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Jul 23rd, 2014
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  1. Quick crashcourse on formatting:
  2. $## means the number "##" is in hexadecimal.
  3. @ prefix means this is an address. The number following maybe be suffixed with .b,.w, or .l, meaning it's a byte, 16bit word, or 32bit long integer.
  4. An address may be followed by [#] meaning there are # entities of the specified type located here.
  5. Rank numbers are specified in the most understandable way; an increase in rank (or positive value) makes the game harder, and decrease makes it easier. Do note that the actual rank value is stored in the opposite way; a decrease in the value makes the game harder. This is worth noting for the starting/minimum rank values.
  6.  
  7.  
  8. rank_start_base_mul: @$20F9CE.w
  9. This is depending on the button you hit to exit test mode, or the button held when the machine reboots.
  10. If the start button was held/hit, value is $100. Otherwise, $C0.
  11. This value is "sticky", in that it only needs to be done once, then the cabinet is locked to that value until next reboot.
  12.  
  13. difficulty_dip: @$20F9FA.b
  14. Picked based on Difficulty DIP switches. easy,normal,hard,veryhard = 0,1,2,3
  15. timer_dip: @$20F9FB.b
  16. Picked based on Timer Rank DIP switches. low,normal,high,highest = 0,1,2,3
  17.  
  18. course_x2: @$20E6A6.b
  19. Picked based on difficulty selection. training,normal,advanced,boss = 0,2,4,6
  20.  
  21. rank_start_tbl: @$C7E.w[4] $FF,$F8,$F0,$E0
  22. rank_start_mul_tbl: @$C86.w[4] $100,$100,$E0,$D0
  23. rank_timer_start_tbl: @$C8E.w[4] $00,$04,$10,$40
  24.  
  25. rank: @$20F9D0.l
  26. rank_frame: @$20F9D4.l
  27. rank_min: @$20F9D8.l
  28.  
  29. rank_min = rank_start_tbl[difficulty_dip] * rank_start_base_mul * rank_start_mul_tbl[course_x2/2]
  30. rank_frame = rank_timer_start_tbl[timer_dip]
  31.  
  32. Rank begins counting at the character select screen, and is set to rank_min at that point.
  33. Rank will never be "greater" than rank_min, and never "lower" than 0.
  34. Each frame, rank will be increased by rank_frame PLUS HOW MANY UNUSED CREDITS ARE IN THE MACHINE HOLY SHIT YAGAWA YOU GENIUS
  35. Upon continue, rank does not reset, but rank_frame DOES.
  36.  
  37. Difficulty | Easy | Normal | Hard | VeryHard|
  38. -----------|---------|---------|---------|---------|
  39. Training | $FF0000 | $F80000 | $F00000 | $E00000 |
  40. Non-Start| $BF4000 | $BA0000 | $B40000 | $A80000 |
  41. -----------|---------|---------|---------|---------|
  42. Normal | $FF0000 | $F80000 | $F00000 | $E00000 |
  43. Non-Start| $BF4000 | $BA0000 | $B40000 | $A80000 |
  44. -----------|---------|---------|---------|---------|
  45. Advanced | $DF2000 | $D90000 | $D20000 | $C40000 |
  46. Non-Start| $A75800 | $A2C000 | $9D8000 | $930000 |
  47. -----------|---------|---------|---------|---------|
  48. Boss Only | $CF3000 | $C98000 | $C30000 | $B60000 |
  49. Non-Start| $9B6400 | $972000 | $924000 | $888000 |
  50. -----------|---------|---------|---------|---------|
  51.  
  52. Frame rank used in code: @$9F2
  53.  
  54. No rank for stage clear/boss kill
  55. No rank for autofire change
  56.  
  57. Bullet seal: @$3A99E, for $800
  58. Exceptions:
  59. Boredom doesn't rank up for sealing his helis
  60. Others?
  61. Bomb: @$306BC, full bomb = 0, partial bomb = $8000
  62. Graze: @$9AA2, for -$80 per frame per bullet, graze animation denotes a graze
  63.  
  64. Shot rank: @$3040C
  65. Rank is added for each bullet fired, not each time the ship "fires"
  66. All non-piercing main shots are worth 6 rank each.
  67. All piercing main shots are worth $28 rank each.
  68. For characters with mixed shots, the rank increase is as according to each bullet.
  69.  
  70. Option rank:
  71. Rank is added for each bullet fired, not each time the option "fires"
  72.  
  73. Character | Rank | Code |
  74. -------------|------|---------|
  75. D.D. | $004 | @$36868 |
  76. Shorty | $040 | @$37794 |
  77. Jyuji | $004 | @$36EA8 | Options rank per frame laser being fired.
  78. -------------|------|---------|
  79. Maria | $028 | @$36A06 |
  80. Golden | $004 | @$36CE0 |
  81. Strawman | $01C | @$370EA |
  82. -------------|------|---------|
  83. Birthday | $028 | @$372C4 |
  84. Tag-T | $090 | @$37794 |
  85. Adam | $01E | @$36B84 |
  86. -------------|------|---------|
  87. Silver Sword | $004 | @$30D62 |
  88. Grasshopper | $004 | @$30D62 |
  89. Flying Baron | $004 | @$30D62 |
  90. Wild Snail | $004 | @$30D62 |
  91. -------------|------|---------|
  92. Gain | $01E | @$32520 |
  93. Chitta | $004 | @$32DC6 |
  94. Miyamoto | $028 | @$331BA |
  95. Bornnam | $01C | @$33784 |
  96. Car-Pet | $028 | @$36602 |
  97. -------------|------|---------|
  98.  
  99. Death: @$2FA96
  100. (Rest is characters alive after death)
  101. Rest | Value
  102. -----|---------
  103. 0 | -$400000
  104. 1 | -$100000
  105. 2 | -$040000
  106. 3 | -$010000
  107.  
  108. Extend: @$3016E
  109. (Rest is characters alive before extend)
  110. Dropping has no effect
  111. Special Extend has same rank effect as a regular extend at same rest
  112. Rest | Value
  113. -----|--------
  114. 0 | $000000 // Shouldn't be possible normally
  115. 1 | $080000
  116. 2 | $100000
  117. 3 | $200000
  118. 4 | $400000
  119.  
  120. Item:
  121. No extra rank for reaching "next level" of anything
  122. Type | Value | Code
  123. ---------|---------|-------
  124. SmShot | $000100 | @$2FCA2
  125. CashWad | $000400 | @$302BE
  126. BombFrag | $000800 | @$2FD24
  127. BigShot | $008000 | @$2FD94
  128. Option | $008000 | @$2FE72
  129. BigBomb | $020000 | @$2FE12
  130.  
  131. Medal: @$30010
  132. Dropping has no effect
  133. Type | Value
  134. ----------|--------
  135. 100~900 | $000
  136. 1000~9000 | $100
  137. 10000 | $200
  138.  
  139. Special item get:
  140. Type | Value | Code
  141. ----------|----------|--------
  142. ShadowOpt | Frame+=0 | @$2FF42
  143. BigShot | Frame+=1 | @$2FDF2
  144. SmShot | Frame+=1 | @$2FDF2
  145. Option | Frame+=1 | @$2FFC6
  146. WideOpt | Frame+=1 | @$2FF7A
  147. RollinOpt | Frame+=1 | @$2FF96
  148. SearchOpt | Frame+=2 | @$2FF2C
  149. HomingOpt | Frame+=2 | @$2FF5E
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