Static E!/Static E!/Bolt
FE ;wait 1 turn, recheck ifs from start
FC 0A 02 00 ;if attack phase counter at: 2
FC 0D 00 06 ;if variable $00 is greater than/equal to 6
E8 00 ;zero out variable $00
E8 01 ;zero out variable $01
E8 06 ;zero out attack phase counter
F3 00 07 ;enable command: ALL
F3 01 02 ;disable command: Special
E7 00 01 02 ;set variable $01, bit 02
67 ;1 attack: button-lock X
E0 69 69 6A ;3 attacks: arrow shot/arrow shot/G'night
FE ;wait 1 turn, recheck ifs from start
FC 0A 02 00 ;if attack phase counter at: 2
E8 00 ;zero out variable $00
E8 01 ;zero out variable $01
E8 06 ;zero out attack phase counter
F3 00 07 ;enable command: ALL
F3 01 04 ;disable command: Item
E7 00 01 04 ;set variable $01, bit 04
68 ;1 attack: button-lock Y
FE ;wait 1 turn, recheck ifs from start
FC 11 01 01 ;if variable $01, bit 01 set
F0 52 52 43 ;3 spells: Static E!/Static E!/Bolt
FE ;wait 1 turn, recheck ifs from start
FC 11 01 02 ;if variable $01, bit 02 set
E0 69 69 6A ;3 attacks: arrow shot/arrow shot/G'night
FE ;wait 1 turn, recheck ifs from start
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 41 41 43 ;3 spells: Lightning Orb/Lightning Orb/Bolt
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
69 ;1 attack: arrow shot
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 89 89 ;if monster has been affected by item: Carbo Cookie/Carbo Cookie
E8 00 ;zero out variable $00
E8 01 ;zero out variable $01
E8 06 ;zero out attack phase counter
F3 00 07 ;enable command: ALL
FE ;wait 1 turn, recheck ifs from start
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
E6 00 00 ;increment variable $00
E6 00 00 ;increment variable $00
E6 00 00 ;increment variable $00
E6 00 00 ;increment variable $00
FE ;wait 1 turn, recheck ifs from start
FC 01 03 03 ;if monster has been attacked by command: Special/Special
E6 00 00 ;increment variable $00
E6 00 00 ;increment variable $00
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
E6 00 00 ;increment variable $00
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Box Boy |
[86] |
393DBC |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
F1 07 ;execute special animation sequence
EA 01 00 29 ;target is called to battle: monster 2 (restore)
E3 D8 ;battle dialogue: "Monsters are inside!"
FE ;wait 1 turn, recheck ifs from start
E0 00 45 41 ;3 attacks: attack/Carni-Kiss/Scream
FF ;end common commands, start counter commands
FC 01 03 03 ;if monster has been attacked by command: Special/Special
F0 58 4A 4A ;3 spells: Water Blast/Blast/Blast
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Bundt |
[C2] |
3940CA |
FC 12 00 01 ;if variable $00, bit 01 clear
FE ;wait 1 turn, recheck ifs from start
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E7 00 0F 01 ;set variable $0F, bit 01
E0 00 1F 3A ;3 attacks: attack/orb shot/Lulla-Bye
E7 01 0F 01 ;clear variable $0F, bit 01
E8 05 ;zero out RNG variable
FC 0D 07 01 ;if variable $07 is greater than/equal to 1
E6 01 07 ;decrement variable $07
FE ;wait 1 turn, recheck ifs from start
F0 48 54 54 ;3 spells: Diamond Saw/Blizzard/Blizzard
FC 0D 07 01 ;if variable $07 is greater than/equal to 1
E6 01 07 ;decrement variable $07
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 C8 00 ;if HP is below: 200
FC 12 00 02 ;if variable $00, bit 02 clear
E7 00 00 02 ;set variable $00, bit 02
E5 1F ;battle scene: Bundt moves, Assistant pokes Torte
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
FC 12 00 01 ;if variable $00, bit 01 clear
FC 11 00 02 ;if variable $00, bit 02 set
E7 00 00 01 ;set variable $00, bit 01
E5 20 ;battle scene: Bundt moves again, both cooks run away
EA 00 00 15 ;target is removed from battle: monster 3
EA 00 00 16 ;target is removed from battle: monster 4
E5 21 ;battle scene: candles appear on Bundt
F2 00 03 ;target becomes untargettable: monster 3
E5 22 ;battle scene: "Blow those candles out!"
FE ;wait 1 turn, recheck ifs from start
FC 0D 07 05 ;if variable $07 is greater than/equal to 5
F2 01 03 ;target becomes targettable: monster 3
EA 00 00 15 ;target is removed from battle: monster 3
F1 06 ;execute special animation sequence
F2 01 02 ;target becomes targettable: monster 2
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
FC 11 00 01 ;if variable $00, bit 01 set
E6 00 07 ;increment variable $07
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Buzzer |
[1C] |
3933FE |
FC 14 00 00 ;if only one monster alive
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
E0 0A 0A 11 ;3 attacks: attack/attack/Thornet
FF ;end common commands, start counter commands
FC 04 40 00 ;if monster has been affected by element: Fire
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Candle |
[FE] |
395759 |
FC 0A 03 00 ;if attack phase counter at: 3
F2 01 00 ;target becomes targettable: self
E8 06 ;zero out attack phase counter
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 05 00 00 ;if monster has been attacked
F2 00 00 ;target becomes untargettable: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Carroboscis |
[3C] |
3934F0 |
E0 0B 0B 22 ;3 attacks: attack/attack/S'crow Bell
FD ;wait 1 turn
E0 24 22 23 ;3 attacks: Spore Chimes/S'crow Bell/Doom Reverb
FD ;wait 1 turn
E0 0B 0B 24 ;3 attacks: attack/attack/Spore Chimes
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Chained Kong |
[66] |
393968 |
E0 03 1C 03 ;3 attacks: attack/rock throw B/attack
FF ;end common commands, start counter commands
FF ;end all |
Chester |
[8B] |
393DDC |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
F1 07 ;execute special animation sequence
EA 01 00 29 ;target is called to battle: monster 2 (restore)
E3 D8 ;battle dialogue: "Monsters are inside!"
FE ;wait 1 turn, recheck ifs from start
FC 12 04 01 ;if variable $04, bit 01 clear
EF 45 ;1 spell: Flame Stone
E7 00 04 01 ;set variable $04, bit 01
FE ;wait 1 turn, recheck ifs from start
EF 53 ;1 spell: Sand Storm
FD ;wait 1 turn
F0 50 50 51 ;3 spells: Mega Recover/Mega Recover/Flame Wall
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Chewy |
[47] |
3937B1 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
04 ;1 attack: attack
FE ;wait 1 turn, recheck ifs from start
F0 FB 40 46 ;3 spells: nothing/Drain/Mega Drain
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
34 ;1 attack: Pollen Nap
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Chomp |
[16] |
393536 |
E0 00 42 42 ;3 attacks: attack/Iron Maiden/Iron Maiden
FD ;wait 1 turn
00 ;1 attack: attack
FD ;wait 1 turn
45 ;1 attack: Carni-Kiss
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Chomp Chomp |
[56] |
393791 |
E0 00 00 45 ;3 attacks: attack/attack/Carni-Kiss
FF ;end common commands, start counter commands
FF ;end all |
Chompweed |
[B4] |
393D82 |
00 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
Chow |
[50] |
39371F |
E0 01 01 44 ;3 attacks: attack/attack/Poison
FD ;wait 1 turn
40 ;1 attack: Howl
FD ;wait 1 turn
E0 01 01 46 ;3 attacks: attack/attack/Claw
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Clerk |
[32] |
395946 |
FC 12 04 01 ;if variable $04, bit 01 clear
FC 14 00 00 ;if only one monster alive
E7 00 04 01 ;set variable $04, bit 01
E2 1B ;targetting: self
61 ;1 attack: Valor Up
E2 1B ;targetting: self
7B ;1 attack: Vigor up!
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
E0 01 01 19 ;3 attacks: attack/attack/bomb throw
FF ;end common commands, start counter commands
FF ;end all |
Cloaker |
[DD] |
3949FE |
E0 01 01 1C ;3 attacks: attack/attack/rock throw B
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
E5 35 ;battle scene: Domino teams up with Mad Adder
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Cloaker |
[FC] |
394A2E |
FC 11 04 01 ;if variable $04, bit 01 set
F1 1C ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
E7 00 0F 01 ;set variable $0F, bit 01
E0 00 00 14 ;3 attacks: attack/attack/knife throw
E7 01 0F 01 ;clear variable $0F, bit 01
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E7 00 04 01 ;set variable $04, bit 01
F1 1C ;execute special animation sequence
F2 00 00 ;target becomes untargettable: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Cluster |
[2E] |
3934A0 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
EF 44 ;1 spell: Crystal
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
01 ;1 attack: attack
FF ;end common commands, start counter commands
FC 01 03 03 ;if monster has been attacked by command: Special/Special
53 ;1 attack: Psyche!
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Corkpedite |
[3F] |
393987 |
FC 10 01 29 ;if target is dead: monster 2 (restore)
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 02 ;if generated number is less than 2
EF 53 ;1 spell: Sand Storm
FE ;wait 1 turn, recheck ifs from start
00 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
Count Down |
[C5] |
394286 |
FC 11 04 01 ;if variable $04, bit 01 set
FE ;wait 1 turn, recheck ifs from start
FC 0C 00 01 ;if variable $00 is less than 1
F1 12 ;execute special animation sequence
E6 00 00 ;increment variable $00
E3 35 ;battle dialogue: "It's 1:00.Time to play."
F0 44 44 4C ;3 spells: Crystal/Crystal/Ice Rock
FE ;wait 1 turn, recheck ifs from start
FC 0C 00 02 ;if variable $00 is less than 2
F1 13 ;execute special animation sequence
E6 00 00 ;increment variable $00
E3 36 ;battle dialogue: "It's 3:00. Time to RECOVER!"
E2 1F ;targetting: random ally, or self
EF 4F ;1 spell: Recover
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FC 0C 00 03 ;if variable $00 is less than 3
F1 14 ;execute special animation sequence
E6 00 00 ;increment variable $00
E3 37 ;battle dialogue: "It's 5:00.Time for a break, huh?"
EF 5B ;1 spell: Aurora Flash
FE ;wait 1 turn, recheck ifs from start
FC 0C 00 04 ;if variable $00 is less than 4
F1 15 ;execute special animation sequence
E6 00 00 ;increment variable $00
E3 38 ;battle dialogue: "It's 6:00. Time to FULLY RECOVER."
E2 1F ;targetting: random ally, or self
EF 50 ;1 spell: Mega Recover
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FC 0C 00 05 ;if variable $00 is less than 5
F1 16 ;execute special animation sequence
E6 00 00 ;increment variable $00
E3 39 ;battle dialogue: "It's 7:00. DINNER TIME."
EF 58 ;1 spell: Water Blast
FE ;wait 1 turn, recheck ifs from start
FC 0C 00 06 ;if variable $00 is less than 6
F1 17 ;execute special animation sequence
E6 00 00 ;increment variable $00
E3 3A ;battle dialogue: "It's 9:00. Guess I'll break."
FE ;wait 1 turn, recheck ifs from start
FC 0C 00 07 ;if variable $00 is less than 7
F1 18 ;execute special animation sequence
E6 00 00 ;increment variable $00
E3 3B ;battle dialogue: "It's 10:00. Time to garden."
EF 5A ;1 spell: Petal Blast
FE ;wait 1 turn, recheck ifs from start
F1 19 ;execute special animation sequence
E8 00 ;zero out variable $00
E3 3C ;battle dialogue: "It's 12:00. It's high noon."
EF 5D ;1 spell: Corona
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 14 00 00 ;if only one monster alive
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
FC 12 04 02 ;if variable $04, bit 02 clear
E7 00 04 02 ;set variable $04, bit 02
E7 00 04 01 ;set variable $04, bit 01
F2 00 00 ;target becomes untargettable: self
E3 DD ;battle dialogue: "The watch is broken!"
F1 1A ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Crippo |
[7D] |
393C3F |
FC 10 00 1C ;if target is alive: all allies, excluding self
E2 25 ;targetting: random opponent
EF 41 ;1 spell: Lightning Orb
FE ;wait 1 turn, recheck ifs from start
FC 12 04 01 ;if variable $04, bit 01 clear
E2 1B ;targetting: self
11 ;1 attack: Thornet
E7 00 04 01 ;set variable $04, bit 01
FE ;wait 1 turn, recheck ifs from start
E2 25 ;targetting: random opponent
E0 00 23 7B ;3 attacks: attack/Doom Reverb/Vigor up!
FD ;wait 1 turn
00 ;1 attack: attack
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Croco (1st time) |
[F0] |
395536 |
FC 11 03 01 ;if variable $03, bit 01 set
E7 01 03 01 ;clear variable $03, bit 01
E3 83 ;battle dialogue: "Croco's dousing a tail fire..."
FE ;wait 1 turn, recheck ifs from start
FC 07 64 00 ;if HP is below: 100
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E2 1B ;targetting: self
EF 60 ;1 spell: Weird Mushroom
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
E0 0E 0E 19 ;3 attacks: attack/attack/bomb throw
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E5 00 ;battle scene: Mallow belts Croco, gets back frog coin
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 12 03 03 ;if variable $03, bit 01,02 clear
FC 04 40 00 ;if monster has been affected by element: Fire
E7 00 03 03 ;set variable $03, bit 01,02
E3 01 ;battle dialogue: "CROCO: Yeouch!"
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Croco (2nd time) |
[F1] |
395574 |
FC 11 04 02 ;if variable $04, bit 02 set
E0 0E 6D 6D ;3 attacks: attack/Chomp/Chomp
FE ;wait 1 turn, recheck ifs from start
E0 0E 19 19 ;3 attacks: attack/bomb throw/bomb throw
FF ;end common commands, start counter commands
FC 12 04 01 ;if variable $04, bit 01 clear
FC 07 90 01 ;if HP is below: 400
E7 00 04 03 ;set variable $04, bit 01,02
E5 0F ;battle scene: Croco steals items
F4 00 00 00 ;remove items
FE ;wait 1 turn, recheck ifs from start
FC 11 04 02 ;if variable $04, bit 02 set
FC 07 00 00 ;if HP is below: 0
E5 10 ;battle scene: Croco returns items
F4 00 01 00 ;return items
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Crook |
[05] |
39337C |
ED 07 ;generate random number between 0 and 7
FC 0C 05 03 ;if generated number is less than 3
E0 05 05 14 ;3 attacks: attack/attack/knife throw
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FF ;end common commands, start counter commands
FF ;end all |
Crusty |
[20] |
39363B |
E0 00 00 32 ;3 attacks: attack/attack/light ball (Mute)
FF ;end common commands, start counter commands
FF ;end all |
Culex |
[FF] |
39576D |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E3 D7 ;battle dialogue: "CULEX: I am matter... I am ..."
