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Game Resources / SNES / Brandish


A jump is nearly twice as fast as walking, if it carries you two tiles ahead. Turning takes several frames to complete, so although jumps are faster than walking, if you need to turn twice to get one extra jump, you are overall slower.

Jumping has other oddities, of the sort that, after the game determines you are moving two tiles ahead, nothing stops you from landing two tiles ahead, other than an interrupting animation (warp tile between you and destination, specifically those that triggers the warp animation). Useful for bypassing monsters in difficult terrain, or jumping on the training poles in Ruins Area 5.

It is also possible to jump inside of a closed door in Ruins Area 7, due to the warp tiles there not triggering a warp animation. No other strange behavior observed -- Walls still block you, and you can simply walk to an open tile.

Standing over a gap

Fall into a pit. Attempt to jump out as you do. If you die from the pit, a Ring of Life will be consumed, but you will be floating over the pit. This trick requires you to die, and thus consume a Ring of Life.

It is useful for opening a door (such as those on Fortress 4F) or other actions that require you to be outside of a pit. The number of places discovered where this is useful is few.

EXP allocation

Every monster has a specific level. Hitting with a physical attack adds to Arm Strength EXP per hit, hitting with a magical attack adds to Knowledge per hit, and defeating the monster adds to level. The difference of the monster's level and the affected stat is the amount of EXP awarded; If this would be zero or negative, you instead get one EXP.

Rather than give the EXP immediately, this EXP is allocated one point per one or two frames, depending on current action. This means that, when against an enemy with high EXP value for the stat, it is possible to have many levels worth of EXP that hasn't yet improved the stat. As the stat is still low, continuing to gain EXP for it will award you the faster rate of a low stat.

Message box

While text is still being drawn in the box, Varik can't act. The text box can be instantly finished if you press a direction with the control pad. Left or right buttons are recommended to speed up text.

Memory Addresses

7E014C 2u Frame Count
7E01D7 2u Frame Count (alt)
7E021F 2x Main RNG
7E0221 2x Scratch RNG address
7E057F 1u Varik's Y tile pos
7E0580 1u Varik's X tile pos
7E0589 1u Varik's HP
7E058A 1u Varik's HP max
7E058B 1u Varik's MP
7E058C 1u Varik's MP max
7E058D 1u Varik's Luck
7E058E 1u Varik's Luck max
7E058F 1u Varik's Arm Strength
7E0590 1u Varik's Arm Strength EXP
7E0591 1u Varik's Knowledge
7E0592 1u Varik's Knowledge EXP
7E0593 1u Varik's Magic Endurance
7E0594 1u Varik's Magic Endurance EXP
7E0595 1u Varik's Level
7E0596 1u Varik's Level EXP
7E1D89 2u Arm Strength EXP to allocate
7E1D8B 2u Knowledge EXP to allocate
7E1D8D 2u Magic Endurance EXP to allocate
7E1D8F 2u Level EXP to allocate
7E1D97 2u MP recovery timer
7E1D99 2u Luck timer
7E1D9B 2s Luck adjustment
7E1DFD 2u Clock:Hours
7E1DFF 2u Clock:Minutes
7E1E01 2u Clock:Seconds
7E1E03 2u Clock:Frames
7E1E05 4u Step counter
7E42EC 1x Something about animation. Useful to watch when moving
7E43C2 4u Gold on hand
7EDE36 1u Invisibility timer

Many objects, notably monsters, begin at address 7E03C7. Each object is 94 bytes in size. Varik's barrier spell takes the first slot, Varik's projectiles take the next three slots, then Varik himself takes the slot after that. Monsters take up the following 31 slots. There is room for monster projectiles, but this hasn't been measured at this time.

7E03C7 Object size: 94 . Count: ?
Offset 0x20 2u Pixel position, relative to camera's left edge
Offset 0x24 2u Pixel position, relative to camera's top edge
Offset 0x26 2u Tile distance from left map edge, relative to cam facing
Offset 0x2A 2u Tile distance from forward map edge, relative to cam facing
Offset 0x40 1u Y tile position, absolute
Offset 0x41 1u X tile position, absolute
Offset 0x4A 1u HP
Offset 0x4B 1u HP max
Offset 0x4C 1u MP
Offset 0x4D 1u MP max
Offset 0x4E 1u Luck
Offset 0x4F 1u Luck max
Offset 0x50 1u Arm Strength
Offset 0x51 1u Arm Strength EXP
Offset 0x52 1u Knowledge
Offset 0x53 1u Knowledge EXP
Offset 0x54 1u Magic Endurance
Offset 0x55 1u Magic Endurance EXP
Offset 0x56 1u Level
Offset 0x57 1u Level EXP
Offset 0x5A 1u Defense

See also

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GameResources/SNES/Brandish last edited by FatRatKnight on 2013-06-03 16:55:44
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