Parámetro | Info |
---|---|
Consola: | NES |
Juego Original: | Mike Tyson's Punch Out!! |
Tipo: | Bug Fix |
Género: | Sports |
Modificaciones: | T |
Creador: | StagShot |
Fecha de creación: | 05/07/2020 |
Última modificación: | 05/07/2020 |
Parámetro | Info |
---|---|
Nombre del archivo: | MTPO-Milli_v3.zip |
Téléchargements: | 28 |
Requisitos: | No Special Requirements |
Versión: | 3.0 |
Clasificación: |
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 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