E5 4A ;battle scene: Culex summons crystals
FE ;wait 1 turn, recheck ifs from start
FC 0A 03 00 ;if attack phase counter at: 3
E8 06 ;zero out attack phase counter
EF 62 ;1 spell: Shredder
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 45 4E 56 ;3 spells: Flame Stone/Dark Star/Meteor Blast
FE ;wait 1 turn, recheck ifs from start
00 ;1 attack: attack
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Czar Dragon |
[DC] |
3949A6 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 58 51 51 ;3 spells: Water Blast/Flame Wall/Flame Wall
FE ;wait 1 turn, recheck ifs from start
FC 14 00 00 ;if only one monster alive
E0 01 01 42 ;3 attacks: attack/attack/Iron Maiden
FC 10 00 24 ;if target is alive: at least one opponent
E5 2E ;battle scene: Czar Dragon summons Helios
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 14 00 00 ;if only one monster alive
E5 2C ;battle scene: Czar Dragon dies
EA 01 00 29 ;target is called to battle: monster 2 (restore)
F1 02 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
EA 00 00 1C ;target is removed from battle: all allies, excluding self
E5 2C ;battle scene: Czar Dragon dies
EA 01 00 29 ;target is called to battle: monster 2 (restore)
F1 02 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
E0 01 FB FB ;3 attacks: attack/nothing/nothing
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Ding-A-Ling |
[C6] |
394326 |
ED 09 ;generate random number between 0 and 7
FC 0C 05 03 ;if generated number is less than 3
00 ;1 attack: attack
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
FC 0C 05 04 ;if generated number is less than 4
F1 0E ;execute special animation sequence
E3 DC ;battle dialogue: "Time is marching on!"
E6 00 00 ;increment variable $00
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
FC 0C 05 06 ;if generated number is less than 6
F1 10 ;execute special animation sequence
E7 00 0F 02 ;set variable $0F, bit 02
E0 22 23 24 ;3 attacks: S'crow Bell/Doom Reverb/Spore Chimes
E7 01 0F 02 ;clear variable $0F, bit 02
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
FC 0C 05 08 ;if generated number is less than 8
F1 11 ;execute special animation sequence
EF 4E ;1 spell: Dark Star
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
FC 10 00 10 ;if target is alive: character in slot 1
F1 0F ;execute special animation sequence
E2 10 ;targetting: character in slot 1
5C ;1 attack: Fear Roulette
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
FC 10 00 11 ;if target is alive: character in slot 2
F1 0F ;execute special animation sequence
E2 11 ;targetting: character in slot 2
E7 00 0E 01 ;set variable $0E, bit 01
5C ;1 attack: Fear Roulette
E7 01 0E 01 ;clear variable $0E, bit 01
FE ;wait 1 turn, recheck ifs from start
FC 10 00 12 ;if target is alive: character in slot 3
F1 0F ;execute special animation sequence
E2 12 ;targetting: character in slot 3
E7 00 0E 02 ;set variable $0E, bit 02
5C ;1 attack: Fear Roulette
E7 01 0E 02 ;clear variable $0E, bit 02
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FF ;end all |
Director |
[72] |
395981 |
FC 12 04 01 ;if variable $04, bit 01 clear
FC 14 00 00 ;if only one monster alive
E7 00 04 01 ;set variable $04, bit 01
E2 1B ;targetting: self
61 ;1 attack: Valor Up
E2 1B ;targetting: self
7B ;1 attack: Vigor up!
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FC 14 00 00 ;if only one monster alive
EA 01 00 29 ;target is called to battle: monster 2 (restore)
EA 01 00 2A ;target is called to battle: monster 3 (restore)
EA 01 00 2B ;target is called to battle: monster 4 (restore)
EA 01 00 2C ;target is called to battle: monster 5 (restore)
FE ;wait 1 turn, recheck ifs from start
E0 01 19 1A ;3 attacks: attack/bomb throw/Spritz Bomb
FF ;end common commands, start counter commands
FC 05 00 00 ;if monster has been attacked
E0 01 FB FB ;3 attacks: attack/nothing/nothing
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Dodo (2nd time) |
[38] |
3956E8 |
FC 11 03 08 ;if variable $03, bit 08 set
FE ;wait 1 turn, recheck ifs from start
FC 12 03 02 ;if variable $03, bit 02 clear
E0 01 57 58 ;3 attacks: attack/Multistrike/Flutter Hush
FE ;wait 1 turn, recheck ifs from start
FC 11 03 04 ;if variable $03, bit 04 set
E0 01 57 58 ;3 attacks: attack/Multistrike/Flutter Hush
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 58 02 ;if HP is below: 600
FC 12 03 08 ;if variable $03, bit 08 clear
FC 12 03 20 ;if variable $03, bit 20 clear
E7 00 03 20 ;set variable $03, bit 20
E7 00 03 08 ;set variable $03, bit 08
E7 00 03 02 ;set variable $03, bit 02
F2 00 00 ;target becomes untargettable: self
F2 01 01 ;target becomes targettable: monster 1
E5 31 ;battle scene: Dodo flutters and leaves battle
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E7 00 03 08 ;set variable $03, bit 08
F2 00 00 ;target becomes untargettable: self
F1 06 ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
E0 01 FB FB ;3 attacks: attack/nothing/nothing
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Dodo (1st time) |
[89] |
395739 |
E0 01 57 57 ;3 attacks: attack/Multistrike/Multistrike
FD ;wait 1 turn
E0 01 58 58 ;3 attacks: attack/Flutter Hush/Flutter Hush
FD ;wait 1 turn
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E5 4E ;battle scene: Dodo flutters and exits battle
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
E0 01 FB FB ;3 attacks: attack/nothing/nothing
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Domino |
[DE] |
394A11 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 02 ;if generated number is less than 2
27 ;1 attack: Endobubble
FE ;wait 1 turn, recheck ifs from start
F0 45 41 54 ;3 spells: Flame Stone/Lightning Orb/Blizzard
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
E5 36 ;battle scene: Cloaker teams up with Earthlink
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Domino |
[FD] |
394A51 |
FC 11 04 01 ;if variable $04, bit 01 set
F1 1C ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 48 57 4C ;3 spells: Diamond Saw/Light Beam/Ice Rock
FE ;wait 1 turn, recheck ifs from start
F0 54 59 43 ;3 spells: Blizzard/Solidify/Bolt
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E7 00 04 01 ;set variable $04, bit 01
F1 1C ;execute special animation sequence
F2 00 00 ;target becomes untargettable: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Doppel |
[6D] |
393B78 |
E0 05 05 21 ;3 attacks: attack/attack/Echofinder
FD ;wait 1 turn
E0 05 05 27 ;3 attacks: attack/attack/Endobubble
FF ;end common commands, start counter commands
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Drill Bit |
[E3] |
394CB6 |
E0 FB 01 4F ;3 attacks: nothing/attack/Skewer
E6 00 03 ;increment variable $03
FD ;wait 1 turn
E0 FB 01 01 ;3 attacks: nothing/attack/attack
E6 00 03 ;increment variable $03
FD ;wait 1 turn
FF ;end common commands, start counter commands
FC 10 01 27 ;if target is dead: at least one ally
E6 00 07 ;increment variable $07
FC 0D 07 04 ;if variable $07 is greater than/equal to 4
E8 07 ;zero out variable $07
E8 03 ;zero out variable $03
F2 01 01 ;target becomes targettable: monster 1
E7 01 00 02 ;clear variable $00, bit 02
E5 19 ;battle scene: Drill Bit does something
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Dry Bones |
[13] |
393666 |
E0 03 03 38 ;3 attacks: attack/attack/bone throw A
FF ;end common commands, start counter commands
FC 01 03 03 ;if monster has been attacked by command: Special/Special
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Earth Crystal |
[97] |
3957DA |
FC 10 01 28 ;if target is dead: monster 1 (restore)
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 4A 4A 4B ;3 spells: Blast/Blast/Storm
FE ;wait 1 turn, recheck ifs from start
F0 53 58 5C ;3 spells: Sand Storm/Water Blast/Boulder
FF ;end common commands, start counter commands
FF ;end all |
Earth Link |
[F3] |
394A9D |
E7 00 0F 01 ;set variable $0F, bit 01
E0 00 44 45 ;3 attacks: attack/Poison/Carni-Kiss
E7 01 0F 01 ;clear variable $0F, bit 01
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F2 01 01 ;target becomes targettable: monster 1
F2 00 00 ;target becomes untargettable: self
E5 64 ;battle scene: Earthlink/Mad Adder collapses and dies
EA 00 00 1C ;target is removed from battle: all allies, excluding self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Eggbert |
[CE] |
394801 |
FF ;end common commands, start counter commands
FC 05 00 00 ;if monster has been attacked
FC 11 04 01 ;if variable $04, bit 01 set
E7 01 07 01 ;clear variable $07, bit 01
E2 13 ;targetting: monster 1
76 ;1 attack: self-destruct D
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
FC 11 04 02 ;if variable $04, bit 02 set
E7 01 07 02 ;clear variable $07, bit 02
E2 13 ;targetting: monster 1
76 ;1 attack: self-destruct D
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
FC 11 04 04 ;if variable $04, bit 04 set
E7 01 07 04 ;clear variable $07, bit 04
E2 13 ;targetting: monster 1
76 ;1 attack: self-destruct D
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
FC 11 04 08 ;if variable $04, bit 08 set
E7 01 07 08 ;clear variable $07, bit 08
E2 13 ;targetting: monster 1
76 ;1 attack: self-destruct D
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Enigma |
[24] |
393497 |
E0 01 01 21 ;3 attacks: attack/attack/Echofinder
FD ;wait 1 turn
01 ;1 attack: attack
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Exor |
[E9] |
3951CA |
FC 12 00 07 ;if variable $00, bit 01,02,03 clear
FC 10 00 15 ;if target is alive: monster 3
FC 10 00 16 ;if target is alive: monster 4
E7 00 00 04 ;set variable $00, bit 04
E3 DA ;battle dialogue: "The EYE is protecting Exor!!"
EB 00 13 ;target becomes invincible: monster 1
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E7 00 08 01 ;set variable $08, bit 01
F2 00 02 ;target becomes untargettable: monster 2
F2 00 03 ;target becomes untargettable: monster 3
F2 00 04 ;target becomes untargettable: monster 4
E5 51 ;battle scene: Exor is defeated, cries and opens mouth
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Factory Chief |
[4A] |
3959BA |
E0 01 01 11 ;3 attacks: attack/attack/Thornet
FD ;wait 1 turn
E0 01 15 13 ;3 attacks: attack/shuriken throw/Funguspike
FF ;end common commands, start counter commands
FF ;end all |
Fautso |
[67] |
393E05 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E0 02 1F 1B ;3 attacks: attack/orb shot/rock throw A
FE ;wait 1 turn, recheck ifs from start
F0 5B 5C 56 ;3 spells: Aurora Flash/Boulder/Meteor Blast
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Fink Flower |
[76] |
39372D |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 06 ;if generated number is less than 6
E7 00 0F 01 ;set variable $0F, bit 01
E0 04 35 34 ;3 attacks: attack/S'crow Dust/Pollen Nap
E7 01 0F 01 ;clear variable $0F, bit 01
FE ;wait 1 turn, recheck ifs from start
E2 1F ;targetting: random ally, or self
F0 4F 4F FB ;3 spells: Recover/Recover/nothing
E2 25 ;targetting: random opponent
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
E7 00 0F 01 ;set variable $0F, bit 01
E0 04 FB FB ;3 attacks: attack/nothing/nothing
E7 01 0F 01 ;clear variable $0F, bit 01
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Fire Crystal |
[95] |
39579E |
FC 10 01 28 ;if target is dead: monster 1 (restore)
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 40 42 46 ;3 spells: Drain/Flame/Mega Drain
FE ;wait 1 turn, recheck ifs from start
F0 51 51 5D ;3 spells: Flame Wall/Flame Wall/Corona
FF ;end common commands, start counter commands
FF ;end all |
Fireball |
[48] |
39358A |
ED 07 ;generate random number between 0 and 7
FC 0C 05 03 ;if generated number is less than 3
F0 40 46 40 ;3 spells: Drain/Mega Drain/Drain
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E0 02 02 02 ;3 attacks: attack/attack/attack
FF ;end common commands, start counter commands
FC 04 10 00 ;if monster has been affected by element: Ice
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Forkies |
[63] |
393A74 |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E3 98 ;battle dialogue: "The Forkies are enraptured!"
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 11 04 02 ;if variable $04, bit 02 set
FC 0C 05 04 ;if generated number is less than 4
EF 4B ;1 spell: Storm
FE ;wait 1 turn, recheck ifs from start
FC 11 04 02 ;if variable $04, bit 02 set
03 ;1 attack: attack
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 05 00 00 ;if monster has been attacked
FC 12 04 04 ;if variable $04, bit 04 clear
E3 99 ;battle dialogue: "The Forkies have come to their senses!"
E7 00 04 02 ;set variable $04, bit 02
E7 00 04 04 ;set variable $04, bit 04
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Formless |
[93] |
393D31 |
F0 43 52 49 ;3 spells: Bolt/Static E!/Electroshock
FD ;wait 1 turn
F0 43 44 59 ;3 spells: Bolt/Crystal/Solidify
FF ;end common commands, start counter commands
FC 01 03 03 ;if monster has been attacked by command: Special/Special
E3 D6 ;battle dialogue: "MOKUKA: Duh, huh huh..."
E5 4B ;battle scene: Formless changes into Mokura
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Frogog |
[31] |
3932DA |
FC 10 00 1C ;if target is alive: all allies, excluding self
E2 25 ;targetting: random opponent
01 ;1 attack: attack
FE ;wait 1 turn, recheck ifs from start
E0 01 28 28 ;3 attacks: attack/water droplet/water droplet
FF ;end common commands, start counter commands
FF ;end all |
Geckit |
[5E] |
3937C7 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E3 D1 ;battle dialogue: "CAUTION: Confused monster!"
