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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, for $8000 (regardless of full or not) |
| 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 |