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Notes:Revolution X (SNES)
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This page contains notes for the game Revolution X (SNES).
Special Options
On the High Score initials entry screen:
$86/A041 20 EF A1 JSR $A1EF [$86:A1EF] //sub loaded each time a character entered on high score initials entry screen $86/A1EF 48 PHA $86/A1F0 DA PHX $86/A1F1 E2 20 SEP #$20 $86/A1F3 AE 5D 0C LDX $0C5D [$86:0C5D] //cheat progress counter $86/A1F6 DD 1F A2 CMP $A21F,x[$86:A21F] //compare to character in stored string ITSEASY $86/A1F9 F0 08 BEQ $08 [$A203] //skip to $A203 if it matches failed $86/A1FB 9C 5D 0C STZ $0C5D [$86:0C5D] //reset cheat progress counter $86/A1FE C2 20 REP #$20 $86/A200 FA PLX $86/A201 68 PLA $86/A202 60 RTS $86/A203 EE 5D 0C INC $0C5D [$86:0C5D] //increment cheat progress counter $86/A206 BD 20 A2 LDA $A220,x[$86:A220] //check next character in stored string ITSEASY to see if it's the end of the string ($00, null) $86/A209 D0 0F BNE $0F [$A21A] //skip to $A21A if not yet finished entering the matching string success $86/A20B AE 3D 0C LDX $0C3D [$86:0C3D] $86/A20E 8E 61 0C STX $0C61 [$86:0C61] //memory copy, unknown purpose $86/A211 A2 FF FF LDX #$FFFF //Special Options ON $86/A214 8E 5F 0C STX $0C5F [$86:0C5F] $86/A217 9C 5D 0C STZ $0C5D [$86:0C5D] //reset cheat progress counter $86/A21A C2 20 REP #$20 $86/A21C FA PLX $86/A21D 68 PLA $86/A21E 60 RTS
After exiting the High Score initials entry screen:
$86/9E01 AD 5F 0C LDA $0C5F [$83:0C5F] //Special Options ON/OFF status $86/9E04 F0 16 BEQ $16 [$9E1C] //skip to $9E1C (exit) if OFF enter Special Options init. $86/9E06 A9 FF FF LDA #$FFFF $86/9E09 AE 61 0C LDX $0C61 [$83:0C61] //player 2 $86/9E0C D0 03 BNE $03 [$9E11] $86/9E0E A9 00 00 LDA #$0000 $86/9E11 85 44 STA $44 [$00:0044] $86/9E13 49 FF FF EOR #$FFFF $86/9E16 85 46 STA $46 [$00:0046] //above lines relate to whether Player 1 or Player 2's cursor controls the menu $86/9E18 22 4D 98 86 JSL $86984D[$86:984D] //Special Options entry point $86/9E1C 6B RTL
Unused Text
Text printing block located at SNES address $84F132-84F165:
00027130 8003 0010 40F1 8004 0010 4FF1 FFFF !.....@.....O... 00027140 546F 7567 6820 7368 6974 2121 2121 FF49 Tough shit!!!!.I 00027150 2064 6F6E 2774 206B 6E6F 7720 7468 6520 don't know the 00027160 7465 7874 21FF text!.
No relevant pattern matches for pointer "32F1"
Looping Screens
$86/8000 20 32 9E JSR $9E32 [$86:9E32] //? init.? $86/8003 22 A7 91 86 JSL $8691A7[$86:91A7] //? includes init. for high score table $86/8007 22 4F 80 86 JSL $86804F[$86:804F] //intro story $86/800B 22 EC 90 86 JSL $8690EC[$86:90EC] //copyright text $86/800F 22 F9 8D 86 JSL $868DF9[$86:8DF9] //? $86/8013 22 95 8E 86 JSL $868E95[$86:8E95] //Helga's No No's $86/8017 22 4D 98 86 JSL $86984D[$86:984D] //Special Options $86/801B A9 00 00 LDA #$0000 $86/801E 5B TCD $86/801F A9 50 00 LDA #$0050 //player 1 high score lower 4 digits $86/8022 85 48 STA $48 [$00:0048] $86/8024 A9 50 00 LDA #$0050 //player 1 high score upper 4 digits $86/8027 85 4A STA $4A [$00:004A] $86/8029 A9 00 00 LDA #$0000 //player 2 high score lower 4 digits $86/802C 85 4C STA $4C [$00:004C] $86/802E A9 00 00 LDA #$0000 //player 2 high score upper 4 digits $86/8031 85 4E STA $4E [$00:004E] $86/8033 22 6D 9C 86 JSL $869C6D[$86:9C6D] //high score initials entry $86/8037 22 9C 8D 86 JSL $868D9C[$86:8D9C] //today's revolutionaries $86/803B 22 4F 80 86 JSL $86804F[$86:804F] //intro story (again) $86/803F 22 53 98 86 JSL $869853[$86:9853] //Options $86/8043 4C 0F 80 JMP $800F [$86:800F] //infinite loop starting back at Helga's No No's $86/8047 6B RTL //impossible to reach this operation. suggests a long jump (e.g., 22008086) was used to reach this sub, but no pattern matches found.)