MTPO Milli Hack ROM Hack herunterladen

MTPO Milli Hack Spiel
Mit Freunden teilen:
Parameter Informationen
Konsole: NES
Original Spiel: Mike Tyson's Punch Out!!
Typ: Bug Fix
Genre: Sports
Veränderungen: T
Ersteller: StagShot
Erstellungsdatum: 05/07/2020
Letzte Änderung: 05/07/2020
Parameter Informationen
Dateiname: MTPO-Milli_v3.zip
Downloads: 28
Anforderungen: No Special Requirements
Version: 3.0
Bewertung:

MTPO Milli Hack Beschreibung

Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)

Note that the hack is incomplete but feel free to enjoy the hack as-is.

MTPO Milli Hack Liesmich

MTPO Milli Hack

Description: Add granularity to the millisecond timer in MTPO reported at the end of fights.

History:

v1.0 (5/1/20): Initial ver, updated end of fights for all characters except Tyson.
v2.0 (5/3/20): Update to add time to Tyson victory screen.
v3.0 (5/7/20): Replaced points counter with realtime last-punch-landed timer. It should not affect game timing/lag. 
I have seen instances of overrun ahead of actual round timer, this only appears to occur on knockdowns not ending the fight.

=====================================================================================

RAM position 0x306 contains the MS counter, while 0x307 appears to contain an inverse counter. It's not clear the role of 0x307, perhaps an anti-cheat/sanity check (not used afaict).
At the beginning of round 1, 0x308/9 are loaded with: 04 F9 (1st rd), 05 6D (2nd rd), 05 F8 (3rd rd). The MS counter at 0x306 adds 0x308 to itself with each iteration, until it is >= 0x64 (100).

This code can be traced:

 03:8780:AD 07 03  LDA $0307 = #$AF
 03:8783:18        CLC
 03:8784:6D 09 03  ADC $0309 = #$F9
 03:8787:8D 07 03  STA $0307 = #$AF
 03:878A:AD 06 03  LDA $0306 = #$5E		; MS
 03:878D:6D 08 03  ADC $0308 = #$04
 03:8790:8D 06 03  STA $0306 = #$5E
 03:8793:C9 64     CMP #$64			; is MS >= 0x64
 03:8795:90 52     BCC $87E9			; if not, skip updating time
 03:8797:E9 64     SBC #$64			; subtract 0x64
 03:8799:8D 06 03  STA $0306 = #$5E		; save the overflow
 
Once victory occurs, the following code translates the MS on the win screen:

 06:BC99:AD 06 03  LDA $0306 = #$14		; load MS
 06:BC9C:29 F0     AND #$F0			; clear low nibble
 06:BC9E:4A        LSR				; shift right x1
 06:BC9F:4A        LSR				; ""
 06:BCA0:4A        LSR				; ""
 06:BCA1:A8        TAY
 
So the above essentially rounds the actual MS to the next lowest 16, then divides by 8. This basically gives us all the even #s from 0-12.
Finally it takes this even # and pulls the limited MS values from a lookup table (there are a few versions):

 06:BCA2:B9 B0 BC  LDA $BCB0,Y @ $BD3D = #$5C
 06:BCA5:8D 07 20  STA PPU_DATA = #$00
 06:BCA8:C8        INY
 06:BCA9:B9 B0 BC  LDA $BCB0,Y @ $BD3D = #$5C
 06:BCAC:8D 07 20  STA PPU_DATA = #$00

BCB0: 01 01 03 06 05 09 07 02 09 03 0A 08 0A 0A  (if you subtract one from each, this is .00, .25, etc)

So we replace the drawing code and lookup table with a routine to convert the hexadecimal MS (0x306) directly to decimal (+1 to adjust for tile ID):

