User:1ccsDontMatter/notes

= Data = Data taken from stage 1 and air circus (rates are different on different stages)

Damage research
Gain fullpower normal shot: 1 damage Gain fullpower forward shot: 2 damage Gain spinbump: 3 damage

Base acceleration

 * Borrnam - 2, 4 booster
 * Miyamoto - 6, 6 booster
 * HJ - 3, 5 booster
 * Nirvana - 8, 8 booster
 * KL - 5, 6 booster
 * Gain - 4, 6 booster
 * Chitta - 7, 8 booster
 * Bulgin - 1, 4 booster

Boost activation

 * Borrnam - 0x3c
 * Nirvana - 0x46
 * Miyamoto - 0x50
 * Gain - 0x5A
 * Chitta - 0x64
 * HJ - 0x6E
 * KL - 0x78
 * Bulgin - 0x97

Back brake

 * Borrnam - -8 per frame
 * Miyamoto - -4
 * HJ - -7
 * Nirvana - -2
 * KL - -6
 * Gain - -5
 * Chitta - -1
 * Bulgin - -3

Wall brake

 * Borrnam - -6 per frame
 * Miyamoto - -7
 * HJ - -4
 * Nirvana - -8
 * KL - -5
 * Gain - -2
 * Chitta - 3
 * Bulgin - -1

Movement speed

 * Borrnam - 0xE
 * Miyamoto - 0x14
 * HJ - 0x11
 * Nirvana - 0x15
 * KL - 0x13
 * Gain - 0x12
 * Chitta - 0x10
 * Bulgin - 0xF

Frailty (negative weight)

 * Bulgin - 0x5
 * HJ - 0x06
 * KL - 0x7
 * Gain - 0x8
 * Miyamoto - 0x9
 * Borrnam - 0xA
 * Chitta - 0xB
 * Nirvana - 0x0C

= Memory addresses =

RAM
10056E - 16 - per frame score accumulator (dumped every frame into a player's score)

10058c - 16 - temp rank

10058E - 16 - base rank

1006C7 - 16 - enemy HP (array slot 1?)

1006C7 - 16 - current level selection and state

1012ee - 16 - charge count to activate booster (player holding down shot button)

1012f0 - 16 - amount needed to activate booster

101324 - 8 - p1 ship movement speed

101325 - 8 - p1 ship frailty

1016AA - obj- base of enemy racer obj (slot 1?)

1016AA - 16 - relative offset (from somewhere) to enemy racer script. 2A9A = chitta, 2BBA = miyamoto

102c4a - obj- base of data object

102c5c - 16 - current position of background layer / level position

102c8e - 16 - current maximum speed limit of scrolling

102c88 - 32 - current logical position in level (goal line progress)

102c90 - 16 - current minimum possible speed of screen scroll

102dcd - 16 - current rate of change (used for passing to scroll speed modifier function)

ROM
71890 - 16 - Nirvana booster time (0x46)

71892 - 16 - Nirvana booster speed (8)

Program
001C46 - function that converts and displays bcd onto the screen

005A08 - the code that doubles pre-bcd score value

007af6 - somewhere in player init function - sets booster time for p1 (1012ee)

009694 - sets argument for function (booster boost amount)

011634 - calls racer speed update?

018830 -

018890 - writes to current player scroll speed during booster use

= Mechanics =

Score doubling
Enemy point values, data entry'd as if they were decimals (actually hexadecimal) -> double (still hex) -> convert to BCD by adding each byte with BCD arithmetic (68k abcd instruction) -> display as decimal on screen.

200pt -> 0x200 -> double -> 0x400 -> convert to BCD -> 400

300pt -> 0x300 -> double -> 0x600 -> convert to BCD -> 600

400pt -> 0x400 -> double -> 0x800 -> convert to BCD -> 800

500pt -> 0x500 -> double -> 0xA00 -> convert to BCD -> 1000

600pt -> 0x600 -> double -> 0xC00 -> convert to BCD -> 1200

700pt -> 0x700 -> double -> 0xE00 -> convert to BCD -> 1400

800pt -> 0x800 -> double -> 0x1000 -> convert to BCD -> 1000

900pt -> 0x900 -> double -> 0x1200 -> convert to BCD -> 1200

950pt -> 0x950 -> double -> 0x12A0 -> convert to BCD -> 1300

(the game doesn't have any enemies around base score 0xA00 - 0xF00)

1000pt -> 0x1000 -> double -> 0x2000 -> convert to BCD -> 2000

Kingdom Grandprix, the game where 950 X 2 points is less than 700 X 2 points.

easy dip
s1: 8-4, 1

s2: 8-4, 2

s3: B-4, 4

s4: 8-4, 6

normal dip
s1: 8-4, 4

s4: A

s5: C

S6: E, E

Yashiki: 0x10, 0x10

S7: 0x14, 0x14 S6: 0x16, 0x16

hard dip
s1: 8-4, 8

S7: 0x18, 0x18

very hard dip
s1:0x14-0x10, 0x10

s2:0x18-0x12, 0x12

s3:0x1A-0x18, 0x14

s5: 0x16

S7: 0x20, 0x20

easy dip
s1: 5, 1

s2: 5, 3

normal dip
s1: 0xE, 8

s2: 0xB, 0xB

s5: 0x19, 0x14

s6: 0x2B 0x17

Yashiki: 0x1A

s7: 0x20

s9: 0x26

hard dip
s1: 0x10, 0x10

stuff

 * starting bomb
 * win from stage hazards
 * manual rival knockbacks
 * enemy scroll despawning
 * subweapon dragging for more damage
 * losing on purpose
 * rank breakpoints
 * collecting all powerups

score

 * spins
 * diagonal edge spins
 * spinbomb glitch
 * wall spins
 * upper wall & enemy brake taps
 * strato sphere infinite spawn
 * speedkill bosses for extra enemies

avoid

 * spinglitch deactivate
 * enemies despawning before awarding points
 * (score) enemies dying to environmental damage