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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Looking for DKC2 game genie code | |
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Tanookirby

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Posted on 05-19-05 12:47 AM Link | Quote
Is it possible to make a Game Genie code that makes Dixie Kong go up with the helicopter spin instead of down in Donkey Kong Country 2? If so, will you tell me? Thanks.
Parasyte

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Posted on 05-19-05 03:55 AM Link | Quote
This does not seem possible to do within 5 Game Genie codes. (The maximum amount of REAL Game Genie codes allowed) It requires two things: Changing the "maximum vertical speed" when the helicopter move is used, and changing the routine which uses that number to accept negative speeds.

For example, here is that routine:
$B8/CE80 A6 64 LDX $64 [$7E:0064]
$B8/CE82 A4 66 LDY $66 [$7E:0066]
$B8/CE84 B9 08 00 LDA $0008,y[$7E:16E0] ;Get current 'gravity force'
$B8/CE87 18 CLC
$B8/CE88 75 24 ADC $24,x [$7E:0E64] ;Add to current falling speed
$B8/CE8A 30 08 BMI $08 [$CE94] ;Exit and store if negative (EG, rising)
$B8/CE8C D9 0A 00 CMP $000A,y[$7E:16E2] ;Compare with 'maximum fall speed'
$B8/CE8F 90 03 BCC $03 [$CE94] ;Exit and store if less (EG, not falling too fast)
$B8/CE91 B9 0A 00 LDA $000A,y[$7E:16E2] ;Load 'maximum fall speed'
$B8/CE94 95 24 STA $24,x [$7E:0E64] ;Store to current falling speed
$B8/CE96 60 RTS


The idea is that $7E:16E2 holds the amount that is concidered the maximum falling speed; you can never fall faster than this value. With normal jumps, this value is set to #$0800. With the helicopter spin, it is changed to #$0100 -- a much slower decent. The BMI instruction is needed because rising requires a negative number. The lower the number, the faster you rise, slowing down until it reaches zero (the peak of your jump) then slowly decending as the fall speed increases, up to the maximum fall speed.
Changing the maximum fall speed to a negative number (#$FF00, or so) would -- in theory -- make you rise. But due to the way the above code is written, this will not work. The routine just is not written to handle such an occurance. I think it would require far more than 5 bytes changed. Which is all that a Game Genie could handle.
Tanookirby

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Posted on 05-19-05 06:32 AM Link | Quote
I guess it might not work for a normal game genie, but what if you were playing it on ZSNES, where you can add more than five?
Parasyte

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Posted on 05-20-05 12:42 AM Link | Quote
May as well make an IPS patch. That whole routine will likely need to be moved to the end of the bank... that's 28 Game Genie codes, right there, including the 'maximum fall speed' patch. Plus whatever extra is require to actually impliment the hack... probably about 5 or 6 more codes.
I might work on a patch later today, if I find myself with nothing else to do.
Tanookirby

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Posted on 05-20-05 01:41 AM Link | Quote
Making a patch would have been my next suggestion anyway.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 05-20-05 04:17 AM Link | Quote
Maybe I'm not looking at this right, but if you changed the speed to #$FF00, wouldn't that be the same as subtracting #$0100? Example value #$1234 + #$0100 = #$1334; #$1234 + #$FF00 = #$11134, but since it's a 16-bit number, the highest digit is cut off and you end up with #$1134.
Tanookirby

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Posted on 05-22-05 04:41 AM Link | Quote
If you say so R2H2. All those numbers and symbols are confusing to me.
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