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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by AJ 187
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AJ 187

Micro-Goomba
Level: 7

Posts: 1/15
EXP: 1369
For next: 79

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 05-01-04 03:17 AM, in Super Dodge Ball CulT Link
I've started a site about hacking Super Dodge Ball. It has a few things that I haven't seen discovered at all, namely Character Positions, Versus Mode Team order/color, and the World Cup Mode Team and Stage orders.

http://phasedisruptor.ath.cx/sdb/
(and yeah, EmuCult and Sonic CulT inspired the name of the site.)

Oh, and the real reason I'm posting this is not for advertising, but to hopefully find people interested in hacking Super Dodge Ball so that the stats and super shot values can be found.


(edited by AJ 187 on 04-30-04 06:18 PM)
(edited by AJ 187 on 04-30-04 09:49 PM)
AJ 187

Micro-Goomba
Level: 7

Posts: 2/15
EXP: 1369
For next: 79

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 05-01-04 06:03 AM, in Super Dodge Ball CulT Link
Oh, and I made a patch to have the Japanese team order in the US version of Super Dodge Ball (World Cup Mode or whatever only, too lazy to edit the VS Mode stuff)... It's right here.
AJ 187

Micro-Goomba
Level: 7

Posts: 3/15
EXP: 1369
For next: 79

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 05-12-04 10:00 AM, in Super Dodge Ball CulT Link
I haven't forgotten about the site; I've actually been re-designing it.
http://phasedisruptor.ath.cx/sdb/

Not everything has been transferred over yet, but there was a new section added to hacking (Misc.). I'm going to get rid of the boards because nobody used them.

Tomorrow, I'll edit this post with information on something we've been looking for for a long time. The only problem is that I need someone to figure it out, because I don't exactly know how it works.


(edited by AJ 187 on 05-12-04 01:01 AM)
(edited by AJ 187 on 05-15-04 12:56 AM)
AJ 187

Micro-Goomba
Level: 7

Posts: 4/15
EXP: 1369
For next: 79

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 05-12-04 05:38 PM, in Super Dodge Ball CulT Link
[okay, so I won't edit the post; I'll make a new reply]

Anyways, directly from my hacking notes (keep in mind this is for the US rom with iNES header):

"6936 to 6a61
super shots, I don't know HOW they work at all.

"valid" values are 00-15. 70 makes game glitch up and go to renaming screen."

I've been poking this section with a corrupter for a while now, but I just don't understand how it works exactly. If anyone has any ideas, then shoot 'em off at me.
AJ 187

Micro-Goomba
Level: 7

Posts: 5/15
EXP: 1369
For next: 79

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 05-12-04 07:27 PM, in acmlmboard compatability with php5 Link
Originally posted by Vystrix Nexoth
make sure register_globals is turned on...acmlmboard requires it to be on.


*smacks forehead*

so that's why it wouldn't work when I tried it on my server!

*AJ 187 hates scripts that require register_globals to be on... Such a damn security risk.

(and if you're gonna yell at me for that: http://www.php.net/release_4_1_0.php)
AJ 187

Micro-Goomba
Level: 7

Posts: 6/15
EXP: 1369
For next: 79

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 05-15-04 09:55 AM, in Super Dodge Ball CulT Link
Check the site, because I apparently can't put multiple replies to my own god damn thread


(edited by AJ 187 on 05-15-04 12:55 AM)
(edited by AJ 187 on 05-15-04 10:37 PM)
(edited by AJ 187 on 05-15-04 10:37 PM)
AJ 187

Micro-Goomba
Level: 7

Posts: 7/15
EXP: 1369
For next: 79

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 05-16-04 08:58 PM, in Super Dodge Ball CulT Link
Originally posted by Kawa-oneechan
AJ, you can't reply twice in a row. Now would be an excellent time to reply and include the info you put on your site.


As I learned the hard way TWICE, yes.
Thank you for replying.

New location for super shot values: 5416 to 5441 (in hex, with iNES header)
The values here are much simpler to deal with than the other values I posted.
However, I still don't get how it works, because when I change single values, it does nothing. It only changes shots when I corrupt a range. Crazy Technos Japan.

And something I found last night that's been bothering me.

Look at the upper left hand corner. (In the US version, this space was replaced with India, China, and USSR's flags) I have no idea how to get that truck (is it a truck? I have no idea) to show up. I've tried holding the microphone button on the pre-match screen (where either the airplane or the players run through), the main menu, the Bean Ball menus, the Versus menu... nothing.
AJ 187

Micro-Goomba
Level: 7

Posts: 9/15
EXP: 1369
For next: 79

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 06-01-04 03:51 AM, in Super Dodge Ball CulT Link
"(and yeah, EmuCult and Sonic CulT inspired the name of the site.)"

So basically, it's a capital T because of those two sites.

edit:
my server is down right now, and I've set up a temporary page here. I've started working on the PC Engine version of the game, and my preliminary hacking notes and a table file are avilable. (Yes, I've already started translating a small bit of the game.)

[yes, I had this post here before, but I wanted to bump the thread, and this is basically the only way I can do it here.]
AJ 187

Micro-Goomba
Level: 7

Posts: 10/15
EXP: 1369
For next: 79

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 12-19-04 09:11 AM, in FCEUXD W00t. Link
HH: Have you tried No$GMB yet? (Or would that fall under "buggy"?)
AJ 187

Micro-Goomba
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Posts: 11/15
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For next: 79

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 12-27-04 09:40 AM, in FCEUXD Release Link
Personally, I'd LOVE to have keyboard accelerators for the Hex Editor (i.e. Control+S for Save, Control+F for Find, F3 for Find Next, and so on) if possible.

Other than that, this is the best damn game hacking tool I've ever used. Kudos to everyone involved!
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
Posted on 12-30-04 05:07 AM, in Super Dodge Ball... again Link
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.
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, in Super Dodge Ball... again Link
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.
AJ 187

Micro-Goomba
Level: 7

Posts: 14/15
EXP: 1369
For next: 79

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 01-11-05 10:26 PM, in Working on new rom hack Link
Originally posted by PSlugworth
Little Nemo is one of my favorite games and I've never seen anyone hack that.

Christ, maybe I'll hack it...


Sometimes, that's what you have to do. That's why I got started on Super Dodge Ball. Nobody touched it, and I figure that at least SOMETHING would have been done about it since there are an abnormally high number of Kunio fans.

Originally posted by Heian-794
Why don't you looking-for-ideas guys try hacking some sports games? Nobody works on those at all.


Well, I'm hacking Super Dodge Ball, if that counts. After that, I'll be moving on to BaseWars, a little known robot baseball game by Konami.
AJ 187

Micro-Goomba
Level: 7

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

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 05-09-05 04:58 AM, in When you lose inspiration to hack... Link
I still haven't gotten it back. Havent touched a hex editor or tile editor in months. :\

Worse yet, I'm losing interest in the other non-rom hacking projects I'm working on.
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