 06:BC99:AD 06 03  LDA $0306 = #$4A
 06:BC9C:C9 64     CMP #$64			; is the MS actually = 100? it can happen (race condition?) before the seconds are updated
 06:BC9E:90 02     BCC $BCA2
 06:BCA0:A9 63     LDA #$63			; if it is, we will just make it .99
 06:BCA2:A2 01     LDX #$01				
 06:BCA4:C9 0A     CMP #$0A				
 06:BCA6:90 06     BCC $BCAE			
 06:BCA8:E9 0A     SBC #$0A
 06:BCAA:E8        INX					
 06:BCAB:4C A4 BC  JMP $BCA4
 06:BCAE:A8        TAY
 06:BCAF:C8        INY
 06:BCB0:8E 07 20  STX PPU_DATA = #$00		; store tenths
 06:BCB3:8C 07 20  STY PPU_DATA = #$00		; store hundreths
 06:BCB6:60        RTS

*** v2.0: Disassembly for Tyson time addition ***

First thing to do is modify the victory text(0x120F7) to make room for the time. I simply truncated it at the 3rd line and added 'TIME' to start 4th line.

The Tyson victory screen code can be found at:

 06:B757: 20 66 B6  JSR $B666
 06:B75A: 20 5C AA  JSR $AA5C
 06:B75D: A9 FF     LDA #$FF
 06:B75F: 20 AE BF  JSR $BFAE
 06:B762: 20 B2 BF  JSR $BFB2
 06:B765: A9 06     LDA #$06
 06:B767: A2 05     LDX #$05
 06:B769: 20 21 BF  JSR $BF21			; this fills the PPU with the victory pic/text
 06:B76C: A9 01     LDA #$01			; replace with
 06:B76E: 20 13 C1  JSR $C113			; jmp to $8d50
 06:B771: A9 00     LDA #$00
 06:B773: A2 01     LDX #$01
 06:B775: 20 0D BF  JSR $BF0D

So we intercept @ B76C and jump to our code in some unused ROM space:

 04:8D50: A9 23     LDA #$23
 04:8D52: 8D 06 20  STA PPU_ADDRESS = #$44
 04:8D55: A9 56     LDA #$56
 04:8D57: 8D 06 20  STA PPU_ADDRESS = #$44	; set PPU write address to 2356, 4th line of text
 04:8D5A: 20 F2 C0  JSR $C0F2				; dump m:ss
 04:8D5D: 20 94 BC  JSR $BC94				; dump .ms
 04:8D60: A9 2B     LDA #$2B
 04:8D62: 8D 07 20  STA PPU_DATA = #$00		; ,
 04:8D65: A9 1C     LDA #$1C
 04:8D67: 8D 07 20  STA PPU_DATA = #$00		; R
 04:8D6A: A6 06     LDX $06 = #$01
 04:8D6C: E8        INX
 04:8D6D: 8E 07 20  STX PPU_DATA = #$00		; x
 04:8D70: A9 01     LDA #$01			; execute code
 04:8D72: 20 13 C1  JSR $C113			; we overwrote above
 04:8D75: 4C 71 B7  JMP $B771			; return to original code

*************************************************

*** v3.0: Disassembly for pts => time hack ******

First change the 'POINTS' text in the ROM (0x191D2) to 'TIME:'. Next, the code for updating the points total occurs @ C0C3:

 07:C0C3: A9 20     LDA #$20
 07:C0C5: 8D 06 20  STA PPU_ADDRESS = #$00
 07:C0C8: A9 88     LDA #$88			; $2088 is where pts total starts
 07:C0CA: 8D 06 20  STA PPU_ADDRESS = #$00
 07:C0CD: A2 00     LDX #$00
 07:C0CF: BD F1 03  LDA $03F1,X @ $0430 = #$00
 07:C0D2: 8D 07 20  STA PPU_DATA = #$00
 07:C0D5: E8        INX
 07:C0D6: E0 06     CPX #$06			; loop to print up to 6 digits
 07:C0D8: D0 F5     BNE $C0CF

The updated code for the time hack:

 07:C0C3: A9 20     LDA #$20
 07:C0C5: 8D 06 20  STA PPU_ADDRESS = #$4D
 07:C0C8: A9 87     LDA #$87				; adjusted start by -1 for more room
 07:C0CA: 8D 06 20  STA PPU_ADDRESS = #$4D
 07:C0CD: 20 F2 C0  JSR $C0F2				; dump m:ss
 07:C0D0: 20 94 BC  JSR $BC94				; dump .ms
 07:C0D3: EA        NOP
 07:C0D4: EA        NOP
 07:C0D5: EA        NOP
 07:C0D6: EA        NOP
 07:C0D7: EA        NOP
 07:C0D8: EA        NOP
 07:C0D9: EA        NOP

*************************************************

Tested on all characters in FCEUX 2.2.3 / Mesen 0.9.9.
Thanks to http://tasvideos.org/GameResources/NES/MikeTysonsPunchout/RamMap.html for helping get me started. Patch data below.