E2 1F ;targetting: random ally, or self
00 ;1 attack: attack
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
E0 01 01 29 ;3 attacks: attack/attack/Sleep-Sauce
FF ;end common commands, start counter commands
FF ;end all |
Gecko |
[1E] |
3935C7 |
FC 14 00 00 ;if only one monster alive
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
E0 01 01 3E ;3 attacks: attack/attack/Fun'n'Run
FD ;wait 1 turn
E0 28 2A 29 ;3 attacks: water droplet/Venom Drool/Sleep-Sauce
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Geno Clone |
[9C] |
3945BE |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
EF 45 ;1 spell: Flame Stone
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
59 ;1 attack: attack
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 11 04 01 ;if variable $04, bit 01 set
E7 01 0E 02 ;clear variable $0E, bit 02
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E7 01 0E 01 ;clear variable $0E, bit 01
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
FC 11 04 01 ;if variable $04, bit 01 set
E7 01 0E 02 ;clear variable $0E, bit 02
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
E7 01 0E 01 ;clear variable $0E, bit 01
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Glum Reaper |
[54] |
393B27 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E0 05 49 4B ;3 attacks: attack/Scythe/Deathsickle
FE ;wait 1 turn, recheck ifs from start
F0 47 41 55 ;3 spells: Willy Wisp/Lightning Orb/Drain Beam
FF ;end common commands, start counter commands
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Goby |
[09] |
39332E |
FC 11 03 01 ;if variable $03, bit 01 set
E7 01 03 01 ;clear variable $03, bit 01
E3 80 ;battle dialogue: "Zapped!"
FE ;wait 1 turn, recheck ifs from start
E0 09 09 09 ;3 attacks: attack/attack/attack
FF ;end common commands, start counter commands
FC 04 20 00 ;if monster has been affected by element: Thunder
E7 00 03 01 ;set variable $03, bit 01
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Goomba |
[06] |
3932C4 |
03 ;1 attack: attack
FD ;wait 1 turn
E0 03 10 03 ;3 attacks: attack/spike shot/attack
FD ;wait 1 turn
03 ;1 attack: attack
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Goomba (Intro) |
[AB] |
393D5C |
FC 12 00 01 ;if variable $00, bit 01 clear
E7 00 00 01 ;set variable $00, bit 01
7C ;1 attack: attack
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FF ;end all |
Goombette |
[5D] |
393E02 |
01 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
Gorgon |
[64] |
3936DD |
ED 07 ;generate random number between 0 and 7
FC 0C 05 02 ;if generated number is less than 2
E0 01 01 21 ;3 attacks: attack/attack/Echofinder
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
F0 47 47 48 ;3 spells: Willy Wisp/Willy Wisp/Diamond Saw
FF ;end common commands, start counter commands
FF ;end all |
Grate Guy |
[C1] |
39406E |
FC 11 00 01 ;if variable $00, bit 01 set
EF 56 ;1 spell: Meteor Blast
E6 00 02 ;increment variable $02
FE ;wait 1 turn, recheck ifs from start
E0 01 21 33 ;3 attacks: attack/Echofinder/light ball (Sleep)
E6 00 02 ;increment variable $02
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 14 00 00 ;if only one monster alive
F1 03 ;execute special animation sequence
E5 14 ;battle scene: Mario and party run off of balcony
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
FC 11 00 01 ;if variable $00, bit 01 set
E7 01 00 01 ;clear variable $00, bit 01
E5 13 ;battle scene: Guy Bros separate
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
E6 00 01 ;increment variable $01
FC 11 00 01 ;if variable $00, bit 01 set
FC 0D 01 05 ;if variable $01 is greater than/equal to 5
E7 01 00 01 ;clear variable $00, bit 01
E8 02 ;zero out variable $02
E5 13 ;battle scene: Guy Bros separate
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Greaper |
[14] |
39369D |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 44 41 54 ;3 spells: Crystal/Lightning Orb/Blizzard
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E0 05 05 4B ;3 attacks: attack/attack/Deathsickle
FF ;end common commands, start counter commands
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Grit |
[BA] |
393FE3 |
FC 10 00 1C ;if target is alive: all allies, excluding self
E2 25 ;targetting: random opponent
FD ;wait 1 turn
FE ;wait 1 turn, recheck ifs from start
65 ;1 attack: spike shot
EA 00 00 1B ;target is removed from battle: self
FF ;end common commands, start counter commands
FC 10 00 1B ;if target is alive: self
FE ;wait 1 turn, recheck ifs from start
EA 00 00 13 ;target is removed from battle: monster 1
FF ;end all |
Gu Goomba |
[46] |
393A1E |
FC 10 00 02 ;if target is alive: Bowser
E3 82 ;battle dialogue: "Bowser's scaring the monster!"
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 12 04 01 ;if variable $04, bit 01 clear
FC 0C 05 02 ;if generated number is less than 2
E7 00 04 01 ;set variable $04, bit 01
E3 81 ;battle dialogue: "Bowser's mood has affected the monster! ..."
FE ;wait 1 turn, recheck ifs from start
FC 11 04 01 ;if variable $04, bit 01 set
FC 14 00 00 ;if only one monster alive
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
FC 11 04 01 ;if variable $04, bit 01 set
E2 1D ;targetting: random ally, excluding self
00 ;1 attack: attack
FE ;wait 1 turn, recheck ifs from start
E0 03 03 11 ;3 attacks: attack/attack/Thornet
FF ;end common commands, start counter commands
FF ;end all |
Guerrilla |
[26] |
393416 |
E0 03 1C 03 ;3 attacks: attack/rock throw B/attack
FF ;end common commands, start counter commands
FF ;end all |
Gunyolk |
[33] |
3959C5 |
FC 0A 02 00 ;if attack phase counter at: 2
E8 06 ;zero out attack phase counter
EF 61 ;1 spell: Breaker Beam
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E7 00 0F 01 ;set variable $0F, bit 01
E0 00 00 21 ;3 attacks: attack/attack/Echofinder
E7 01 0F 01 ;clear variable $0F, bit 01
FE ;wait 1 turn, recheck ifs from start
F0 46 46 49 ;3 spells: Mega Drain/Mega Drain/Electroshock
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Hammer Bro |
[1B] |
393F8E |
FC 10 00 1C ;if target is alive: all allies, excluding self
E2 25 ;targetting: random opponent
E0 60 03 03 ;3 attacks: Hammer Time/attack/attack
FE ;wait 1 turn, recheck ifs from start
FC 12 00 01 ;if variable $00, bit 01 clear
E2 1B ;targetting: self
61 ;1 attack: Valor Up
E2 25 ;targetting: random opponent
E7 00 00 01 ;set variable $00, bit 01
FE ;wait 1 turn, recheck ifs from start
E0 60 03 03 ;3 attacks: Hammer Time/attack/attack
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Hammer Bro (Intro) |
[AC] |
393D68 |
F1 05 ;execute special animation sequence
60 ;1 attack: Hammer Time
EC ;exit battle
FF ;end common commands, start counter commands
FF ;end all |
Hangin~ Shy |
[A1] |
395934 |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E7 00 02 01 ;set variable $02, bit 01
F2 00 00 ;target becomes untargettable: self
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FF ;end all |
Harlequin |
[79] |
393C83 |
E0 03 03 03 ;3 attacks: attack/attack/attack
FF ;end common commands, start counter commands
FF ;end all |
Heavy Troopa |
[2C] |
3938E4 |
FC 0A 02 00 ;if attack phase counter at: 2
6C ;1 attack: jump attack
E8 06 ;zero out attack phase counter
FE ;wait 1 turn, recheck ifs from start
E3 D2 ;battle dialogue: "Heavy Troopa's ready to launch."
FF ;end common commands, start counter commands
FF ;end all |
Helio |
[BD] |
3949F7 |
75 ;1 attack: self-destruct C
EA 00 00 1B ;target is removed from battle: self
FF ;end common commands, start counter commands
FF ;end all |
Hidon |
[57] |
393D94 |
FC 14 00 00 ;if only one monster alive
F1 07 ;execute special animation sequence
EA 01 00 29 ;target is called to battle: monster 2 (restore)
EA 01 00 2A ;target is called to battle: monster 3 (restore)
EA 01 00 2B ;target is called to battle: monster 4 (restore)
EA 01 00 2C ;target is called to battle: monster 5 (restore)
E3 D8 ;battle dialogue: "Monsters are inside!"
FE ;wait 1 turn, recheck ifs from start
F0 52 47 45 ;3 spells: Static E!/Willy Wisp/Flame Stone
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
E0 00 45 00 ;3 attacks: attack/Carni-Kiss/attack
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Hippopo |
[3D] |
393B92 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 03 ;if generated number is less than 3
F0 46 4A 45 ;3 spells: Mega Drain/Blast/Flame Stone
FE ;wait 1 turn, recheck ifs from start
FC 0C 05 06 ;if generated number is less than 6
F0 53 59 55 ;3 spells: Sand Storm/Solidify/Drain Beam
FE ;wait 1 turn, recheck ifs from start
E0 44 3F 01 ;3 attacks: Poison/Body Slam/attack
FF ;end common commands, start counter commands
FF ;end all |
Hobgoblin |
[28] |
393348 |
E0 03 48 3B ;3 attacks: attack/Dark Claw/Elegy
FD ;wait 1 turn
E0 03 48 48 ;3 attacks: attack/Dark Claw/Dark Claw
FD ;wait 1 turn
FF ;end common commands, start counter commands
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Jabit |
[5F] |
393AC1 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 03 ;if generated number is less than 3
01 ;1 attack: attack
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
63 ;1 attack: Last Shot!
EA 00 00 1B ;target is removed from battle: self
FF ;end common commands, start counter commands
FF ;end all |
Jagger |
[B3] |
394266 |
E0 7E 62 62 ;3 attacks: Terrapunch/attack/attack
FD ;wait 1 turn
E0 7E 62 62 ;3 attacks: Terrapunch/attack/attack
FD ;wait 1 turn
7E ;1 attack: Terrapunch
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E3 CC ;battle dialogue: "Yikes! You're tough!"
EC ;exit battle
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
E0 7E FB FB ;3 attacks: Terrapunch/nothing/nothing
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Jawful |
[23] |
3938BE |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E3 D3 ;battle dialogue: "Jawful's sleeping."
FE ;wait 1 turn, recheck ifs from start
FC 11 04 02 ;if variable $04, bit 02 set
03 ;1 attack: attack
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 05 00 00 ;if monster has been attacked
FC 12 04 04 ;if variable $04, bit 04 clear
E3 D4 ;battle dialogue: "Jawful's awake now!"
E7 00 04 02 ;set variable $04, bit 02
E7 00 04 04 ;set variable $04, bit 04
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Jester |
[39] |
393564 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 02 ;if generated number is less than 2
EF 45 ;1 spell: Flame Stone
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E0 03 16 17 ;3 attacks: attack/Full House/Wild Card
FF ;end common commands, start counter commands
FF ;end all |
Jinx (1st time) |
[C3] |
39419B |
FC 07 2C 01 ;if HP is below: 300
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E2 1B ;targetting: self
61 ;1 attack: Valor Up
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
E0 77 77 78 ;3 attacks: Jinxed/Jinxed/Triple Kick
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E3 CB ;battle dialogue: "JINX: Phew! Simply...AMAZING!"
EC ;exit battle
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
E0 77 FB FB ;3 attacks: Jinxed/nothing/nothing
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Jinx (2nd time) |
[C4] |
3941C4 |
FC 12 00 01 ;if variable $00, bit 01 clear
E7 00 00 01 ;set variable $00, bit 01
79 ;1 attack: Quicksilver
FE ;wait 1 turn, recheck ifs from start
FC 07 90 01 ;if HP is below: 400
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E2 1B ;targetting: self
61 ;1 attack: Valor Up
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FC 12 04 01 ;if variable $04, bit 01 clear
E0 77 78 79 ;3 attacks: Jinxed/Triple Kick/Quicksilver
FE ;wait 1 turn, recheck ifs from start
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
7D ;1 attack: Silver Bullet
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E0 77 78 79 ;3 attacks: Jinxed/Triple Kick/Quicksilver
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E3 CB ;battle dialogue: "JINX: Phew! Simply...AMAZING!"
EC ;exit battle
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
E0 78 FB FB ;3 attacks: Triple Kick/nothing/nothing
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Jinx (3rd time) |
[DA] |
39420A |
FC 12 00 01 ;if variable $00, bit 01 clear
E7 00 00 01 ;set variable $00, bit 01
7A ;1 attack: Bombs Away
FE ;wait 1 turn, recheck ifs from start
FC 07 58 02 ;if HP is below: 600
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E2 1B ;targetting: self
61 ;1 attack: Valor Up
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FC 07 2C 01 ;if HP is below: 300
FC 12 04 02 ;if variable $04, bit 02 clear
E7 00 04 02 ;set variable $04, bit 02
E7 00 0F 01 ;set variable $0F, bit 01
E2 1B ;targetting: self
7B ;1 attack: Vigor up!
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FC 12 04 01 ;if variable $04, bit 01 clear
E0 77 78 79 ;3 attacks: Jinxed/Triple Kick/Quicksilver
FE ;wait 1 turn, recheck ifs from start
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
7D ;1 attack: Silver Bullet
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E0 78 79 7A ;3 attacks: Triple Kick/Quicksilver/Bombs Away
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E3 CB ;battle dialogue: "JINX: Phew! Simply...AMAZING!"
