Yup, I'm still around. Been distracted lately with girls and work. Hacking is boring stuff, too.
I went back to studying the boss coding in CV3. Messing around with a couple RAM offsets, I was able to understand a little better how the programmer assigned to the bosses handled things; it's a vastly different style from the normal enemies' programming. Anyway, while analyzing the Skull Knight (the first boss of CV3) code, I noticed an interesting line checking the controller state, specifically the attack key. Decades of gaming experience told me that could only be one thing -- a blocking algorithm. So I tested it. Sure enough, the Skull Knight can block. I probably saw it happening but was just too busy trying to kill him to notice. Anyway, it's pretty easy to force him to do it:
- You must be standing at the same height as (or less than 8 pixels from) his feet
- You must be closer than 80 pixels
- You must be farther than 48 pixels
- You must either press or hold the attack button
- He must be walking toward you, it won't work if you're behind him
- He must be between animations (walking is 4 frames long)
Also, his damage value changes in the Catacombs stage while blocking, I guess. Or maybe it's how CV3 handled immunity, I'm not sure on that yet.
It's pretty useless trivia though, considering if you try to make him block, he will attack you and typically you are close enough to get hit by his sword or nailed by one of his bones (in the Catacombs).