Double post time
Training Mode Hack update
Added a way to return to character select (Hold start till it pauses then release)
Removed junk code replaced with zeroes (0x19EA - 0x1A6C)
The new 68k asm code
Total Size 68 Bytes 20 bytes 45F9 00FF F080 lea $FFF080,A2 ;Set address for timer 4A2D 007E tst.b ($7E,A5);Checks Start input 6608 bne; PC+08 | branch if start isn't pressed 157C 0030 0000 move.b #$30, ($0,A2); Refill Timer 4E75 rts 6 bytes 4A2A 0000 tst.b ($0,A2); start timer check 6620 bne; PC+20 | branch if timer isn't 0 18 bytes ;Set Scene aka Set it to be character select 2 3B7C 000C 0004 move.w #$c, ($4,A5) 3B7C 0002 0008 move.w #$2, ($8,A5) 3B7C 0010 000A move.w #$10, ($a,A5) 14 bytes ;Deselect characters 102A 0000 move.b #$0, D0 1B40 07DD move.b D0, ($7dd,A5) 1B40 0BDD move.b D0, ($bdd,A5) 4E75 rts 10 bytes ;Timer countdown 102A 0000 move.b ($0,A2), D0 5300 subq.b #1,D0 1480 move.b D0, (A2) 4E75 rts
Avalanche JP AM set
If you want one for razoola’s set just say it. And I’ll work on it.
What I thought was junk code is actually code to help load a few stages. (Boxer, Claw, Dee Jay, Cammy, T. Hawk)
So as of right now this mod has a 5 in 16 chance of crashing after character select I’m working on fixing it with new code in it’s place.
It’s too entrenched to redo it especially where it jumps back to specific locations form code later on.
But it gives me an idea what 10efc used to be. My guess was code to show the sprite axis.
Look at this mess