Stag Shot
==================================================================================
Source ROM: Mike Tyson's Punch-Out!! (USA).nes (md5=B9A66B2760DAA7D5639CBAD903DE8A18)

Comparing files mtpo.nes and MTPO-MILLI_V3.NES
000120F7: 1D 25
000120FC: 10 FF
000120FD: 13 FF
000120FE: 18 1E
000120FF: 11 13
00012100: 0F 17
00012101: 1C 0F
00012103: 1D FF
00012104: 1A FF
00012105: 0F FF
00012106: 0F FF
00012107: 0E FF
0001210A: 0C FF
0001210B: 0F FF
0001210C: 10 FF
0001210D: 19 FF
0001211A: 1F 25
0001211B: 0D 25
0001211C: 12 2A
00012120: 1C FF
00012121: 0F FF
00012122: 25 FF
00012123: 2A FF
00012D60: 00 A9
00012D61: 00 23
00012D62: 00 8D
00012D63: 00 06
00012D64: 00 20
00012D65: 00 A9
00012D66: 00 56
00012D67: 00 8D
00012D68: 00 06
00012D69: 00 20
00012D6A: 00 20
00012D6B: 00 F2
00012D6C: 00 C0
00012D6D: 00 20
00012D6E: 00 94
00012D6F: 00 BC
00012D70: 00 A9
00012D71: 00 2B
00012D72: 00 8D
00012D73: 00 07
00012D74: 00 20
00012D75: 00 A9
00012D76: 00 1C
00012D77: 00 8D
00012D78: 00 07
00012D79: 00 20
00012D7A: 00 A6
00012D7B: 00 06
00012D7C: 00 E8
00012D7D: 00 8E
00012D7E: 00 07
00012D7F: 00 20
00012D80: 00 A9
00012D81: 00 01
00012D82: 00 20
00012D83: 00 13
00012D84: 00 C1
00012D85: 00 4C
00012D86: 00 71
00012D87: 00 B7
000191D2: 1A 1E
000191D3: 19 13
000191D4: 13 17
000191D5: 18 0F
000191D6: 1E 2C
000191D7: 1D FF
000191D8: 2C FF
0001B77C: A9 4C
0001B77D: 01 50
0001B77E: 20 8D
0001B77F: 13 EA
0001B780: C1 EA
0001BCAC: 29 C9
0001BCAD: F0 64
0001BCAE: 4A 90
0001BCAF: 4A 02
0001BCB0: 4A A9
0001BCB1: A8 63
0001BCB2: B9 A2
0001BCB3: B0 01
0001BCB4: BC C9
0001BCB5: 8D 0A
0001BCB6: 07 90
0001BCB7: 20 06
0001BCB8: C8 E9
0001BCB9: B9 0A
0001BCBA: B0 E8
0001BCBB: BC 4C
0001BCBC: 8D A4
0001BCBD: 07 BC
0001BCBE: 20 A8
0001BCBF: 60 C8
0001BCC0: 01 8E
0001BCC1: 01 07
0001BCC2: 03 20
0001BCC3: 06 8C
0001BCC4: 05 07
0001BCC5: 09 20
0001BCC6: 07 60
0001C0D9: 88 87
0001C0DD: A2 20
0001C0DE: 00 F2
0001C0DF: BD C0
0001C0E0: F1 20
0001C0E1: 03 94
0001C0E2: 8D BC
0001C0E3: 07 EA
0001C0E4: 20 EA
0001C0E5: E8 EA
0001C0E6: E0 EA
0001C0E7: 06 EA
0001C0E8: D0 EA
0001C0E9: F5 EA

Patched ROM v3 md5=1E613757E0CA9FE41A637913FD8CA3AA