User:1ccsDontMatter/notes
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