Descargar Zettai Muteki Raijin-Oh - Continue Hack (J / E) ROM Hack

Zettai Muteki Raijin-Oh - Continue Hack (J / E) Juego
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Parámetro Info
Consola: GB
Juego Original: Zettai Muteki Raijin-Oh
Tipo: Improvement
Género: Action > Fighting
Modificaciones: GP
Creador: blackdrake
Fecha de creación: 07/23/2009
Última modificación: 11/27/2014
Parámetro Info
Nombre del archivo: continue_hack_rev2.zip
Téléchargements: 2
Requisitos: No Special Requirements
Versión: 1.0
Clasificación:

Descripción de Zettai Muteki Raijin-Oh - Continue Hack (J / E)

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.

Información de Zettai Muteki Raijin-Oh - Continue Hack (J / E)

*************************************************
*** GameBoy ROM Hack for infinitive continues ***
*************************************************

Game:    Absolute Invincible Raijin-Oh
         Zettai Muteki Raijinou
Hack by  blackdrake
Version: July, 23th 2009

== Abstract ==

This hack allows you to continue infinitely without returning to round 1.

== Hexeditor patch summary ==

+-----------------------------------------------------------------------------------------+
|ROM offset     English ROM             Japanese ROM                                      |
+-----------------------------------------------------------------------------------------+
|0x014e         Old  C1 31              Old  F5 30                                        |
|0x014e         New  C9 DE              New  FD DD                                        |
|                                                                                         |
|0x0b51         Old  AF CD A4 2F CD 16 05 3E 01 EA 04 D1                                  |
|0x0b51         New  CD 94 4E 00 00 00 00 00 00 00 00 00                                  |
|                                                                                         |
|0x8e92         Old  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00                   |
|0x8e92         New  18 0F FA 04 D1 FE 00 C0 CD ED 4E 3E 01 EA 04 D1 C9                   |
|                                                                                         |
|0x8eeb         Old  00 00 00 00 00 00 00 00 00 00 00                                     |
|0x8eeb         New  18 09 3E 00 CD A4 2F CD 16 05 C9                                     |
+-----------------------------------------------------------------------------------------+

== Disassembling explaination ==

- Original state -

0b51 is called at two places and is the action after "Start" was pressed - so
the game begins here.

+-----------------------------------------------------------------------------------------+
|ROM offset  BUS offset  Machine code  Assembler code  Comment                            |
+-----------------------------------------------------------------------------------------+
|0x0b51      0b51        AF            XOR A           Set A=0 (A = A XOR A = 0). If this |
|                                                      is replaced with NOP (00h) then    |
|                                                      you'll hear a part of the winning  |
|                                                      melody when the story appears.     |
|0x0b52      0b52        CD A4 2F      CALL 2FA4h      Stop the music                     |
|0x0b55      0b55        CD 16 05      CALL 0516h      Show the story screen              |
|0x0b58      0b58        3E 01         LD A,01h        Load value 01                      |
|0x0b5a      0b5a        EA 04 D1      LD (D104h),A    Set it as round counter            |
+-----------------------------------------------------------------------------------------+

The BUS areas 4e92..4ea2 (ROM: 0x8e92..0x8ea2) and 4eeb..4ef5 (ROM: 0x8eeb..0x8ef5) are
filled with NOPs (00h). So we can insert some code there because there are no actions
performed. But that does not mean, that the program counter will never reach these areas!

- Part 1 -

In the original code the sound is stopped (A=0), the story is shown and then the round
counter at offset D104h is set to 1. We have to insert some code, but we have not enough
space, so we make a CALL to a free space in the ROM.

+-----------------------------------------------------------------------------------------+
|ROM offset  BUS offset  Machine code  Assembler code  Comment                            |
+-----------------------------------------------------------------------------------------+
|0x0b51      0b51        CD 94 4E      CALL 4E94h      Jump to our inserted part and then |
|                                                      return.                            |
|0x0b54      0b54        00            NOP             Do nothing                         |
|0x0b55      0b55        00            NOP             Do nothing                         |
|0x0b56      0b56        00            NOP             Do nothing                         |
|0x0b57      0b57        00            NOP             Do nothing                         |
|0x0b58      0b58        00            NOP             Do nothing                         |
|0x0b59      0b59        00            NOP             Do nothing                         |
|0x0b5a      0b5a        00            NOP             Do nothing                         |
|0x0b5b      0b5b        00            NOP             Do nothing                         |
|0x0b5c      0b5c        00            NOP             Do nothing                         |
+-----------------------------------------------------------------------------------------+

- Part 2 -

Now overwrite some hopefully unused NOPs for the insertion of the additional decision
of the round counter. The round counter at offset D104 has the default value 0.
If it is 0, initialize it with 1 and show the story screen. If it is not null, we go
back and let the user play the game another time without story screen and without
reset of the round counter.

+-----------------------------------------------------------------------------------------+
|ROM offset  BUS offset  Machine code  Assembler code  Comment                            |
+-----------------------------------------------------------------------------------------+
|0x8e92      4e92        18 0F         JR 4EA3h        To be secure jump over our         |
|                                                      inserted part                      |
|0x8e94      4e94        FA 04 D1      LD A,(D104h)    Load the round counter into the    |
|                                                      register.                          |
|0x8e97      4e97        FE 00         CP 00h          Compare the round counter to 0     |
|0x8e99      4e99        C0            RET NZ          If a round was set, we return!     |
|0x8e9a      4e9a        CD ED 4E      CALL 4eed       Show the story screen only once at |
|                                                      the beginning                      |
|0x8e9d      4e9d        3E 01         LD A,01h        Load value 01                      |
|0x8e9f      4e9f        EA 04 D1      LD (D104h),A    Set it as round counter            |
|0x8ea2      4ea2        C9            RET             Return to 0b54                     |
+-----------------------------------------------------------------------------------------+

- Part 3 -

Overwrite another hopefully unused NOPs for the story part only for the beginning.

+-----------------------------------------------------------------------------------------+
|ROM offset  BUS offset  Machine code  Assembler code  Comment                            |
+-----------------------------------------------------------------------------------------+
|0x8eeb      4eeb        18 09         JR 4EF6h        To be secure jump over our inserted|
|                                                      part. I believe this is really     |
|                                                      necessary since there were no      |
|                                                      RET (C9h) before this NOP section. |
|0x8eed      4eed        3E 00         LD A,00h        Equals our "XOR A" (A = A XOR A =  |
|                                                      0) from the original code          |
|0x8eef      4eef        CD A4 2F      CALL 2FA4h      Change music (Silence because A=0) |
|0x8ef2      4ef2        CD 16 05      CALL 0516h      Show story screen                  |
|0x8ef5      4ef5        C9            RET             Return to 4e9d                     |
+-----------------------------------------------------------------------------------------+

- Part 4 -

Now change the CRC checksum from c131 to c9de (English ROM) or f530 to fddd (Japanese ROM)
with the hex editor as seen in the table above. If your original ROM has another checksum,
then you have to change it as shown in your emulator tool. If you had the same original
checksum as I had, but another checksum after the changes, then you did probably something
wrong.

== Notes ==

* No absolute jumps into the overwritten NOP areas found; relative jumps were not analyted,
  but unlikely.

* I used VisualBoyAdvance and a hex editor to disassemble this game. It was really hard to
  work at it. Also, this page helped a lot with the CPU commands:
  http://nocash.emubase.de/pandocs.htm#cpuinstructionset .

* Please also visit following URL where I posted some great cheat codes I found out by
  looking at the memory map:
  http://daniel-marschall.blogspot.com/2009/07/gameshark-cheats-forabsolute.html