Hello all. Looking for someone to help provide guidance with respect to changing the 6 ending screens in SoR2. I currently have (I think) the offsets for the palettes and the pictures themselves, plus the offsets for the byte sizes for the DMA transfers and the VRAM and RAM addresses. Here's what I think I'm missing, based on my work on the title screen and the help you guys gave me (particularly MarkeyJester): 1) The offsets for the commands that set the number of horizontal and vertical tiles (I think, in decimal, the picture sizes are 18x12 tiles, but not 100% certain) 2) The location I need to NOP and replace in order to bypass the decompression routine and point instead to new screens in expanded rom (I believe I'm close here). 3) The code needed to actually display the new screens. I have the code for the title screen replacement, but I'm not sure it will work here. The method by which the screens are displayed appears very different, though the decompression scheme is the same (at offset $30C0). Looking for some guidance as to next steps. For reference, I have here the tracelog that'll provide my starting point and what I've learned with respect to palettes, screen offsets, etc. (Warning: It's a large (13MB) file.) https://files.catbox.moe/sdpd42.txt Please search on ; with the txt file for my notes.

Quick summary of findings so far... 6 end credits screens... compression routine is at $30C0... VRAM offset is $5B80...

Continuing my read through of the code... Here's code MarkeyJester had provided for the title screen. Would it also work for each of the 6 ending credits screens if I add it to expanded ROM and point over to it? If yes, what code should be NOP'd and replaced to properly jump there? Code (Text): 02:4C50 40 E7 MOVE SR,-(SP) A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFF8 D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc 02:4C52 46 FC MOVE #$2700,SR A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFF6 D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc 02:4C56 48 E7 MOVEM.L {d0-a7}[38 22],-(SP) A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFF6 D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc 02:4C5A 45 F8 LEA ($A902),A2 A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc 02:4C5E 4D F9 LEA ($00C00004),A6 A0=0016D460 A1=00005A42 A2=FFFFA902 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc 02:4C64 24 08 MOVE.L A0,D2 A0=0016D460 A1=00005A42 A2=FFFFA902 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc 02:4C66 34 FC MOVE.W #$9700,(A2)+ A0=0016D460 A1=00005A42 A2=FFFFA902 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc 02:4C6A 24 BC MOVE.L #$96009500,(A2) A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc 02:4C70 05 CA MOVEP.L D2,#$FFFD(A2) A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc 02:4C74 2C 92 MOVE.L (A2),(A6) A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc 02:4C76 3C AA MOVE.W $FFFE(A2),(A6) A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc 02:4C7A 3C BC MOVE.W #$8114,(A6) A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc 02:4C7E 61 0C BSR #$0C [02:4C8C] A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc 02:4C8C D4 40 ADD.W D0,D2 A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc 02:4C8E 64 22 BCC #$22 [02:4CB2] A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc 02:4CB2 24 BC MOVE.L #$94009300,(A2) A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc 02:4CB8 01 8A MOVEP.W D0,#$0001(A2) A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc 02:4CBC 2C 92 MOVE.L (A2),(A6) A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc 02:4CBE 26 01 MOVE.L D1,D3 A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc 02:4CC0 E5 9B ROL.L #2,D3 A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=40200000 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc 02:4CC2 E4 5B ROR.W #2,D3 A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00800001 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvC 02:4CC4 3C 83 MOVE.W D3,(A6) A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00804000 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc 02:4CC6 24 83 MOVE.L D3,(A2) A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00804000 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc 02:4CC8 3C 92 MOVE.W (A2),(A6) A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00804000 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc 02:4CCA 4E 75 RTS A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00804000 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc Code (Text): 40 E7 46 FC 27 00 48 E7 38 22 45 F8 A9 02 4D F9 00 C0 00 04 24 08 34 FC 97 00 24 BC 96 00 95 00 05 CA FF FD 2C 92 3C AA FF FE 3C BC 81 14 61 0C 3C BC 81 24 4C DF 44 1C 46 DF 4E 75 D4 40 64 22 90 42 D0 C0 61 1C D2 40 D2 40 30 02 24 08 34 FC 97 00 24 BC 96 00 95 00 05 CA FF FD 2C 92 3C AA FF FE 24 BC 94 00 93 00 01 8A 00 01 2C 92 26 01 E5 9B E4 5B 3C 83 24 83 3C 92 4E 75 Or... is a different set of code needed to be written for the end credits screens? Appreciate any thoughts you guys can provide!

Hey, there. For anyone interested in providing advice, I've attached here a link to a save state that will go straight to the end of the game. No playthrough needed. https://files.catbox.moe/ssnkuq.gsx (Save state works in Gens and Fusion.) Will definitely credit in the game anyone who can provide a solution.

I feel bad that I can't help, but you've definitely done the leg work here and I hope you get help soon

Definitely appreciate the sentiment! I tried to find as much data as I could so that anyone interested in helping with that last code bit wouldn't have to take too much time out of their day looking into this. It's definitely been interesting running through the code and figuring out what some of it means, and I've been able to test to verify that (short of any typos I wrote) the tile maps, pictures, and palettes offsets are indeed accurate. @MarkeyJester has a really helpful 68k tutorial that I located through this site; I've been reading through the first few sections, and - while I'm not sophisticated in my understanding enough to see how the mnemonics make pictures display on screen, I was able to see some familiar ones from when I was working with the 65c816 and my NBA Jam TE hack. Plus, the tutorial's been helpful in explaining the data versus address registers, so I was able to use it to create some rudimentary code that "speeds up" the end credits by increasing what looks like a frame increment counter. That, plus those palette offsets I had found, and some creative swaps of BNEs/BEQs/BRAs in the original code, has given me an alternative ending sequence, just in case folks aren't available to take a peek at the data above. That alternative sequence gives the appearance of just end credits (no first 5 ending screens), followed by the very last screen with all the Ragers waving at a helicopter. I then tweaked the code so that it would display text not only if the game were on the hardest difficulty setting, but if it were on ANY difficulty setting. That allowed me to leave a nice little ending message. Thanks for reading!

Hi there! Sorry for the bump on the seemingly necro post. I've been working through tile editing and some minor ASM edits, plus experimenting a bit with MD+. I never quite got this bit solved with respect to how I might be able to bypass the compression at $30C0 and insert 5 or 6 alternate ending credits screens and then point back to each of them. I was able to find palettes and maps, as per the screen above, but I couldn't quite get to the finish line with a consistent solution. Would anyone be interested in taking a look at what I've got and provide a bit of guidance?