User:1ccsDontMatter/notes

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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