Difference between revisions of "User:1ccsDontMatter/notes"
(20 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
= Data = | = Data = | ||
Data taken from stage 1 and air circus (rates are different on different stages) | 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 == | == Base acceleration == | ||
* Borrnam - 2, 4 booster | * Borrnam - 2, 4 booster | ||
Line 60: | Line 66: | ||
==RAM== | ==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 - enemy HP (array slot 1?) | ||
+ | |||
+ | 1006C7 - 16 - current level selection and state | ||
1012ee - 16 - charge count to activate booster (player holding down shot button) | 1012ee - 16 - charge count to activate booster (player holding down shot button) | ||
Line 69: | Line 83: | ||
101325 - 8 - p1 ship frailty | 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 | 102c4a - obj- base of data object | ||
Line 78: | Line 96: | ||
102c88 - 32 - current logical position in level (goal line progress) | 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) | 102dcd - 16 - current rate of change (used for passing to scroll speed modifier function) | ||
Line 89: | Line 107: | ||
==Program== | ==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) | 007af6 - somewhere in player init function - sets booster time for p1 (1012ee) | ||
Line 99: | Line 120: | ||
018890 - writes to current player scroll speed during booster use | 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. | ||
+ | |||
+ | == Rank data == | ||
+ | ===KGP=== | ||
+ | ====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 | ||
+ | |||
+ | ===SMD=== | ||
+ | ====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 | ||
+ | |||
+ | ==todo== | ||
+ | ===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 |
Latest revision as of 04:13, 14 July 2020
Contents
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.
Rank data
KGP
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
SMD
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
todo
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