KSS:Battle Windows: Difference between revisions
No edit summary |
|||
Line 1: | Line 1: | ||
{{DISPLAYTITLE:Battle Windows}} | {{DISPLAYTITLE:Battle Windows}} | ||
[[Category:KSS_Bosses]][[Category:KSS_RNG]] | [[Category:KSS_Bosses]][[Category:KSS_RNG]] | ||
=Great Cave Offensive= | |||
==Any%== | |||
==100%== | |||
=Milky Way Wishes= | |||
==Any%== | |||
==100%== | |||
=The Arena= | |||
=Random Number Generation= | =Random Number Generation= |
Revision as of 04:41, 17 June 2023
Great Cave Offensive
Any%
100%
Milky Way Wishes
Any%
100%
The Arena
Random Number Generation
Turn Order
During the first turn of each Battle Windows enemy, there is a 25% chance for Battle Windows to attack first. This is a notorious point of chance in the run where time can be lost if Battle Windows gets the first attack.
When Battle Windows attacks first, time loss can vary depending on the attack that is done. The worst possible luck is having an enemy shield on their first turn, which requires a whole additional turn to defeat it.
In specific circumstances, it is actually beneficial to have Battle Windows to attack first, but this is typically only done in TAS. An example of this is using Suplex while fighting Red Dragon. By having Red Dragon attack first, Kirby can grab its scratch attack and defeat it in one turn.
Calculating the outcome for first turn attack uses one RNG number.
Slime and Magician:
- 64 < RNG < 127: Battle Windows attacks first
- Else: Kirby attacks first
Puppet and Dark Knight:
- 128 < RNG < 191: Battle Windows attacks first
- Else: Kirby attacks first
Red Dragon:
- 192 < RNG < 255: Battle Windows attacks first
- Else: Kirby attacks first
Attacks
Attack choice advances one RNG number.
Every Battle Windows enemy has two attack pools to choose from, which is based on if RAM value 179C is an even or odd number. This number changes between 0 and 1 after each time Battle Windows attacks, first starting on 0.
- This RAM value will not change on Battle Window's first attack (whether that be first turn or not).
- This RAM value seems to change, but freezing this value does not seem to alter the attack pool. More research is required.
Slime
- The only move that deals damage is Star Shot. The rest of Slime's moves do nothing.
- Slime only attacks every two turns.
RNG | Attack Pool 1 | Attack Pool 2 |
---|---|---|
0 - 25 | Stars | Call for help |
26 - 51 | Sleep | |
52 - 76 | Stars | Call for help |
77 - 102 | Tries to escape | |
103 - 127 | Stars | Sleep |
128 - 153 | Call for help | |
154 - 179 | Stars | Call for help |
180 - 204 | Stars | Sleep |
205 - 230 | Surprised | |
231 - 255 | Stars | Sleep |
Puppet
Magician
Dark Knight
Red Dragon
Attack Messages
Ability Appearance
When it is Kirby's turn to attack, abilities have a chance of appearing on each side of the screen. Several random numbers are used during this process. This calculation is different from power calculation in The Arena rest area.
If an ability does not appear, RNG advances by 1, while if an ability does appear, RNG advances by 3. RNG can advance at least 2 times or at most 6 times when calculating powers (unless under a specific circumstance, see notes below).
- 1.) Determine if a power will appear on the right side:
- 64 < RNG < 127: Power appears
- Else: Does not appear (Skip steps 2 and 3)
- 2.) Determine which pool to choose from:
- 0 < RNG < 63: Pool 1 (Sprite number 90)
- 64 < RNG < 127: Pool 2 (Sprite number 91)
- 128 < RNG < 191: Pool 1 (Sprite number 90)
- 192 < RNG < 255: Pool 2 (Sprite number 91)
- 3.) Choose a power from the pool chosen:
RNG | Ability Pool 1 | Ability Pool 2 |
---|---|---|
0 - 21 | Fighter | Stone |
22 - 42 | Plasma | Cutter |
43 - 63 | Hammer | Wheel |
64 - 85 | Beam | Jet |
86 - 106 | Bomb | Ice |
107 - 127 | Sword | Parasol |
128 - 148 | Hammer | Fire |
149 - 170 | Bomb | Suplex |
171 - 191 | Plasma | Ninja |
192 - 213 | Sword | Yo-yo |
214 - 233 | Beam | Mirror |
234 - 255 | Fighter | Wing |
- 4.) Determine if a power will appear on the left side:
- 128 < RNG < 191: Power appears
- Else: Does not appear (Skip steps 5 and 6)
- 5.) Same as step 2
- 6.) Same as step 3
Notes:
- If no abilities appear for 3 consecutive turns, abilities will appear from both sides on the next turn (steps 1 and 4 are skipped). This is tracked in CARTRAM value 17A6.
- In the rare circumstance that abilities appear on both sides, and both sides contain the same ability, step 4 will be repeated again after step 6. This will continue to repeat until either both abilities are different, or the left side ability does not appear.
RAM Values
All currently known RAM values associated with Battle Windows.
Domain | Address | Description | Procedure | Function |
---|---|---|---|---|
CARTRAM | 1790 | Idle Timer | Starts at 104, then loops to 255 for a total of 360 frames. Counts down once every frame. | Kirby's turn is up when this value reaches 0. |
CARTRAM | 1791 | Attack state? | Changes based on Battle Windows attack. Needs more research. | |
CARTRAM | 179C | Even or Odd Turn | Value switches between 0 and 1 after each turn. | Alters which attacks are used in each RNG range. However, freezing this value doesn't seem to do anything. More research required. |
CARTRAM | 1838 | Timer (after attack) | Value stays at 255 until Kirby attacks Battle Windows at least once. After first Battle Windows hit, counts down from 90 once every frame. | Kirby's turn is up when this value reaches 0. |
CARTRAM | 1888 | Timer for text scroll | Needs more research | |
More to come... |