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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Super Dodge Ball... again | |
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AJ 187

Micro-Goomba
Level: 7

Posts: 12/15
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For next: 79

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 12-30-04 05:07 AM Link | Quote
Well, I had a thread about Super Dodge Ball hacking a few months back, but I didn't want to bump it.

Hopefully the administration won't mind. On to the post!


In the past few months, I've been on and off with Super Dodge Ball. However, these last few days I've spent hacking have really been eventful, thanks to the release of FCEUXD.

This post will include all of the hacking notes for anyone who hasn't seen them before.
Some will be linked directly from my site, Super Dodge Ball CulT, which hasn't been updated in ages. :|

Hacking Energy
These values were known long before I even made a guide on them. I forgot who found them though. In any case, my compiled notes on Energy Hacking are linked.

Character Position, as badly explained as it was before.
My internal document has basically the same explanation, so... :s

Team Orders, one of the things that makes the US and Japanese versions different.
For the most part, this works well. It's when you try to put teams in Iceland and Kenya's positions that things go haywire.
Well, not really haywire. More like the ground values stay the same.
If you try to imitate the Japanese game's order in the US ROM, you'll find that the USSR has Kenya's rough ground. I still have not figured out how this works.

Misc. Hacks
This includes the Music and Team Palettes.

Everything below this line of text hasn't been "released" to the public to the best of my knowledge. I am a slacker, yes. To be honest, I should've released this data months ago, but life has been catching up with me.

Notice: Everything I say in this thread assumes the following:
* You are using the US Super Dodge Ball ROM in iNES format.
* Every value I say is hexidecimal unless noted otherwise.
* You'll ask questions if you don't understand what I'm saying.
Seriously, I won't mind answering questions. I'm not a hacker god though, so don't ask me if I can magically ASM hack in a new type of Super Shot or something like that.
Also, I am not competent enough to write an editor (yet). I'm currently TRYING to write one in Python (yes, with a GUI), but it's not coming along too well.

Positions 11066 to 11077
This defines the Versus Mode Team Select screen.

Two sets of values are in this range:
00 01 02 03 04 05 07 06 08 - Team Order
00 01 02 03 04 05 08 07 06 - Palette Order

Both of these have different values, which are mostly the same.

Teams
-----
00 = Team USA
01 = Pro All-Stars
02 = England
03 = India
04 = Iceland
05 = China
06 = Japan
07 = Kenya
08 = USSR

Palette
-------
00 = Team USA
01 = Pro All-Stars
02 = England
03 = India
04 = Iceland
05 = China
06 = USSR
07 = Japan
08 = Kenya
0F = Shadow Team, apparently.

Positions 1F22B to 1F232
This is what I had previously called "partial team order".
It can be more accurately described as "Stats Order".

One set of values in this range:
01 02 03 04 05 07 06 08

01 = Pro All-Stars
02 = England
03 = India
04 = Iceland
05 = China
07 = Kenya
06 = Japan
08 = USSR

What changes with this? Names and Stats (this includes Super Shots as well).
In the preliminary version of Hyper Dodge Ball, I used this to switch around China and Japan. Therefore, the order in my hack looks like this:

01 02 03 04 06 07 05 08

As a result, China has Japan's stats and names and vice versa.
However, the artificial intelligence stays the same, apparently.
"Japan" still stupidly tries to do a running jumping pass as they reach the center line.

I am going to forego Stage Graphics, Stage Palette, and Dodgeball Palette for now.
If you want me to reply with the values, go ahead and ask.
Here's a summary of what each one would do:

Stage Graphics: Makes everything jumbled unless you also change some layout value which I haven't found.
Stage Palette: Allows you to change the palette used for a stage (this is not palette hacking per se, more like "load this palette").
Dodgeball Palette: Allows you to change the color of the Dodgeball, similar to Stage Palette.

Now, for things people have been asking for since the beginning of time, I guess.

STATISTICS
Not every value has been found yet. Bear with me though, as I've found half of them already.

Using the Manual and the ROM, I've made a value chart:
Hex - Decimal Values

00 - 3 and 4
01 - 5 and 6
02 - 7, 8, and 9
03 - 10 and 11
04 - 12, 13, and 14
05 - 15, 16
anything over 0x05 is as good as 0x00 if not BETTER. Which actually translates to "worse".

Positions D555 to D58A - Defense
Everything is sorted by head type.
(Note: this doesn't line up, but it should give you an idea to the order.)

A D C B F E
02 02 02 04 02 02 <- USA
02 01 02 04 02 02 <- All-Stars
00 00 01 02 00 00 <- England
04 04 04 05 04 04 <- India (SET THIS TO ALL 00 AND YOU WIN FOREVER)
02 02 02 04 02 02 <- Iceland
01 01 01 04 01 01 <- China
02 02 02 04 02 02 <- Japan
02 02 03 04 02 02 <- Kenya
03 03 03 04 03 03 <- USSR

As soon as I found this data, I made a video of India getting REAMED. HARD.
It's encoded with XviD and is 4.38MB. Right click and save as.