EC ;exit battle
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
E0 79 FB FB ;3 attacks: Quicksilver/nothing/nothing
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Jinx Clone |
[90] |
395875 |
E0 77 77 78 ;3 attacks: Jinxed/Jinxed/Triple Kick
FD ;wait 1 turn
E0 77 78 79 ;3 attacks: Jinxed/Triple Kick/Quicksilver
FD ;wait 1 turn
E0 79 7A 7D ;3 attacks: Quicksilver/Bombs Away/Silver Bullet
FD ;wait 1 turn
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E8 00 ;zero out variable $00
F2 01 01 ;target becomes targettable: monster 1
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Johnny |
[F9] |
395605 |
FC 11 04 01 ;if variable $04, bit 01 set
FC 12 04 02 ;if variable $04, bit 02 clear
FC 14 00 00 ;if only one monster alive
FC 10 00 00 ;if target is alive: Mario
E7 00 04 02 ;set variable $04, bit 02
E2 25 ;targetting: random opponent
E5 15 ;battle scene: Johnny challenges Mario to a one-on-one
F2 00 02 ;target becomes untargettable: monster 2
F2 00 03 ;target becomes untargettable: monster 3
FE ;wait 1 turn, recheck ifs from start
FC 14 00 00 ;if only one monster alive
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E8 05 ;zero out RNG variable
E0 01 4F 4F ;3 attacks: attack/Skewer/Skewer
FE ;wait 1 turn, recheck ifs from start
FC 14 00 00 ;if only one monster alive
F0 FB 48 46 ;3 spells: nothing/Diamond Saw/Mega Drain
FE ;wait 1 turn, recheck ifs from start
01 ;1 attack: attack
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E6 00 03 ;increment variable $03
F1 03 ;execute special animation sequence
EA 00 00 1E ;target is removed from battle: all allies, and self
FE ;wait 1 turn, recheck ifs from start
FC 07 90 01 ;if HP is below: 400
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E2 1B ;targetting: self
6E ;1 attack: Get Tough!
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Johnny (vs Mario) |
[FA] |
394284 |
FF ;end common commands, start counter commands
FF ;end all |
Juju |
[69] |
393CE0 |
FC 0A 04 00 ;if attack phase counter at: 4
E2 23 ;targetting: all opponents
EF 5F ;1 spell: Knock Out
E8 06 ;zero out attack phase counter
FE ;wait 1 turn, recheck ifs from start
E0 00 00 2B ;3 attacks: attack/attack/Mush Funk
FD ;wait 1 turn
E0 00 00 41 ;3 attacks: attack/attack/Scream
FD ;wait 1 turn
FF ;end common commands, start counter commands
FC 01 03 03 ;if monster has been attacked by command: Special/Special
E0 FB FB 7D ;3 attacks: nothing/nothing/Silver Bullet
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
K-9 |
[10] |
3932CF |
E0 01 43 43 ;3 attacks: attack/Fangs/Fangs
FD ;wait 1 turn
E0 01 40 40 ;3 attacks: attack/Howl/Howl
FF ;end common commands, start counter commands
FF ;end all |
King Bomb |
[D4] |
395855 |
FC 0A 03 00 ;if attack phase counter at: 3
F2 01 01 ;target becomes targettable: monster 1
EF 67 ;1 spell: Big Bang
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E8 00 ;zero out variable $00
F2 01 01 ;target becomes targettable: monster 1
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
King Calamari |
[D8] |
394853 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 05 ;if generated number is less than 5
E7 00 0F 01 ;set variable $0F, bit 01
E0 00 25 2A ;3 attacks: attack/Ink Blast/Venom Drool
E7 01 0F 01 ;clear variable $0F, bit 01
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
F0 53 55 55 ;3 spells: Sand Storm/Drain Beam/Drain Beam
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Kinklink |
[9F] |
393E23 |
FC 12 00 01 ;if variable $00, bit 01 clear
F2 00 02 ;target becomes untargettable: monster 2
E7 00 00 01 ;set variable $00, bit 01
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F2 01 01 ;target becomes targettable: monster 1
F2 01 02 ;target becomes targettable: monster 2
E5 01 ;battle scene: screen flashes, Kinklink drops chandelier
EC ;exit battle
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Knife Guy |
[C0] |
393FFB |
FC 0D 02 03 ;if variable $02 is greater than/equal to 3
FC 12 00 01 ;if variable $00, bit 01 clear
FC 10 00 1C ;if target is alive: all allies, excluding self
E8 01 ;zero out variable $01
E7 00 00 01 ;set variable $00, bit 01
E5 12 ;battle scene: Guy Bros pair up piggy-back
FE ;wait 1 turn, recheck ifs from start
FC 11 00 01 ;if variable $00, bit 01 set
F0 54 44 44 ;3 spells: Blizzard/Crystal/Crystal
E6 00 02 ;increment variable $02
FE ;wait 1 turn, recheck ifs from start
E0 01 01 14 ;3 attacks: attack/attack/knife throw
E6 00 02 ;increment variable $02
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 14 00 00 ;if only one monster alive
F1 03 ;execute special animation sequence
E5 14 ;battle scene: Mario and party run off of balcony
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
FC 11 00 01 ;if variable $00, bit 01 set
E7 01 00 01 ;clear variable $00, bit 01
E5 13 ;battle scene: Guy Bros separate
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
E6 00 01 ;increment variable $01
FC 11 00 01 ;if variable $00, bit 01 set
FC 0D 01 05 ;if variable $01 is greater than/equal to 5
E7 01 00 01 ;clear variable $00, bit 01
E8 02 ;zero out variable $02
E5 13 ;battle scene: Guy Bros separate
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Kriffid |
[7A] |
3937E3 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 42 4A 53 ;3 spells: Flame/Blast/Sand Storm
FE ;wait 1 turn, recheck ifs from start
E0 01 01 26 ;3 attacks: attack/attack/Gunk Ball
FF ;end common commands, start counter commands
FF ;end all |
Lakitu |
[0C] |
3934B8 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E0 01 01 6D ;3 attacks: attack/attack/Chomp
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
F0 43 43 52 ;3 spells: Bolt/Bolt/Static E!
FF ;end common commands, start counter commands
FF ;end all |
Left Eye |
[BF] |
39516E |
FC 11 03 01 ;if variable $03, bit 01 set
FC 0D 04 02 ;if variable $04 is greater than/equal to 2
F2 01 00 ;target becomes targettable: self
E8 04 ;zero out variable $04
E8 03 ;zero out variable $03
F1 0D ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FC 11 03 01 ;if variable $03, bit 01 set
E6 00 04 ;increment variable $04
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E7 00 0F 01 ;set variable $0F, bit 01
E0 00 26 00 ;3 attacks: attack/Gunk Ball/attack
E7 01 0F 01 ;clear variable $0F, bit 01
FE ;wait 1 turn, recheck ifs from start
E7 00 0F 01 ;set variable $0F, bit 01
E0 00 2A 22 ;3 attacks: attack/Venom Drool/S'crow Bell
E7 01 0F 01 ;clear variable $0F, bit 01
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 12 08 01 ;if variable $08, bit 01 clear
E7 00 03 01 ;set variable $03, bit 01
E7 00 00 02 ;set variable $00, bit 02
E7 01 00 04 ;clear variable $00, bit 04
F2 00 00 ;target becomes untargettable: self
EB 01 13 ;target nulls invincibility + protection: monster 1
F1 0C ;execute special animation sequence
E3 DB ;battle dialogue: "Exor's protection's gone!!"
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Leuko |
[22] |
393641 |
F0 43 43 52 ;3 spells: Bolt/Bolt/Static E!
FF ;end common commands, start counter commands
FC 01 03 03 ;if monster has been attacked by command: Special/Special
EF 59 ;1 spell: Solidify
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Li~L Boo |
[52] |
393B49 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E0 0C 0C 41 ;3 attacks: attack/attack/Scream
FE ;wait 1 turn, recheck ifs from start
F0 41 41 47 ;3 spells: Lightning Orb/Lightning Orb/Willy Wisp
FF ;end common commands, start counter commands
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Lumbler |
[77] |
393C89 |
E0 00 FB FB ;3 attacks: attack/nothing/nothing
FD ;wait 1 turn
E0 00 FB FB ;3 attacks: attack/nothing/nothing
FD ;wait 1 turn
EF 44 ;1 spell: Crystal
73 ;1 attack: 3-egg shot
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Machine Made (Axem Black) |
[A7] |
394F2E |
E0 05 05 19 ;3 attacks: attack/attack/bomb throw
FC 10 00 24 ;if target is alive: at least one opponent
E0 05 05 19 ;3 attacks: attack/attack/bomb throw
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 01 03 03 ;if monster has been attacked by command: Special/Special
1A ;1 attack: Spritz Bomb
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Machine Made (Axem Green) |
[AA] |
394F71 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 45 56 56 ;3 spells: Flame Stone/Meteor Blast/Meteor Blast
FE ;wait 1 turn, recheck ifs from start
E0 03 03 3B ;3 attacks: attack/attack/Elegy
FF ;end common commands, start counter commands
FF ;end all |
Machine Made (Axem Pink) |
[A6] |
394F0C |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
EF 5A ;1 spell: Petal Blast
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E2 1F ;targetting: random ally, or self
F0 4F 4F 50 ;3 spells: Recover/Recover/Mega Recover
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
E0 03 03 33 ;3 attacks: attack/attack/light ball (Sleep)
FF ;end common commands, start counter commands
FF ;end all |
Machine Made (Axem Red) |
[A8] |
394F43 |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E2 1B ;targetting: self
61 ;1 attack: Valor Up
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FC 12 04 02 ;if variable $04, bit 02 clear
E7 00 04 02 ;set variable $04, bit 02
E2 1B ;targetting: self
7B ;1 attack: Vigor up!
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
E0 01 01 1F ;3 attacks: attack/attack/orb shot
FF ;end common commands, start counter commands
FF ;end all |
Machine Made (Axem Yellow) |
[A9] |
394F65 |
E0 02 02 28 ;3 attacks: attack/attack/water droplet
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
3F ;1 attack: Body Slam
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Machine Made (Bowyer) |
[A4] |
395042 |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
F1 00 ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 00 01 ;if variable $00 is less than 1
FC 0C 05 04 ;if generated number is less than 4
F0 52 41 43 ;3 spells: Static E!/Lightning Orb/Bolt
E6 00 00 ;increment variable $00
FE ;wait 1 turn, recheck ifs from start
FC 0C 00 01 ;if variable $00 is less than 1
E0 69 69 6A ;3 attacks: arrow shot/arrow shot/G'night
E6 00 00 ;increment variable $00
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 02 ;if generated number is less than 2
E8 01 ;zero out variable $01
E8 06 ;zero out attack phase counter
F3 00 07 ;enable command: ALL
F3 01 01 ;disable command: Attack
E7 00 01 01 ;set variable $01, bit 01
66 ;1 attack: button-lock A
E8 00 ;zero out variable $00
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 02 ;if generated number is less than 2
E8 01 ;zero out variable $01
E8 06 ;zero out attack phase counter
F3 00 07 ;enable command: ALL
F3 01 02 ;disable command: Special
E7 00 01 02 ;set variable $01, bit 02
67 ;1 attack: button-lock X
E8 00 ;zero out variable $00
FE ;wait 1 turn, recheck ifs from start
E8 01 ;zero out variable $01
E8 06 ;zero out attack phase counter
F3 00 07 ;enable command: ALL
F3 01 04 ;disable command: Item
E7 00 01 04 ;set variable $01, bit 04
68 ;1 attack: button-lock Y
E8 00 ;zero out variable $00
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 89 89 ;if monster has been affected by item: Carbo Cookie/Carbo Cookie
E8 00 ;zero out variable $00
E8 01 ;zero out variable $01
E8 06 ;zero out attack phase counter
F3 00 07 ;enable command: ALL
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Machine Made (Drill Bit) |
[92] |
394D4D |
E0 01 4F 01 ;3 attacks: attack/Skewer/attack
FF ;end common commands, start counter commands
FC 10 01 27 ;if target is dead: at least one ally
E6 00 07 ;increment variable $07
FC 0D 07 04 ;if variable $07 is greater than/equal to 4
E8 07 ;zero out variable $07
E8 03 ;zero out variable $03
F2 01 01 ;target becomes targettable: monster 1
E7 01 00 02 ;clear variable $00, bit 02
E5 19 ;battle scene: Drill Bit does something
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Machine Made (Mack) |
[A3] |
394B71 |
FC 11 01 01 ;if variable $01, bit 01 set
FC 12 01 80 ;if variable $01, bit 80 clear
E7 00 01 80 ;set variable $01, bit 80
E3 84 ;battle dialogue: "Mack's stunned!!"
FE ;wait 1 turn, recheck ifs from start
FC 0A 03 00 ;if attack phase counter at: 3
FC 12 03 80 ;if variable $03, bit 80 clear
FC 0C 00 03 ;if variable $00 is less than 3
E7 00 03 80 ;set variable $03, bit 80
E8 06 ;zero out attack phase counter
F2 00 01 ;target becomes untargettable: monster 1
E5 04 ;battle scene: Mack jumps out of battle
FE ;wait 1 turn, recheck ifs from start
FC 0A 05 00 ;if attack phase counter at: 5
FC 12 03 80 ;if variable $03, bit 80 clear
FC 12 03 01 ;if variable $03, bit 01 clear
FC 14 00 00 ;if only one monster alive
EA 01 00 29 ;target is called to battle: monster 2 (restore)
EA 01 00 2A ;target is called to battle: monster 3 (restore)
EA 01 00 2B ;target is called to battle: monster 4 (restore)
EA 01 00 2C ;target is called to battle: monster 5 (restore)
E7 00 03 01 ;set variable $03, bit 01
E8 00 ;zero out variable $00
FE ;wait 1 turn, recheck ifs from start
FC 12 03 80 ;if variable $03, bit 80 clear
FC 14 00 00 ;if only one monster alive
F0 51 51 42 ;3 spells: Flame Wall/Flame Wall/Flame
FE ;wait 1 turn, recheck ifs from start
FC 12 03 80 ;if variable $03, bit 80 clear
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
0D ;1 attack: attack
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
FC 12 03 80 ;if variable $03, bit 80 clear
F0 FB 42 42 ;3 spells: nothing/Flame/Flame
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 02 15 15 ;if monster has been attacked by spell: Thunderbolt/Thunderbolt
E7 00 01 01 ;set variable $01, bit 01
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Machine Made (Shyster) |
[91] |
394BF9 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
0D ;1 attack: attack
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
F0 FB 40 40 ;3 spells: nothing/Drain/Drain
FF ;end common commands, start counter commands
FC 10 01 27 ;if target is dead: at least one ally
E6 00 00 ;increment variable $00
FC 0D 00 04 ;if variable $00 is greater than/equal to 4
E7 01 03 01 ;clear variable $03, bit 01
FC 11 03 80 ;if variable $03, bit 80 set
E7 01 03 80 ;clear variable $03, bit 80
F2 01 01 ;target becomes targettable: monster 1
E5 05 ;battle scene: Mack returns to battle
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Machine Made (Yaridovich) |
[A5] |
394CE1 |
FC 0D 03 08 ;if variable $03 is greater than/equal to 8
FC 11 00 02 ;if variable $00, bit 02 set
E7 01 00 02 ;clear variable $00, bit 02
E8 03 ;zero out variable $03
E8 07 ;zero out variable $07
F2 01 00 ;target becomes targettable: self
E5 19 ;battle scene: Drill Bit does something
EA 00 00 1C ;target is removed from battle: all allies, excluding self
FE ;wait 1 turn, recheck ifs from start
FC 11 00 01 ;if variable $00, bit 01 set
E0 01 50 1F ;3 attacks: attack/Pierce/orb shot
FE ;wait 1 turn, recheck ifs from start
FC 11 00 02 ;if variable $00, bit 02 set
FE ;wait 1 turn, recheck ifs from start
FC 0C 01 01 ;if variable $01 is less than 1
F0 45 45 56 ;3 spells: Flame Stone/Flame Stone/Meteor Blast
E6 00 01 ;increment variable $01
FE ;wait 1 turn, recheck ifs from start
E8 01 ;zero out variable $01
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 03 ;if generated number is less than 3
E7 00 00 02 ;set variable $00, bit 02
F2 00 00 ;target becomes untargettable: self
E3 86 ;battle dialogue: "Multiplier!"
