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Yu-Gi-Oh! Duel Monsters 4: Kaiba Deck/Tutorials: Difference between revisions

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These card_ids are 2 bytes long, and are stored in wC8F6, wC8F8, and wC8FA.<br>
These card_ids are 2 bytes long, and are stored in wC8F6, wC8F8, and wC8FA.<br>
You can display these card_id names in your textboxes using the special character codes (in DM3, these are 0xB5 to 0xB8, but it might be different in DM4, I will check).<br>
You can display these card_id names in your textboxes using the special character codes (in DM3, these are 0xB5 to 0xB8, but it might be different in DM4, I will check).<br>
There is also a Sound Effect ID associated to the textbox, which you can change (''I will document that, it works the same as in Dark Duel Stories'')
There is also a Sound Effect ID associated to the textbox, which you can change (''I will document it, it works the same as in Dark Duel Stories'')


{{Internal Data|game=Yu-Gi-Oh! Duel Monsters 4: Kaiba Deck}}
{{Internal Data|game=Yu-Gi-Oh! Duel Monsters 4: Kaiba Deck}}

Revision as of 00:58, 24 October 2023

Chip tiny.png The following article is a Tutorial for Yu-Gi-Oh! Duel Monsters 4: Kaiba Deck.

Create new Magic/Trap/Ritual Effects

In progress
You can either:

(To be continued)

Notable Breakpoints for Magic/Trap/Ritual Effects

0:199D - Update card column and row
0:19A8 - Retrieve card column and row
0:19B3 - 00s card_id and set card_status to 0x10 in current_card_zone
0:19C8 - Copy current_card_id and current_card_status in [bc]
0:19E0 - Update current_card_id and current_card_status
0:1A03 - Retrieves card zone pointer
0:1A3F - Checks if bc ≠ 0
3:412C - Field change (in order: Arena, Forest, Wasteland, Mountain, Sogen, Umi, Yami)
3:4528 - Draw a card
3:4EF5 - Check if current_card_id is non-zero
3:51D2 - Check highest ATK enemy Monster; a bit glitched, needs fixing
3:5FB0 - Removes card
3:6215 - Summon Monster card from hand

(In progress)

Text boxes in battle - Magic/Trap/Ritual

Usually you'll be outside of Bank 06, since you'll be mostly calling these for card effects and lingering effects such as Swords of Revealing Light.
So do a rst 08 to Bank 06, grabbing the pointer at 6:400B, with the textbox ID in accumulator as the parameter.

3E 13            ld   a,13        ;0x13 is Stop Defense textbox
CF               rst  08
=> 0B 06                          ;Display text box

The parameter you send in accumulator is also used to retrieve up to 3 card_ids stored in three arrays at 6:41F3, used by display_textbox_func at 6:41B4.
These card_ids are 2 bytes long, and are stored in wC8F6, wC8F8, and wC8FA.
You can display these card_id names in your textboxes using the special character codes (in DM3, these are 0xB5 to 0xB8, but it might be different in DM4, I will check).
There is also a Sound Effect ID associated to the textbox, which you can change (I will document it, it works the same as in Dark Duel Stories)