eadmaster / console_hiscore

Hiscore support for console games
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codes by KorobonFan and DreamPlusInfinity to be merged #3

Open eadmaster opened 4 years ago

eadmaster commented 4 years ago

original post

* Bucky O'Hare (U): Score = X*100+Y*10000+Z*1000000 Z,Y,X stored at $0045-$0047 (current player), $0048-$004A (stored hiscore) ZYX are the numerical values stored in hexadecimal. The game converts them to decimal before display. * Adventure Island 3 (U): Score = (X div 10)*10 + Y*100 + Z*10000 X,Y,Z are stored at $0391-$0393 (current player) XYZ are stored in decimal. The game displays them as is. * Adventures of Bayou Billy (U): Score = X + Y*100 + Z*10000 XYZ are stored at $7E04-$7E06 (current player) and $7E00-$7E02 (high score) Values stored in decimal. Game displays them as is. Note: there's space in memory for two more score digits. However they're never used either by the display or the scoring formula (which overflows back to zero without ever using it). * Banana Prince (G): Score = X + Y*10 + Z*100 + T*1000 + U*10000 XYZTU are stored at $0109-$010D (current player) and $0103-$0107 (high score) XYZTU are stored in decimal, as digit values between 00 and 09. The game displays them as is.

DreamPlusInfinity commented 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 :

DreamPlusInfinity commented 4 years ago

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

eadmaster commented 4 years ago

@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).