E5 18 ;battle scene: Machine Made Yaridovich 'Multiplier'
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 10 00 1C ;if target is alive: all allies, excluding self
E5 17 ;battle scene: Yaridovich mirage is destroyed
EA 00 00 14 ;target is removed from battle: monster 2
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Mack |
[E0] |
394ABC |
FC 11 01 01 ;if variable $01, bit 01 set
FC 12 01 80 ;if variable $01, bit 80 clear
E7 00 01 80 ;set variable $01, bit 80
E3 84 ;battle dialogue: "Mack's stunned!!"
FE ;wait 1 turn, recheck ifs from start
FC 0A 03 00 ;if attack phase counter at: 3
FC 12 03 80 ;if variable $03, bit 80 clear
FC 0C 00 03 ;if variable $00 is less than 3
E7 00 03 80 ;set variable $03, bit 80
E8 06 ;zero out attack phase counter
F2 00 01 ;target becomes untargettable: monster 1
E5 04 ;battle scene: Mack jumps out of battle
FE ;wait 1 turn, recheck ifs from start
FC 0A 05 00 ;if attack phase counter at: 5
FC 12 03 80 ;if variable $03, bit 80 clear
FC 12 03 01 ;if variable $03, bit 01 clear
FC 14 00 00 ;if only one monster alive
EA 01 00 29 ;target is called to battle: monster 2 (restore)
EA 01 00 2A ;target is called to battle: monster 3 (restore)
EA 01 00 2B ;target is called to battle: monster 4 (restore)
EA 01 00 2C ;target is called to battle: monster 5 (restore)
E7 00 03 01 ;set variable $03, bit 01
E8 00 ;zero out variable $00
FE ;wait 1 turn, recheck ifs from start
FC 12 03 80 ;if variable $03, bit 80 clear
FC 14 00 00 ;if only one monster alive
F0 51 51 42 ;3 spells: Flame Wall/Flame Wall/Flame
FE ;wait 1 turn, recheck ifs from start
FC 12 03 80 ;if variable $03, bit 80 clear
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
0D ;1 attack: attack
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
FC 12 03 80 ;if variable $03, bit 80 clear
F0 51 42 42 ;3 spells: Flame Wall/Flame/Flame
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 02 15 15 ;if monster has been attacked by spell: Thunderbolt/Thunderbolt
E7 00 01 01 ;set variable $01, bit 01
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Mad Adder |
[DF] |
394A79 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 05 ;if generated number is less than 5
F0 53 4B 58 ;3 spells: Sand Storm/Storm/Water Blast
FE ;wait 1 turn, recheck ifs from start
F0 FB 5C 5C ;3 spells: nothing/Boulder/Boulder
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F2 01 02 ;target becomes targettable: monster 2
F2 00 00 ;target becomes untargettable: self
E5 64 ;battle scene: Earthlink/Mad Adder collapses and dies
EA 00 00 1C ;target is removed from battle: all allies, excluding self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Mad Mallet |
[03] |
393AA9 |
FC 14 00 00 ;if only one monster alive
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
01 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
Magidragon |
[AF] |
393D7D |
EF 51 ;1 spell: Flame Wall
EC ;exit battle
FF ;end common commands, start counter commands
FF ;end all |
Magikoopa |
[21] |
395816 |
FC 11 00 01 ;if variable $00, bit 01 set
FE ;wait 1 turn, recheck ifs from start
FC 12 00 01 ;if variable $00, bit 01 clear
FC 0D 01 01 ;if variable $01 is greater than/equal to 1
E8 01 ;zero out variable $01
E7 00 00 01 ;set variable $00, bit 01
F2 00 00 ;target becomes untargettable: self
E5 4F ;battle scene: Magikoopa summons monster
E3 D9 ;battle dialogue: "Magikoopa's hiding!"
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 43 4A 47 ;3 spells: Bolt/Blast/Willy Wisp
E6 00 01 ;increment variable $01
FE ;wait 1 turn, recheck ifs from start
F0 58 59 51 ;3 spells: Water Blast/Solidify/Flame Wall
E6 00 01 ;increment variable $01
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Magmite |
[11] |
393494 |
0F ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
Magmus |
[51] |
393911 |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E2 1B ;targetting: self
61 ;1 attack: Valor Up
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
0F ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
Malakoopa |
[42] |
3939E5 |
FC 10 00 02 ;if target is alive: Bowser
E3 82 ;battle dialogue: "Bowser's scaring the monster!"
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 12 04 01 ;if variable $04, bit 01 clear
FC 0C 05 02 ;if generated number is less than 2
E7 00 04 01 ;set variable $04, bit 01
E3 81 ;battle dialogue: "Bowser's mood has affected the monster! ..."
FE ;wait 1 turn, recheck ifs from start
FC 11 04 01 ;if variable $04, bit 01 set
FC 14 00 00 ;if only one monster alive
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
FC 11 04 01 ;if variable $04, bit 01 set
E2 1D ;targetting: random ally, excluding self
00 ;1 attack: attack
FE ;wait 1 turn, recheck ifs from start
E0 09 09 FB ;3 attacks: attack/attack/nothing
FF ;end common commands, start counter commands
FF ;end all |
Mallow Clone |
[9D] |
394624 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 06 ;if generated number is less than 6
F0 52 49 43 ;3 spells: Static E!/Electroshock/Bolt
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
59 ;1 attack: attack
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 11 04 01 ;if variable $04, bit 01 set
E7 01 0E 02 ;clear variable $0E, bit 02
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E7 01 0E 01 ;clear variable $0E, bit 01
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
FC 11 04 01 ;if variable $04, bit 01 set
E7 01 0E 02 ;clear variable $0E, bit 02
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
E7 01 0E 01 ;clear variable $0E, bit 01
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Manager |
[4C] |
395961 |
FC 14 00 00 ;if only one monster alive
EA 01 00 29 ;target is called to battle: monster 2 (restore)
EA 01 00 2A ;target is called to battle: monster 3 (restore)
EA 01 00 2B ;target is called to battle: monster 4 (restore)
FE ;wait 1 turn, recheck ifs from start
E0 01 19 1A ;3 attacks: attack/bomb throw/Spritz Bomb
FF ;end common commands, start counter commands
FC 05 00 00 ;if monster has been attacked
E0 01 FB FB ;3 attacks: attack/nothing/nothing
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Mario Clone |
[99] |
394499 |
5A ;1 attack: attack
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 11 04 01 ;if variable $04, bit 01 set
E7 01 0E 02 ;clear variable $0E, bit 02
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E7 01 0E 01 ;clear variable $0E, bit 01
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
FC 11 04 01 ;if variable $04, bit 01 set
E7 01 0E 02 ;clear variable $0E, bit 02
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
E7 01 0E 01 ;clear variable $0E, bit 01
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Mastablasta |
[7E] |
393CD1 |
FC 07 00 02 ;if HP is below: 512
F0 44 4A 4B ;3 spells: Crystal/Blast/Storm
FE ;wait 1 turn, recheck ifs from start
E0 00 00 4C ;3 attacks: attack/attack/Eerie Jig
FF ;end common commands, start counter commands
FF ;end all |
Mastadoom |
[3E] |
3935DC |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E0 00 00 39 ;3 attacks: attack/attack/bone throw B
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
F0 55 54 55 ;3 spells: Drain Beam/Blizzard/Drain Beam
FF ;end common commands, start counter commands
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Megasmilax |
[CC] |
39472B |
FC 12 0A 01 ;if variable $0A, bit 01 clear
E7 00 0A 01 ;set variable $0A, bit 01
EF 5A ;1 spell: Petal Blast
FE ;wait 1 turn, recheck ifs from start
FC 0A 04 00 ;if attack phase counter at: 4
EF 5A ;1 spell: Petal Blast
E8 06 ;zero out attack phase counter
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E7 00 0F 01 ;set variable $0F, bit 01
E0 00 00 35 ;3 attacks: attack/attack/S'crow Dust
E7 01 0F 01 ;clear variable $0F, bit 01
FE ;wait 1 turn, recheck ifs from start
F0 40 51 51 ;3 spells: Drain/Flame Wall/Flame Wall
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
E6 00 0E ;increment variable $0E
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
E7 00 0F 01 ;set variable $0F, bit 01
E0 00 FB FB ;3 attacks: attack/nothing/nothing
E7 01 0F 01 ;clear variable $0F, bit 01
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Merlin |
[61] |
393B6B |
FF ;end common commands, start counter commands
FF ;end all |
Mezzo Bomb |
[D5] |
393E82 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
55 ;1 attack: self-destruct A
EA 00 00 1B ;target is removed from battle: self
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 04 40 00 ;if monster has been affected by element: Fire
55 ;1 attack: self-destruct A
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Microbomb |
[B8] |
393E5A |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E0 55 55 56 ;3 attacks: self-destruct A/self-destruct A/self-destruct B
EA 00 00 1B ;target is removed from battle: self
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 04 40 00 ;if monster has been affected by element: Fire
55 ;1 attack: self-destruct A
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Mokura |
[94] |
393D49 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 43 52 49 ;3 spells: Bolt/Static E!/Electroshock
FE ;wait 1 turn, recheck ifs from start
F0 43 44 59 ;3 spells: Bolt/Crystal/Solidify
FF ;end common commands, start counter commands
FF ;end all |
Mr.Kipper |
[49] |
393638 |
09 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
Muckle |
[62] |
3938F0 |
F0 44 44 FB ;3 spells: Crystal/Crystal/nothing
FF ;end common commands, start counter commands
FC 01 03 03 ;if monster has been attacked by command: Special/Special
EF 54 ;1 spell: Blizzard
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Mukumuku |
[B1] |
3935A8 |
E0 6F 6F 71 ;3 attacks: attack/attack/attack
FD ;wait 1 turn
E0 71 70 71 ;3 attacks: attack/Missed me!/attack
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Neosquid |
[BB] |
3950D2 |
FC 11 01 01 ;if variable $01, bit 01 set
FC 0D 04 03 ;if variable $04 is greater than/equal to 3
F2 01 00 ;target becomes targettable: self
E8 04 ;zero out variable $04
E8 01 ;zero out variable $01
F1 0D ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FC 11 01 01 ;if variable $01, bit 01 set
E6 00 04 ;increment variable $04
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 59 5B 5D ;3 spells: Solidify/Aurora Flash/Corona
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 52 51 58 ;3 spells: Static E!/Flame Wall/Water Blast
FE ;wait 1 turn, recheck ifs from start
E7 00 0F 01 ;set variable $0F, bit 01
E0 00 45 3A ;3 attacks: attack/Carni-Kiss/Lulla-Bye
E7 01 0F 01 ;clear variable $0F, bit 01
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E7 00 01 01 ;set variable $01, bit 01
F2 00 00 ;target becomes untargettable: self
F1 0A ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Ninja |
[5B] |
393AD2 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 06 ;if generated number is less than 6
E0 05 14 15 ;3 attacks: attack/knife throw/shuriken throw
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
15 ;1 attack: shuriken throw
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Octolot |
[30] |
39341C |
ED 07 ;generate random number between 0 and 7
FC 0C 05 06 ;if generated number is less than 6
F0 51 41 42 ;3 spells: Flame Wall/Lightning Orb/Flame
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E0 02 26 02 ;3 attacks: attack/Gunk Ball/attack
FF ;end common commands, start counter commands
FF ;end all |
Octovader |
[70] |
393775 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 41 43 55 ;3 spells: Lightning Orb/Bolt/Drain Beam
FE ;wait 1 turn, recheck ifs from start
E0 02 02 29 ;3 attacks: attack/attack/Sleep-Sauce
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
E0 FB FB 26 ;3 attacks: nothing/nothing/Gunk Ball
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Oerlikon |
[8A] |
393922 |
E0 10 03 03 ;3 attacks: spike shot/attack/attack
FF ;end common commands, start counter commands
FF ;end all |
Orb User |
[2B] |
393575 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 43 42 51 ;3 spells: Bolt/Flame/Flame Wall
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E2 1F ;targetting: random ally, or self
EF 4F ;1 spell: Recover
E2 25 ;targetting: random opponent
FF ;end common commands, start counter commands
FF ;end all |
Orbison |
[6B] |
3938FD |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E2 1F ;targetting: random ally, or self
F0 4F 4F 50 ;3 spells: Recover/Recover/Mega Recover
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
01 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
Pandorite |
[17] |
393D88 |
F0 51 42 51 ;3 spells: Flame Wall/Flame/Flame Wall
FD ;wait 1 turn
E0 00 45 41 ;3 attacks: attack/Carni-Kiss/Scream
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Pile Driver |
[7F] |
393CAA |
E0 00 00 2F ;3 attacks: attack/attack/hammer throw (fear)
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
E0 FB FB 5C ;3 attacks: nothing/nothing/Fear Roulette
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Pinwheel |
[0E] |
393862 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 06 ;if generated number is less than 6
01 ;1 attack: attack
FE ;wait 1 turn, recheck ifs from start
F0 52 52 41 ;3 spells: Static E!/Static E!/Lightning Orb
FF ;end common commands, start counter commands
FF ;end all |
Piranha Plant |
[07] |
39343F |
E0 04 04 35 ;3 attacks: attack/attack/S'crow Dust
FD ;wait 1 turn
E0 04 04 34 ;3 attacks: attack/attack/Pollen Nap
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Pounder |
[43] |
393AB5 |
E0 01 01 2E ;3 attacks: attack/attack/hammer throw
FF ;end common commands, start counter commands
FF ;end all |
Poundette |
[44] |
393ABB |
E0 01 2F 2E ;3 attacks: attack/hammer throw (fear)/hammer throw
FF ;end common commands, start counter commands
FF ;end all |
Pulsar |
[6E] |
3935FE |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
01 ;1 attack: attack
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
F0 52 49 43 ;3 spells: Static E!/Electroshock/Bolt
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
54 ;1 attack: Migraine
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Punchinello |
[D0] |
393EA7 |
FC 12 00 01 ;if variable $00, bit 01 clear
FC 14 00 00 ;if only one monster alive
F1 00 ;execute special animation sequence
EA 01 00 29 ;target is called to battle: monster 2 (restore)
F1 00 ;execute special animation sequence
EA 01 00 2A ;target is called to battle: monster 3 (restore)
F1 00 ;execute special animation sequence
EA 01 00 2B ;target is called to battle: monster 4 (restore)
F1 00 ;execute special animation sequence
