JEFF SPY-WITH-TEXT-STRING PROJECT --------------------------------- Objective: To have Jeff's PSI include a text message based on a table of text pointers (specific pointer chosen by enemy number) - in other words, to mimic the behaviour of EB0's Check. Current Results: Complete. At D5/7BB8, change: [70 87 C2] --> [00 03 F0] This will cause Spy to use code at F0/0300 instead of the default - the new code. At F0/0300, write this new code: 22 70 87 C2 = JSL $C28770 Do the original Spy effect. 22 B1 38 C4 = JSL $C438B1 Print a newline. C2 31 = REP #$31 Now for the new effect... 0B = PHD 7B = TDC 69 EA FF = ADC #$FFEA 5B = TCD A9 00 04 = LDA #$0400 F0/0400 = Root of the pointer table. 85 06 = STA $06 A9 F0 00 = LDA #$00F0 85 08 = STA $08 AE 72 A9 = LDX $A972 BD 00 00 = LDA $0000,X Retrieve the enemy number. 0A = ASL 0A = ASL 65 06 = ADC $06 85 06 = STA $06 $06+08: Text pointer location (ex. F00400, F00404...) A7 06 = LDA [$06] 85 0E = STA $0E $0E = Low half of the actual text pointer. E6 06 = INC $06 E6 06 = INC $06 A7 06 = LDA [$06] 85 10 = STA $10 $10 = High half of the actual text pointer. 22 B1 86 C1 = JSR $C186B1 Display the text. 2B = PLD 6B = RTL At F0/0400, supply four-byte text pointers to the desired texts for each enemy. For a standard game of EarthBound, there will be 0xE7 (231) such pointers. .