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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 EXP: 1369 For next: 79 Since: 04-26-04 From: Chicago Since last post: 177 days Last activity: 2 hours |
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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. |
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bbitmaster Koopa Level: 18 Posts: 55/103 EXP: 25264 For next: 4633 Since: 03-28-04 From: Knoxville, tTN Since last post: 12 days Last activity: 7 days |
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Originally posted by AJ 187 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) |
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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 |
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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. |
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Sushi D Newcomer Level: 3 Posts: 1/2 EXP: 49 For next: 79 Since: 12-30-04 Since last post: 243 days Last activity: 242 days |
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just plain awesome. great job. |
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