Positions 4915 to 494A - Agility

A D C B F E
02 04 02 02 02 02 <- USA
01 04 02 02 01 02 <- All Stars
00 03 01 01 00 01 <- England is slowest.
03 04 03 03 03 03 <- India
00 03 01 01 00 01 <- Iceland is slower.
03 04 03 03 03 03 <- China
00 03 02 01 00 01 <- Japan is slow.
03 05 04 04 03 04 <- Kenya has insane speed.
02 03 02 02 02 02 <- USSR is moderate.

Positions C71C to C751 - Ball Break

A D C B F E
02 02 02 02 02 04 <- USA
02 03 03 03 03 05 <- All Stars
00 01 01 01 01 02 <- England
03 03 03 03 03 04 <- India
00 01 01 01 01 03 <- Iceland
02 02 02 02 02 02 <- China
02 03 03 03 02 04 <- Japan
01 02 02 02 01 03 <- Kenya
02 02 02 02 02 03 <- USSR

The other values I tried to find... Not so good.
Probably due to the fact that I was staying up until like 3:30AM to find them.

In any case, you've come here for the Main Event, which is Super Shots.
However, I have bad news.

Positions 5416 to 5425
Super Shots.

Here's the values:
03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14

Before I give you the chart, I want to show you something:

$95C4:B9 06 94 LDA $9406,Y @ $940D = #$0A
[At this point, Y is #$07, from my understanding.]

That's right. ASM. The game controls super shots by ASM.
I haven't figured out how each character's shot is stored in the ROM, but I have a pretty good guess that it has to do with our friend Y up there.

With that said, here are the values:
These values just control which super shot is which, it does not allow you to remap a player's super shot.

Normal [Position relative to 03, as that's what the ASM code is based on]

03 [00] - big and small
04 [01] - Lightning
05 [02] - Spinning Coin
06 [03] - Uppercut (Jack has this)
07 [04] - The Pause (China's main guy)
08 [05] - One to Three [Air Shot]
09 [06] - Warp Shot (Helgi)
0A [07] - Blaster (Sam) THE SHOT
0B [08] - Compressor [Air Shot?]
0C [09] - Accelerator
0D [0A] - Boomerang
0E [0B] - Up and Down Zigzag [Air Shot]
0F [0C] - Sam's Air Shot
10 [0D] - Non-Super but Powerful
11 [0E] - 10 but MORE Powerful
12 [0F] - Sine Wave up and down
13 [10] - Sine Wave left and right
14 [11] - Slowest Shot Ever [Air Shot?]
15 [12] - Tornado/Sidewinder <- apparently unused in game.

So I guess this is a callout to those who are more skilled at ASM than I.

If someone wants to write a preliminary editor with this information, that would be awesome. Like I've said before, I've tried myself, but I'm just not 1338 (not typo) enough.

Also, if anyone is familliar with the Japanese version of the game, you might know that pressing Select on the Mode Select screen will bring up two customization screens, one for Nekketsu and one for Hanazono. If anyone has any possible idea on re-enabling this screen on the US version, let me know.
bbitmaster

Koopa
Level: 18

Posts: 55/103
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Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
Last activity: 7 days
Posted on 12-30-04 08:14 AM Link | Quote
Originally posted by AJ 187

Hacking Energy
These values were known long before I even made a guide on them. I forgot who found them though. In any case, my compiled notes on Energy Hacking are linked.



Just wanted to say, I believe I was the first to find the energy bytes. I found the $102e7 offset back in 2002, using nesten. I remember posting it to this very forum (and impressing everyone, because no-one else could find it).

I might attempt to find some other things in this game. It was one of my favorites.

edit: WOAH, I was browing archive.org out of boredom, and found it here:
http://web.archive.org/web/20041229201922/http://acmlm.overclocked.org/board/thread.php?id=16159&page=3


(edited by bbitmaster on 12-29-04 11:20 PM)
AJ 187

Micro-Goomba
Level: 7

Posts: 13/15
EXP: 1369
For next: 79

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 12-30-04 08:38 AM Link | Quote
I was looking for that thread last night but couldn't find it.

Also, the archive.org link doesn't seem to work for me.

If you could attempt to find stuff, that would be awesome, because this game has been relatively untouched otherwise.
Sushi D
Newcomer
Level: 3

Posts: 1/2
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Since: 12-30-04

Since last post: 243 days
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Posted on 12-30-04 09:03 AM Link | Quote
just plain awesome.

great job.
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