Misc non-Sonic ROM hacking thread

Discussion in 'Technical Discussion' started by Overlord, Oct 21, 2018.

  1. Overlord

    Overlord

    ...did we just switch realities? Moderator
    OK, I'll admit straight off the bat this was largely for my 17,000th post (which this is, w00) but whatever. Here's a little thread for random ROM hacking/researching you've done that's not otherwise worth a dedicated thread.

    I've been looking into text locations in Shinobi 2 on the Game Gear recently (and in the process discovered a Sound Test I never knew existed, which is neat!)

    My notes:

    Code (Text):
    1. ALPHABET 1
    2. ----------
    3. 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
    4.    !  "  #  $  %  &  '  (  )  *  +  ,  -  .  /
    5.  
    6. 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F
    7. 0  1  2  3  4  5  6  7  8  9  :  ;  <  =  >  ?
    8.  
    9. 20 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E 2F
    10. ©  A  B  C  D  E  F  G  H  I  J  K  L  M  N  O
    11.  
    12. 30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F
    13. P  Q  R  S  T  U  V  W  X  Y  Z  [  \  ]  x  _
    14.  
    15. 40 41 42 43 44 45 46 47 48 49 4A 4B 4C 4D 4E 4F
    16. e  s  t  a  b  u  o  n  ©    1992   S  E  G  A
    17. (40-47 are dark blue, and disappear on a level being selected.
    18. 48-4B are grey, 49-4B being partial chars needing to be together, 4C-4F are the SEGA logo.
    19. Note nothing past 3F works except on the map screen.)
    20.  
    21.  
    22. ALPHABET 2
    23. ----------
    24. 20 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E 2F
    25.    !  "  #  $  %  &  '  (  )  *  +  ,  -  .  /
    26.  
    27. 30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F
    28. 0  1  2  3  4  5  6  7  8  9  :  ;  <  =  >  ?
    29.  
    30. 40 41 42 43 44 45 46 47 48 49 4A 4B 4C 4D 4E 4F
    31. ©  A  B  C  D  E  F  G  H  I  J  K  L  M  N  O
    32.  
    33. 50 51 52 53 54 55 56 57 58 59 5A 5B 5C 5D 5E 5F
    34. P  Q  R  S  T  U  V  W  X  Y  Z  [  \  ]  x  _
    35.  
    36.  
    37.  
    38. Alphabet 1 addresses
    39. ====================
    40.  
    41. Map screen
    42. ----------
    43. 0xFEEA  building        12 bytes
    44. 0xFEF7  factory         12 bytes
    45. 0xFF04  canyon          12 bytes
    46. 0xFF11  castle          12 bytes
    47. 0xFF1E  enemy's base        12 bytes
    48. 0xFF2B  ? ? ?           12 bytes
    49. 0xFF38  round select        12 bytes
    50.  
    51. Level with a crystal remaining, selected from map screen
    52. --------------------------------------------------------
    53. 0xFF44  the  crystal        12 bytes    Crystal colour inserted between bytes 4 and 5
    54. 0xFF52  is hidden here.     15 bytes
    55.  
    56. Try again/Game Over/Round clear? screen
    57. ---------------------------------------
    58. 0xFE0D  clear bonus     11 bytes    Round Clear screen
    59. 0xFE18  life bonus      10 bytes    Round Clear screen
    60. 0xFE22  secret bonus        14 bytes    Round Clear screen
    61. 0xFE3E  score           5 bytes     Shared between try, game over & round clear
    62. 0xFE43  top score       9 bytes     Shared between try, game over & round clear
    63. 0xFE4C  password        8 bytes     Shared between try and & game over
    64.  
    65. Continue? screen
    66. ----------------
    67. 0xFE5E  continue?       9 bytes    
    68. 0xFE67  password        10 bytes
    69.  
    70. Boss-area texts
    71. ---------------
    72. (On beating a boss after collecting the crystal)
    73. 0x15769 don't stop until    16 bytes
    74. 0x1577B you get all 5       13 bytes
    75. 0x1578A crystals.       9 bytes
    76.  
    77. (On beating the a boss without the crystal being collected)
    78. 0x15794 where's the     12 bytes    There are spaces after this but they're overwritten by crystal colours.
    79. 0x157A8 crystal?        8 bytes
    80. 0x157B2 it must be here     15 bytes
    81. 0x157C3 somewhere.      10 bytes
    82.  
    83. On reaching a boss room after collecting all crystals & ninjas)
    84. 0x157CE the red crystal     15 bytes
    85. 0x157DF is hidden in the    16 bytes
    86. 0x157F1 enemy's base.       13 bytes
    87.  
    88. Colour names used on map screen and boss-area texts
    89. ---------------------------------------------------
    90. 0x157FF yellow          6 bytes
    91. 0x15805 green           5 bytes     1 space after, usable on boss-area text only
    92. 0x1580B blue            4 bytes     2 spaces after, usable on boss-area text only
    93. 0x15811 pink            4 bytes     2 spaces after, usable on boss-area text only
    94.  
    95.  
    96. Alphabet 2 addresses
    97. ====================
    98.  
    99. Sound Test
    100. ----------
    101. 0x7F70  sound test      10 bytes
    102. 0x7F7D  music           5 bytes
    103. 0x7f85  effect          6 bytes
    104.  
    105. Other
    106. -----
    107. 0x7FF0  tmr sega        8 bytes     Game Gear ROM header
    The stuff before this I've personally tested and know the limits of. After this is presumably from the credits, but try as I might I cannot beat the final endgame bosses to reach the bloody things to check, even with savestates.

    Code (Text):
    1. (end-game, mostly, presumably)
    2. ------------------------------
    3. 0x27DCC planning
    4. 0x27DD7 k.o.b.
    5. 0x27DE1 program
    6. 0x27DEB e_da
    7. 0x27DF2 yuichim
    8. 0x27DFD artwork
    9. 0x27E07 kudor yo
    10. 0x27E12 y.nozaki
    11. 0x27E1E sound
    12. 0x27E26 yuzo koshiro
    13. 0x27E35 motohiro
    14. 0x27E40 kawashima
    15. 0x27E4D special thanks
    16. 0x27E5E the hase
    17. 0x27E69 lunarian sg
    18. 0x27E77 ray
    19. 0x27E7E presented by sega
    20. 0x27E93 the five ninja's
    21. 0x27EA6 recover the last and
    22. 0x27EBD final crystal.
    23. 0x27ECF they escape only
    24. 0x27EE2 seconds before
    25. 0x27EF3 blasting the enemy's
    26. 0x27F0A base to bits.
    So yeah, have at you with little titbits of knowledge you may or may not know.