Open eadmaster opened 4 years ago
For the NES:
Time Zone (J) XXXXXX * 100 XXXXXX = a 24-bit hexadecimal value. converted whole to decimal then displayed. 009F-00D1 = XXXXXX
Magic John (J) / (JP version of Totally Rad) XXXX * 1 XXXX = a 16-bit hexadecimal value. Converted to decimal and displayed. 05D8-05D9 = XXXX
Super Pitfall II (US) (Proto) / (US version of Atlantis no Nazo) abcdefg a-g = a digit value (00-09). Displayed directly. 01B1-01B7 = a to g
Astyanax (USA) / (US version of Lord of King) abcdefg a-g = a digit value (00-09). Displayed directly. 0377-037d = a to g
Ninja Gaiden (USA) XXXX * 100 XXXX = a 16-bit hexadecimal value. Converted to decimal and displayed. 0060-0061 = XXXX
Ninja Gaiden II (USA) abcd00 a-d = a digit value (00-09). Displayed directly. 00A1-00A4 = d to a
Ninja Gaiden III (USA) abcd00 a-d = a digit value (00-09). Displayed directly. 00C0-00C3 = a to d
Ninja Jajamaru Ginga Daisakusen (J) / Squashed (US) abcde00 a-e = a digit value (10-19) XOR F0, then displayed. 0140-0144 = a to e
Not much success with :
SNES Unless otherwise specified, all following RAM offsets are from the 7E bank.
Super Castlevania IV (USA) / (aka Akumajou Dracula) ehefcdab0 ab,cd,ef,gh = 8-bit decimal values displayed as is (g digit is unused by mistake) 1F40-1F43 = ab,cd,ef,gh
Super Genjin (J) / (aka Super Bonk, Super B.C. Kid) XXXXXX * 10 XXXXXX = 24-bit hexadecimal value converted to decimal then displayed (only 7 digits displayed, will then cap to 99999999) 101F-1021 = XXXXXX, low endian
Super Genjin 2 (J) XXXXXX * 10 XXXXXX = 24-bit hexadecimal value converted to decimal then displayed (only 7 digits displayed, will then cap to 99999999) 1119-111B = XXXXXX, low endian
Pocky & Rocky (U) / (aka Kiki Kaikai Nazo no Kuro Manto) abcdefg a,b,c,d,e,f,g = a digit value (30-39) XOR F0 then displayed. C68A,C68C,C68E,C690,C692,C694,C696 = a to g (Player 1, HUD) C6B0,C6B2,C6B4,C6B6,C6B8,C6BA,C6BC = a to g (Player 2, HUD) : usable to get value, not actual score memory
Pocky & Rocky 2 (U) / (aka Kiki Kaikai Tsukiyo Soushi) 0TZZYYXX XX,YY,ZZ,0T = 8-bit decimal values displayed as is. 05B6-05B9 = XX to 0T
Jerry Boy (J) / (aka Smart Ball in US) abcdef0 a-f = digit value (00-09). Displayed directly. 1EB1-1EB6 = f to a
Jerry Boy 2 (J) XXXX * 100 XXXX = 16-bit hexadecimal value, converted to decimal then displayed. Gets capped to (59999)d. 026D-026E = XXXX
Aero the Acrobat (U) abcdef ab,cd,ef = decimal values. Displayed directly. 0C9A-0C9C = a to f
Aero the Acrobat 2 (U) abcdefgh ab,cd,ef,gh = decimal values. Displayed directly. 0E17-0E1A = a to h
@DreamPlusInfinity: thank you for the codes, but tracking hiscores in these games is not currently supported.
For the moment let's focus on games with builtin hiscore support (2nd kind).
original post