EA 01 00 2C ;target is called to battle: monster 5 (restore)
FE ;wait 1 turn, recheck ifs from start
FC 11 00 02 ;if variable $00, bit 02 set
FC 14 00 00 ;if only one monster alive
EA 01 00 29 ;target is called to battle: monster 2 (restore)
EA 01 00 2A ;target is called to battle: monster 3 (restore)
EA 01 00 2B ;target is called to battle: monster 4 (restore)
EA 01 00 2C ;target is called to battle: monster 5 (restore)
FE ;wait 1 turn, recheck ifs from start
FC 11 00 04 ;if variable $00, bit 04 set
FC 14 00 00 ;if only one monster alive
E8 02 ;zero out variable $02
EA 01 00 29 ;target is called to battle: monster 2 (restore)
EA 01 00 2A ;target is called to battle: monster 3 (restore)
EA 01 00 2B ;target is called to battle: monster 4 (restore)
FE ;wait 1 turn, recheck ifs from start
ED 07 ;generate random number between 0 and 7
FC 0C 05 01 ;if generated number is less than 1
EF 53 ;1 spell: Sand Storm
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
01 ;1 attack: attack
FF ;end common commands, start counter commands
FC 07 20 03 ;if HP is below: 800
FC 14 00 00 ;if only one monster alive
FC 12 04 02 ;if variable $04, bit 02 clear
E7 00 04 02 ;set variable $04, bit 02
E7 00 00 03 ;set variable $00, bit 01,02
E5 09 ;battle scene: Punchinello summons Bob-ombs
FE ;wait 1 turn, recheck ifs from start
FC 07 20 03 ;if HP is below: 800
FC 12 04 02 ;if variable $04, bit 02 clear
E5 5E ;battle scene: bombs explode if still alive
EA 00 00 1C ;target is removed from battle: all allies, excluding self
E7 00 04 02 ;set variable $04, bit 02
E7 00 00 03 ;set variable $00, bit 01,02
E5 09 ;battle scene: Punchinello summons Bob-ombs
FE ;wait 1 turn, recheck ifs from start
FC 07 90 01 ;if HP is below: 400
FC 14 00 00 ;if only one monster alive
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E7 00 00 04 ;set variable $00, bit 04
E7 01 00 02 ;clear variable $00, bit 02
E5 0A ;battle scene: Punchinello summons Mezzo Bombs
FE ;wait 1 turn, recheck ifs from start
FC 07 90 01 ;if HP is below: 400
FC 12 04 01 ;if variable $04, bit 01 clear
E5 5E ;battle scene: bombs explode, if still alive
EA 00 00 1C ;target is removed from battle: all allies, excluding self
E7 00 04 01 ;set variable $04, bit 01
E7 00 00 04 ;set variable $00, bit 04
E7 01 00 02 ;clear variable $00, bit 02
E5 0A ;battle scene: Punchinello summons Mezzo Bombs
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
FC 14 00 00 ;if only one monster alive
E5 0B ;battle scene:
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E5 5E ;battle scene: bombs explode if still alive
EA 00 00 1C ;target is removed from battle: all allies, excluding self
E5 0B ;battle scene: Punchinello summons King Bomb, commits suicide
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Puppox |
[75] |
393B6D |
E0 2E 03 4C ;3 attacks: hammer throw/attack/Eerie Jig
FD ;wait 1 turn
E0 2E 03 4D ;3 attacks: hammer throw/attack/Somnus Waltz
FF ;end common commands, start counter commands
FF ;end all |
Pyrosphere |
[55] |
393928 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 03 ;if generated number is less than 3
F0 40 40 45 ;3 spells: Drain/Drain/Flame Stone
FE ;wait 1 turn, recheck ifs from start
E0 FB 02 02 ;3 attacks: nothing/attack/attack
FF ;end common commands, start counter commands
FF ;end all |
Radish |
[7C] |
393C30 |
E0 02 02 28 ;3 attacks: attack/attack/water droplet
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
E0 FB FB 27 ;3 attacks: nothing/nothing/Endobubble
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Raspberry |
[D7] |
39414B |
FC 12 00 01 ;if variable $00, bit 01 clear
FE ;wait 1 turn, recheck ifs from start
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 53 55 53 ;3 spells: Sand Storm/Drain Beam/Sand Storm
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E7 00 0F 01 ;set variable $0F, bit 01
E0 00 00 1F ;3 attacks: attack/attack/orb shot
E7 01 0F 01 ;clear variable $0F, bit 01
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E5 23 ;battle scene: Snifits & Booster run in and eat cake
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Rat Funk |
[0F] |
3932F8 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 06 ;if generated number is less than 6
E7 00 0F 01 ;set variable $0F, bit 01
E0 06 06 44 ;3 attacks: attack/attack/Poison
E7 01 0F 01 ;clear variable $0F, bit 01
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FF ;end common commands, start counter commands
FF ;end all |
Reacher |
[29] |
3936BF |
FC 14 00 00 ;if only one monster alive
E0 00 39 38 ;3 attacks: attack/bone throw B/bone throw A
FE ;wait 1 turn, recheck ifs from start
E0 00 00 3B ;3 attacks: attack/attack/Elegy
FF ;end common commands, start counter commands
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Remo Con |
[35] |
39354F |
E0 3F 03 4C ;3 attacks: Body Slam/attack/Eerie Jig
FF ;end common commands, start counter commands
FC 05 00 00 ;if monster has been attacked
FC 04 40 00 ;if monster has been affected by element: Fire
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Ribbite |
[71] |
3937DD |
E0 03 2A 29 ;3 attacks: attack/Venom Drool/Sleep-Sauce
FF ;end common commands, start counter commands
FF ;end all |
Right Eye |
[BE] |
395122 |
FC 11 02 01 ;if variable $02, bit 01 set
FC 0D 04 03 ;if variable $04 is greater than/equal to 3
F2 01 00 ;target becomes targettable: self
E8 04 ;zero out variable $04
E8 02 ;zero out variable $02
F1 0D ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FC 11 02 01 ;if variable $02, bit 01 set
E6 00 04 ;increment variable $04
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 43 48 46 ;3 spells: Bolt/Diamond Saw/Mega Drain
FE ;wait 1 turn, recheck ifs from start
F0 45 4E 4A ;3 spells: Flame Stone/Dark Star/Blast
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 12 08 01 ;if variable $08, bit 01 clear
E7 00 02 01 ;set variable $02, bit 01
E7 00 00 01 ;set variable $00, bit 01
E7 01 00 04 ;clear variable $00, bit 04
F2 00 00 ;target becomes untargettable: self
EB 01 13 ;target nulls invincibility + protection: monster 1
F1 0B ;execute special animation sequence
E3 DB ;battle dialogue: "Exor's protection's gone!!"
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Rob-Omb |
[59] |
393516 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 02 ;if generated number is less than 2
FE ;wait 1 turn, recheck ifs from start
E0 55 55 56 ;3 attacks: self-destruct A/self-destruct A/self-destruct B
EA 00 00 1B ;target is removed from battle: self
FF ;end common commands, start counter commands
FC 04 40 00 ;if monster has been affected by element: Fire
E0 55 55 56 ;3 attacks: self-destruct A/self-destruct A/self-destruct B
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Sackit |
[45] |
3935B4 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 03 ;if generated number is less than 3
E0 05 14 05 ;3 attacks: attack/knife throw/attack
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FF ;end common commands, start counter commands
FF ;end all |
Shadow |
[2D] |
393363 |
05 ;1 attack: attack
FD ;wait 1 turn
27 ;1 attack: Endobubble
FD ;wait 1 turn
05 ;1 attack: attack
FD ;wait 1 turn
1F ;1 attack: orb shot
FD ;wait 1 turn
FF ;end common commands, start counter commands
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Shaman |
[04] |
393872 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 48 41 44 ;3 spells: Diamond Saw/Lightning Orb/Crystal
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 54 54 45 ;3 spells: Blizzard/Blizzard/Flame Stone
FE ;wait 1 turn, recheck ifs from start
03 ;1 attack: attack
FF ;end common commands, start counter commands
FC 01 03 03 ;if monster has been attacked by command: Special/Special
E2 1B ;targetting: self
F0 4D FB FB ;3 spells: Escape/nothing/nothing
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Shelly |
[87] |
3947AE |
FF ;end common commands, start counter commands
FC 07 90 01 ;if HP is below: 400
FC 12 04 08 ;if variable $04, bit 08 clear
E7 00 04 08 ;set variable $04, bit 08
F1 04 ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FC 07 2C 01 ;if HP is below: 300
FC 12 04 04 ;if variable $04, bit 04 clear
E7 00 04 04 ;set variable $04, bit 04
F1 05 ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FC 07 C8 00 ;if HP is below: 200
FC 12 04 02 ;if variable $04, bit 02 clear
E7 00 04 02 ;set variable $04, bit 02
F1 06 ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FC 07 64 00 ;if HP is below: 100
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
F1 07 ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
F1 08 ;execute special animation sequence
E5 5C ;battle scene: Shelly breaks, Birdo appears
EA 01 00 28 ;target is called to battle: monster 1 (restore)
F1 02 ;execute special animation sequence
E3 CD ;battle dialogue: " BIRDO: Hello$! I'm Birdo."
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Shogun |
[2A] |
39375D |
E0 01 01 45 ;3 attacks: attack/attack/Carni-Kiss
FF ;end common commands, start counter commands
FC 01 03 03 ;if monster has been attacked by command: Special/Special
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E2 1B ;targetting: self
7B ;1 attack: Vigor up!
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Shy Away |
[8F] |
393797 |
FC 14 00 00 ;if only one monster alive
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
EF 47 ;1 spell: Willy Wisp
FE ;wait 1 turn, recheck ifs from start
E0 0A 0A 3B ;3 attacks: attack/attack/Elegy
FF ;end common commands, start counter commands
FF ;end all |
Shy Guy |
[5A] |
39338F |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E0 6B 6B 23 ;3 attacks: slingshot/slingshot/Doom Reverb
FE ;wait 1 turn, recheck ifs from start
6B ;1 attack: slingshot
FD ;wait 1 turn
E0 6B 6B 3A ;3 attacks: slingshot/slingshot/Lulla-Bye
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Shy Ranger |
[18] |
39344B |
FC 12 04 01 ;if variable $04, bit 01 clear
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
E0 6B 14 15 ;3 attacks: slingshot/knife throw/shuriken throw
FF ;end common commands, start counter commands
FC 08 1B 0F ;if target: self, is affected by ailment: ALL
E7 00 04 01 ;set variable $04, bit 01
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
E0 6B FB FB ;3 attacks: slingshot/nothing/nothing
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Shyper |
[EB] |
395240 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
EF 64 ;1 spell: Sword Rain
FE ;wait 1 turn, recheck ifs from start
0D ;1 attack: attack
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 11 04 01 ;if variable $04, bit 01 set
E7 01 0E 01 ;clear variable $0E, bit 01
F1 03 ;execute special animation sequence
E6 01 00 ;decrement variable $00
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
FC 11 04 02 ;if variable $04, bit 02 set
E7 01 0E 02 ;clear variable $0E, bit 02
F1 03 ;execute special animation sequence
E6 01 00 ;decrement variable $00
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Shyster |
[9E] |
3932E8 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
0D ;1 attack: attack
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
F0 FB 40 40 ;3 spells: nothing/Drain/Drain
FF ;end common commands, start counter commands
FF ;end all |
Sky Troopa |
[02] |
3932BE |
E0 FB 09 09 ;3 attacks: nothing/attack/attack
FF ;end common commands, start counter commands
FF ;end all |
Sling Shy |
[58] |
39389C |
FC 14 00 00 ;if only one monster alive
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 05 ;if generated number is less than 5
6B ;1 attack: slingshot
FE ;wait 1 turn, recheck ifs from start
E0 22 23 24 ;3 attacks: S'crow Bell/Doom Reverb/Spore Chimes
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
E0 6B FB FB ;3 attacks: slingshot/nothing/nothing
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Smelter |
[A2] |
39527A |
FC 11 04 01 ;if variable $04, bit 01 set
FE ;wait 1 turn, recheck ifs from start
FC 0A 02 00 ;if attack phase counter at: 2
FC 0C 00 02 ;if variable $00 is less than 2
E7 00 03 01 ;set variable $03, bit 01
E8 06 ;zero out attack phase counter
E6 00 00 ;increment variable $00
E5 56 ;battle scene: Smelter pours molten liquid, Smithy malleates
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E7 00 04 01 ;set variable $04, bit 01
F2 00 00 ;target becomes untargettable: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Smilax |
[CA] |
39468F |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E7 00 0F 01 ;set variable $0F, bit 01
E0 00 00 34 ;3 attacks: attack/attack/Pollen Nap
E7 01 0F 01 ;clear variable $0F, bit 01
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
F0 40 40 42 ;3 spells: Drain/Drain/Flame
FF ;end common commands, start counter commands
FC 14 00 00 ;if only one monster alive
FC 07 00 00 ;if HP is below: 0
FC 12 03 01 ;if variable $03, bit 01 clear
E7 00 03 01 ;set variable $03, bit 01
F1 03 ;execute special animation sequence
E5 37 ;battle scene: Shy Away waters Smilax, part 1
E6 00 0E ;increment variable $0E
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 14 00 00 ;if only one monster alive
FC 07 00 00 ;if HP is below: 0
FC 12 03 02 ;if variable $03, bit 02 clear
E7 00 03 02 ;set variable $03, bit 02
F1 03 ;execute special animation sequence
E5 38 ;battle scene: Shy Away waters Smilax, part 2
E6 00 0E ;increment variable $0E
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 14 00 00 ;if only one monster alive
FC 07 00 00 ;if HP is below: 0
FC 12 03 04 ;if variable $03, bit 04 clear
E7 00 03 04 ;set variable $03, bit 04
F1 03 ;execute special animation sequence
E5 39 ;battle scene: Shy Away waters Smilax, part 3
E6 00 0E ;increment variable $0E
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
E6 00 0E ;increment variable $0E
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
E7 00 0F 01 ;set variable $0F, bit 01
E0 00 FB FB ;3 attacks: attack/nothing/nothing
E7 01 0F 01 ;clear variable $0F, bit 01
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Smithy (1st Form) |
[EA] |
3951FA |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E5 60 ;battle scene: Smithy approaches
EF 63 ;1 spell: Sledge
FE ;wait 1 turn, recheck ifs from start
FC 11 03 01 ;if variable $03, bit 01 set
E7 01 03 01 ;clear variable $03, bit 01
EF 63 ;1 spell: Sledge
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 5E 5E 46 ;3 spells: Meteor Swarm/Meteor Swarm/Mega Drain
FE ;wait 1 turn, recheck ifs from start
5D ;1 attack: hammer hit
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 10 00 16 ;if target is alive: monster 4
E5 52 ;battle scene: Smithy (1st Form) is defeated, ground shakes etc.
EA 00 00 16 ;target is removed from battle: monster 4
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E5 52 ;battle scene: Smithy (1st Form) is defeated, ground shakes etc.
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Smithy (Body) |
[EC] |
3952A1 |
FC 12 08 01 ;if variable $08, bit 01 clear
E7 00 08 01 ;set variable $08, bit 01
E8 00 ;zero out variable $00
E8 01 ;zero out variable $01
E8 02 ;zero out variable $02
E8 03 ;zero out variable $03
E8 07 ;zero out variable $07
E8 09 ;zero out variable $09
E8 0A ;zero out variable $0A
E8 0B ;zero out variable $0B
E8 0C ;zero out variable $0C
E8 0D ;zero out variable $0D
E8 0E ;zero out variable $0E
E8 0F ;zero out variable $0F
E6 00 09 ;increment variable $09
E5 61 ;battle scene: Smithy waits a little before transforming
E5 57 ;battle scene: Smithy transforms into Tank Head
F1 20 ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FC 11 02 01 ;if variable $02, bit 01 set
FC 11 03 01 ;if variable $03, bit 01 set
E7 01 03 01 ;clear variable $03, bit 01
E6 00 09 ;increment variable $09
E5 5B ;battle scene: Smithy's default head fades
E5 58 ;battle scene: Smithy transforms into Magic Head
F1 20 ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FC 11 02 02 ;if variable $02, bit 02 set
FC 11 03 01 ;if variable $03, bit 01 set
E7 01 03 01 ;clear variable $03, bit 01
E6 00 09 ;increment variable $09
E5 5B ;battle scene: Smithy's default head fades
E5 59 ;battle scene: Smithy transforms into Chest Head
F1 20 ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FC 11 02 04 ;if variable $02, bit 04 set
FC 11 03 01 ;if variable $03, bit 01 set
E7 01 03 01 ;clear variable $03, bit 01
E5 5B ;battle scene: Smithy's default head fades
E5 5A ;battle scene: Smithy transforms into Box Head
F1 20 ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FC 12 02 01 ;if variable $02, bit 01 clear
FC 11 03 01 ;if variable $03, bit 01 set
E7 01 03 01 ;clear variable $03, bit 01
E6 00 09 ;increment variable $09
E5 5B ;battle scene: Smithy's default head fades
E5 57 ;battle scene: Smithy transforms into Tank Head
F1 20 ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E7 00 03 01 ;set variable $03, bit 01
FC 12 08 80 ;if variable $08, bit 80 clear
E0 5F 20 20 ;3 attacks: hammer hit/finger shot/finger shot
FE ;wait 1 turn, recheck ifs from start
FC 12 08 80 ;if variable $08, bit 80 clear
E0 5F 20 20 ;3 attacks: hammer hit/finger shot/finger shot
FE ;wait 1 turn, recheck ifs from start
FC 0A 03 00 ;if attack phase counter at: 3
FC 12 08 40 ;if variable $08, bit 40 clear
E7 01 08 80 ;clear variable $08, bit 80
E7 00 08 40 ;set variable $08, bit 40
E3 E1 ;battle dialogue: "Mwa ha! I am burning with power!"
F2 01 00 ;target becomes targettable: self
F1 1B ;execute special animation sequence
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E3 E0 ;battle dialogue: "Guooooo! C...can't move...!"
E8 06 ;zero out attack phase counter
E7 00 08 80 ;set variable $08, bit 80
E7 01 08 40 ;clear variable $08, bit 40
F2 00 00 ;target becomes untargettable: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Smithy (Box Head) |
[B6] |
395408 |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
EF 62 ;1 spell: Shredder
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E2 1F ;targetting: random ally, or self
F0 4F 50 4F ;3 spells: Recover/Mega Recover/Recover
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E5 62 ;battle scene: Smithy's final defeat, light shatters, explosion
EC ;exit battle
FE ;wait 1 turn, recheck ifs from start
FC 07 D0 07 ;if HP is below: 2000
FC 12 02 20 ;if variable $02, bit 20 clear
E7 00 02 04 ;set variable $02, bit 04
E7 00 02 20 ;set variable $02, bit 20
E7 01 02 02 ;clear variable $02, bit 02
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FC 07 A0 0F ;if HP is below: 4000
FC 12 02 40 ;if variable $02, bit 40 clear
E7 00 02 02 ;set variable $02, bit 02
E7 00 02 40 ;set variable $02, bit 40
E7 01 02 01 ;clear variable $02, bit 01
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FC 07 70 17 ;if HP is below: 6000
FC 12 02 80 ;if variable $02, bit 80 clear
E7 00 02 01 ;set variable $02, bit 01
E7 00 02 80 ;set variable $02, bit 80
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Smithy (Chest Head) |
[EF] |
3954D2 |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 6A 69 6B ;3 spells: (Mute)/(Fear)/(Poison)
E7 00 03 01 ;set variable $03, bit 01
FE ;wait 1 turn, recheck ifs from start
F0 6A 68 6B ;3 spells: (Mute)/(S'crow)/(Poison)
E7 00 03 01 ;set variable $03, bit 01
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E5 62 ;battle scene: Smithy's final defeat, light shatters, explosion
EC ;exit battle
FE ;wait 1 turn, recheck ifs from start
FC 07 D0 07 ;if HP is below: 2000
FC 12 02 20 ;if variable $02, bit 20 clear
E7 00 02 04 ;set variable $02, bit 04
E7 00 02 20 ;set variable $02, bit 20
E7 01 02 02 ;clear variable $02, bit 02
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FC 07 A0 0F ;if HP is below: 4000
FC 12 02 40 ;if variable $02, bit 40 clear
E7 00 02 02 ;set variable $02, bit 02
E7 00 02 40 ;set variable $02, bit 40
E7 01 02 01 ;clear variable $02, bit 01
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FC 07 70 17 ;if HP is below: 6000
FC 12 02 80 ;if variable $02, bit 80 clear
E7 00 02 01 ;set variable $02, bit 01
E7 00 02 80 ;set variable $02, bit 80
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Smithy (Head) |
[ED] |
39536C |
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E5 62 ;battle scene: Smithy's final defeat, light shatters, explosion
EC ;exit battle
FE ;wait 1 turn, recheck ifs from start
FC 07 D0 07 ;if HP is below: 2000
FC 12 02 20 ;if variable $02, bit 20 clear
E7 00 02 04 ;set variable $02, bit 04
E7 00 02 20 ;set variable $02, bit 20
E7 01 02 02 ;clear variable $02, bit 02
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FC 07 A0 0F ;if HP is below: 4000
FC 12 02 40 ;if variable $02, bit 40 clear
E7 00 02 02 ;set variable $02, bit 02
E7 00 02 40 ;set variable $02, bit 40
E7 01 02 01 ;clear variable $02, bit 01
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FC 07 70 17 ;if HP is below: 6000
FC 12 02 80 ;if variable $02, bit 80 clear
E7 00 02 01 ;set variable $02, bit 01
E7 00 02 80 ;set variable $02, bit 80
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Smithy (Magic Head) |
[EE] |
39546F |
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 64 65 66 ;3 spells: Sword Rain/Spear Rain/Arrow Rain
FE ;wait 1 turn, recheck ifs from start
FC 0C 05 07 ;if generated number is less than 7
F0 5E 5C 4E ;3 spells: Meteor Swarm/Boulder/Dark Star
FE ;wait 1 turn, recheck ifs from start
EF 62 ;1 spell: Shredder
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E5 62 ;battle scene: Smithy's final defeat, light shatters, explosion
EC ;exit battle
FE ;wait 1 turn, recheck ifs from start
FC 07 D0 07 ;if HP is below: 2000
FC 12 02 20 ;if variable $02, bit 20 clear
E7 00 02 04 ;set variable $02, bit 04
E7 00 02 20 ;set variable $02, bit 20
E7 01 02 02 ;clear variable $02, bit 02
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FC 07 A0 0F ;if HP is below: 4000
FC 12 02 40 ;if variable $02, bit 40 clear
E7 00 02 02 ;set variable $02, bit 02
E7 00 02 40 ;set variable $02, bit 40
E7 01 02 01 ;clear variable $02, bit 01
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FC 07 70 17 ;if HP is below: 6000
FC 12 02 80 ;if variable $02, bit 80 clear
E7 00 02 01 ;set variable $02, bit 01
E7 00 02 80 ;set variable $02, bit 80
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Smithy (Tank Head) |
[B5] |
3953B7 |
E0 51 51 52 ;3 attacks: bullet bill/bullet bill/Magnum
FD ;wait 1 turn
51 ;1 attack: bullet bill
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E5 62 ;battle scene: Smithy's final defeat, light shatters, explosion
EC ;exit battle
FE ;wait 1 turn, recheck ifs from start
FC 07 D0 07 ;if HP is below: 2000
FC 12 02 20 ;if variable $02, bit 20 clear
E7 00 02 04 ;set variable $02, bit 04
E7 00 02 20 ;set variable $02, bit 20
E7 01 02 02 ;clear variable $02, bit 02
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FC 07 A0 0F ;if HP is below: 4000
FC 12 02 40 ;if variable $02, bit 40 clear
E7 00 02 02 ;set variable $02, bit 02
E7 00 02 40 ;set variable $02, bit 40
E7 01 02 01 ;clear variable $02, bit 01
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FC 07 70 17 ;if HP is below: 6000
FC 12 02 80 ;if variable $02, bit 80 clear
E7 00 02 01 ;set variable $02, bit 01
E7 00 02 80 ;set variable $02, bit 80
E8 09 ;zero out variable $09
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Snapdragon |
[36] |
3933B1 |
E7 00 0F 01 ;set variable $0F, bit 01
04 ;1 attack: attack
E7 01 0F 01 ;clear variable $0F, bit 01
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
E0 FB FB 34 ;3 attacks: nothing/nothing/Pollen Nap
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Snifit |
[F8] |
3955DE |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 52 43 54 ;3 spells: Static E!/Bolt/Blizzard
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E0 03 1D 26 ;3 attacks: attack/bullet bill/Gunk Ball
FF ;end common commands, start counter commands
FC 10 01 27 ;if target is dead: at least one ally
E6 00 00 ;increment variable $00
FC 0D 00 03 ;if variable $00 is greater than/equal to 3
F2 01 01 ;target becomes targettable: monster 1
E3 45 ;battle dialogue: "BOOSTER: Harumph! Just as I thought! It ..."
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Sparky |
[15] |
39342F |
ED 07 ;generate random number between 0 and 7
FC 0C 05 03 ;if generated number is less than 3
F0 40 40 42 ;3 spells: Drain/Drain/Flame
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
02 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
Spikester |
[41] |
3934CB |
03 ;1 attack: attack
FD ;wait 1 turn
E0 11 03 13 ;3 attacks: Thornet/attack/Funguspike
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Spikey |
[01] |
3932B0 |
FC 10 00 1C ;if target is alive: all allies, excluding self
E2 25 ;targetting: random opponent
E0 FB 03 03 ;3 attacks: nothing/attack/attack
FE ;wait 1 turn, recheck ifs from start
10 ;1 attack: spike shot
FF ;end common commands, start counter commands
FF ;end all |
Spinthra |
[7B] |
3937F6 |
E0 44 01 01 ;3 attacks: Poison/attack/attack
FD ;wait 1 turn
E0 01 01 7F ;3 attacks: attack/attack/S'crow Fangs
FD ;wait 1 turn
FF ;end common commands, start counter commands
FF ;end all |
Spookum |
[1A] |
393501 |
F0 44 40 40 ;3 spells: Crystal/Drain/Drain
FD ;wait 1 turn
E0 03 03 26 ;3 attacks: attack/attack/Gunk Ball
FD ;wait 1 turn
FF ;end common commands, start counter commands
FC 02 0C 0C ;if monster has been attacked by spell: Terrorize/Terrorize
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Springer |
[78] |
393AF1 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E0 0D 0D 4D ;3 attacks: attack/attack/Somnus Waltz
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
F0 FB 40 40 ;3 spells: nothing/Drain/Drain
FF ;end common commands, start counter commands
FF ;end all |
Star Cruster |
[60] |
393A6B |
00 ;1 attack: attack
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
33 ;1 attack: light ball (Sleep)
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Starslap |
[B0] |
3933A5 |
02 ;1 attack: attack
FD ;wait 1 turn
02 ;1 attack: attack
FD ;wait 1 turn
E2 1F ;targetting: random ally, or self
EF 4F ;1 spell: Recover
E2 25 ;targetting: random opponent
FF ;end common commands, start counter commands
FF ;end all |
Stinger |
[5C] |
393710 |
FC 0A 03 00 ;if attack phase counter at: 3
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
E0 0A 11 13 ;3 attacks: attack/Thornet/Funguspike
FF ;end common commands, start counter commands
FF ;end all |
Straw Head |
[68] |
3936F0 |
E0 03 03 2D ;3 attacks: attack/attack/Stench
FD ;wait 1 turn
E0 03 48 2C ;3 attacks: attack/Dark Claw/S'crow Funk
FD ;wait 1 turn
E0 03 03 2B ;3 attacks: attack/attack/Mush Funk
FD ;wait 1 turn
FF ;end common commands, start counter commands
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Stumpet |
[37] |
393957 |
FC 0A 02 00 ;if attack phase counter at: 2
E0 3C 3D 3C ;3 attacks: Backfire/Va Va Voom/Backfire
E8 06 ;zero out attack phase counter
FE ;wait 1 turn, recheck ifs from start
F1 04 ;execute special animation sequence
E3 D5 ;battle dialogue: "The monster's getting furious!"
FF ;end common commands, start counter commands
FF ;end all |
Super Spike |
[88] |
393C2A |
E0 10 03 03 ;3 attacks: spike shot/attack/attack
FF ;end common commands, start counter commands
FF ;end all |
Tentacles (left) |
[D9] |
3948F0 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
FC 0D 09 03 ;if variable $09 is greater than/equal to 3
FC 12 08 01 ;if variable $08, bit 01 clear
E7 00 08 01 ;set variable $08, bit 01
F1 01 ;execute special animation sequence
E5 24 ;battle scene: Tentacles propel character off screen
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
00 ;1 attack: attack
E6 00 09 ;increment variable $09
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 11 03 01 ;if variable $03, bit 01 set
FC 12 03 02 ;if variable $03, bit 02 clear
E6 00 00 ;increment variable $00
FC 0D 00 06 ;if variable $00 is greater than/equal to 6
E7 00 03 02 ;set variable $03, bit 02
F1 03 ;execute special animation sequence
E7 00 0D 01 ;set variable $0D, bit 01
F1 02 ;execute special animation sequence
E8 09 ;zero out variable $09
E5 1C ;battle scene: beat Tentacles, move on to King Calamari
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
FC 12 03 01 ;if variable $03, bit 01 clear
E6 00 00 ;increment variable $00
FC 0D 00 03 ;if variable $00 is greater than/equal to 3
E7 00 03 01 ;set variable $03, bit 01
F1 03 ;execute special animation sequence
E7 00 0D 01 ;set variable $0D, bit 01
F1 02 ;execute special animation sequence
E8 09 ;zero out variable $09
E5 1B ;battle scene: beat Tentacles, move on to next set
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Tentacles (right) |
[D1] |
394879 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
FC 0D 09 03 ;if variable $09 is greater than/equal to 3
FC 12 08 01 ;if variable $08, bit 01 clear
E7 00 08 01 ;set variable $08, bit 01
F1 01 ;execute special animation sequence
E5 24 ;battle scene: Tentacles propel character off screen
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
00 ;1 attack: attack
E6 00 09 ;increment variable $09
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 11 03 01 ;if variable $03, bit 01 set
FC 12 03 02 ;if variable $03, bit 02 clear
E6 00 00 ;increment variable $00
FC 0D 00 06 ;if variable $00 is greater than/equal to 6
E7 00 03 02 ;set variable $03, bit 02
F1 03 ;execute special animation sequence
E7 00 0D 01 ;set variable $0D, bit 01
F1 02 ;execute special animation sequence
E8 09 ;zero out variable $09
E5 1C ;battle scene: beat Tentacles, move on to King Calamari
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
FC 12 03 01 ;if variable $03, bit 01 clear
E6 00 00 ;increment variable $00
FC 0D 00 03 ;if variable $00 is greater than/equal to 3
E7 00 03 01 ;set variable $03, bit 01
F1 03 ;execute special animation sequence
E7 00 0D 01 ;set variable $0D, bit 01
F1 02 ;execute special animation sequence
E8 09 ;zero out variable $09
E5 1B ;battle scene: beat Tentacles, move on to next set
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Terra Cotta |
[40] |
3939AC |
FC 10 00 02 ;if target is alive: Bowser
E3 82 ;battle dialogue: "Bowser's scaring the monster!"
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 12 04 01 ;if variable $04, bit 01 clear
FC 0C 05 02 ;if generated number is less than 2
E7 00 04 01 ;set variable $04, bit 01
E3 81 ;battle dialogue: "Bowser's mood has affected the monster! ..."
FE ;wait 1 turn, recheck ifs from start
FC 11 04 01 ;if variable $04, bit 01 set
FC 14 00 00 ;if only one monster alive
E2 1B ;targetting: self
EF 4D ;1 spell: Escape
FE ;wait 1 turn, recheck ifs from start
FC 11 04 01 ;if variable $04, bit 01 set
E2 1D ;targetting: random ally, excluding self
00 ;1 attack: attack
FE ;wait 1 turn, recheck ifs from start
E0 06 06 7E ;3 attacks: attack/attack/Terrapunch
FF ;end common commands, start counter commands
FF ;end all |
Terrapin |
[00] |
3932AA |
E0 FB 62 62 ;3 attacks: nothing/attack/attack
FF ;end common commands, start counter commands
FF ;end all |
The Big Boo |
[12] |
393313 |
E0 0C 0C 41 ;3 attacks: attack/attack/Scream
FD ;wait 1 turn
F0 41 41 43 ;3 spells: Lightning Orb/Lightning Orb/Bolt
FD ;wait 1 turn
FF ;end common commands, start counter commands
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Thrax |
[CB] |
39471D |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
F2 00 00 ;target becomes untargettable: self
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FF ;end all |
Toadstool 2 |
[9A] |
3944F4 |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E2 1F ;targetting: random ally, or self
F0 4F 4F 50 ;3 spells: Recover/Recover/Mega Recover
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E2 25 ;targetting: random opponent
59 ;1 attack: attack
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 11 04 01 ;if variable $04, bit 01 set
E7 01 0E 02 ;clear variable $0E, bit 02
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E7 01 0E 01 ;clear variable $0E, bit 01
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
FC 11 04 01 ;if variable $04, bit 01 set
E7 01 0E 02 ;clear variable $0E, bit 02
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
FC 10 00 1B ;if target is alive: self
E7 01 0E 01 ;clear variable $0E, bit 01
E6 01 00 ;decrement variable $00
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Torte |
[8E] |
394176 |
FC 12 01 01 ;if variable $01, bit 01 clear
E7 00 01 01 ;set variable $01, bit 01
F2 00 02 ;target becomes untargettable: monster 2
EB 00 15 ;target becomes invincible: monster 3
EB 00 16 ;target becomes invincible: monster 4
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E3 87 ;battle dialogue: "Stop it!"
03 ;1 attack: attack
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
E3 88 ;battle dialogue: "Stop! Stop!!"
03 ;1 attack: attack
FF ;end common commands, start counter commands
FF ;end all |
Tub-O-Troopa |
[6C] |
393A5F |
FC 0A 02 00 ;if attack phase counter at: 2
6C ;1 attack: jump attack
E8 06 ;zero out attack phase counter
FE ;wait 1 turn, recheck ifs from start
E3 D2 ;battle dialogue: "Heavy Troopa's ready to launch."
FF ;end common commands, start counter commands
FF ;end all |
Valentina |
[FB] |
395661 |
FC 12 03 01 ;if variable $03, bit 01 clear
E7 00 03 01 ;set variable $03, bit 01
F2 00 00 ;target becomes untargettable: self
E3 9B ;battle dialogue: "VALENTINA: Dodo! DODO! Come here this ..."
E5 30 ;battle scene: Valentina summons Dodo, carries off middle ally
FE ;wait 1 turn, recheck ifs from start
FC 0D 0D 05 ;if variable $0D is greater than/equal to 5
E8 0D ;zero out variable $0D
F0 5A 5B 57 ;3 spells: Petal Blast/Aurora Flash/Light Beam
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
FC 11 03 04 ;if variable $03, bit 04 set
F0 59 55 48 ;3 spells: Solidify/Drain Beam/Diamond Saw
E6 00 0D ;increment variable $0D
FE ;wait 1 turn, recheck ifs from start
FC 11 03 04 ;if variable $03, bit 04 set
00 ;1 attack: attack
E6 00 0D ;increment variable $0D
FE ;wait 1 turn, recheck ifs from start
FC 0C 05 04 ;if generated number is less than 4
FC 11 03 02 ;if variable $03, bit 02 set
F0 58 54 44 ;3 spells: Water Blast/Blizzard/Crystal
E6 00 0D ;increment variable $0D
FE ;wait 1 turn, recheck ifs from start
FC 11 03 02 ;if variable $03, bit 02 set
00 ;1 attack: attack
E6 00 0D ;increment variable $0D
FE ;wait 1 turn, recheck ifs from start
FF ;end common commands, start counter commands
FC 07 B0 04 ;if HP is below: 1200
FC 12 03 04 ;if variable $03, bit 04 clear
FC 11 03 02 ;if variable $03, bit 02 set
E7 00 03 04 ;set variable $03, bit 04
E7 01 03 08 ;clear variable $03, bit 08
F2 01 02 ;target becomes targettable: monster 2
E5 32 ;battle scene: Dodo returns to Valentina's formation
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
FC 14 00 00 ;if only one monster alive
E5 33 ;battle scene: Valentina & Dodo are beaten, fly away
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
E5 33 ;battle scene: Valentina & Dodo are beaten, fly away
EA 00 00 1E ;target is removed from battle: all allies, and self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Vomer |
[53] |
39393B |
E0 03 03 38 ;3 attacks: attack/attack/bone throw A
FF ;end common commands, start counter commands
FC 01 03 03 ;if monster has been attacked by command: Special/Special
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Water Crystal |
[96] |
3957BC |
FC 10 01 28 ;if target is dead: monster 1 (restore)
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 44 48 4C ;3 spells: Crystal/Diamond Saw/Ice Rock
FE ;wait 1 turn, recheck ifs from start
F0 54 54 59 ;3 spells: Blizzard/Blizzard/Solidify
FF ;end common commands, start counter commands
FF ;end all |
Wiggler |
[1F] |
3933CB |
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
E0 01 28 01 ;3 attacks: attack/water droplet/attack
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
F0 53 53 FB ;3 spells: Sand Storm/Sand Storm/nothing
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
E2 1B ;targetting: self
7B ;1 attack: Vigor up!
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Wind Crystal |
[98] |
3957F8 |
FC 10 01 28 ;if target is dead: monster 1 (restore)
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 41 43 49 ;3 spells: Lightning Orb/Bolt/Electroshock
FE ;wait 1 turn, recheck ifs from start
F0 52 57 5A ;3 spells: Static E!/Light Beam/Petal Blast
FF ;end common commands, start counter commands
FF ;end all |
Yaridovich |
[E2] |
394C26 |
FC 12 03 01 ;if variable $03, bit 01 clear
EF 58 ;1 spell: Water Blast
E7 00 03 01 ;set variable $03, bit 01
FE ;wait 1 turn, recheck ifs from start
FC 0D 02 03 ;if variable $02 is greater than/equal to 3
FC 11 00 01 ;if variable $00, bit 01 set
E7 01 00 01 ;clear variable $00, bit 01
E8 02 ;zero out variable $02
E7 01 03 01 ;clear variable $03, bit 01
E5 17 ;battle scene: Yaridovich mirage is destroyed
EA 00 00 14 ;target is removed from battle: monster 2
FE ;wait 1 turn, recheck ifs from start
FC 11 00 01 ;if variable $00, bit 01 set
E0 01 50 1F ;3 attacks: attack/Pierce/orb shot
FE ;wait 1 turn, recheck ifs from start
FC 0C 01 02 ;if variable $01 is less than 2
F0 45 47 58 ;3 spells: Flame Stone/Willy Wisp/Water Blast
E6 00 01 ;increment variable $01
FE ;wait 1 turn, recheck ifs from start
E8 01 ;zero out variable $01
E7 00 00 01 ;set variable $00, bit 01
E3 85 ;battle dialogue: "Mirage attack!"
E5 16 ;battle scene: Yaridovich splits into mirage
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
FC 10 00 1C ;if target is alive: all allies, excluding self
E5 17 ;battle scene: Yaridovich mirage is destroyed
EA 00 00 14 ;target is removed from battle: monster 2
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 07 00 00 ;if HP is below: 0
F1 03 ;execute special animation sequence
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Yaridovich (mirage) |
[BC] |
394C8B |
ED 07 ;generate random number between 0 and 7
FC 0C 05 02 ;if generated number is less than 2
F0 56 52 43 ;3 spells: Meteor Blast/Static E!/Bolt
E6 00 02 ;increment variable $02
E8 05 ;zero out RNG variable
FE ;wait 1 turn, recheck ifs from start
01 ;1 attack: attack
E6 00 02 ;increment variable $02
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E8 02 ;zero out variable $02
E5 17 ;battle scene: Yaridovich mirage is destroyed
E7 01 00 01 ;clear variable $00, bit 01
E7 01 03 01 ;clear variable $03, bit 01
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Zeostar |
[B2] |
393618 |
E0 02 02 30 ;3 attacks: attack/attack/Viro Plasm
FF ;end common commands, start counter commands
FC 01 02 02 ;if monster has been attacked by command: Attack/Attack
E2 1F ;targetting: random ally, or self
EF 4F ;1 spell: Recover
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FF ;end all |
Zombone |
[DB] |
39496A |
FC 12 04 01 ;if variable $04, bit 01 clear
E7 00 04 01 ;set variable $04, bit 01
EF 5C ;1 spell: Boulder
FE ;wait 1 turn, recheck ifs from start
E8 05 ;zero out RNG variable
ED 07 ;generate random number between 0 and 7
FC 0C 05 04 ;if generated number is less than 4
F0 4A 4B 5C ;3 spells: Blast/Storm/Boulder
FE ;wait 1 turn, recheck ifs from start
E0 01 01 41 ;3 attacks: attack/attack/Scream
FF ;end common commands, start counter commands
FC 07 00 00 ;if HP is below: 0
E5 2D ;battle scene: Zombone dies
EA 00 00 1B ;target is removed from battle: self
FE ;wait 1 turn, recheck ifs from start
FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water
E2 1B ;targetting: self
00 ;1 attack: attack
E2 25 ;targetting: random opponent
FE ;wait 1 turn, recheck ifs from start
FC 05 00 00 ;if monster has been attacked
E0 01 FB FB ;3 attacks: attack/nothing/nothing
FE ;wait 1 turn, recheck ifs from start
FF ;end all |