I've found the ASM that loads which level you play on and need to follow it until I figure out where it loads that the map is a battle map.Įdit: Using other vehicles on battle maps works fine, but the AI stays the same (they think they're using the default vehicle). However, alternate vehicles must still be unlocked by beating the track. It tricks the game into giving you Ancient Lake's vehicle set.
#Diddy kong racing rom adventure mode code
I think a code like this has already been made, but I don't think it used this type of implementation: I finally got a chance to test on the real system, and the intro skipper just seems to crash the game, but it hardly starts up without the GS so who knows if that's the code's fault or not. I didn't see it write any of those values though. I'm thinking this "menu modifier" value may also be used elsewhere (possibly the same value stored in multiple places), or the "title screen" routine actually checks other things to see what to do, which would explain all the unused entries. (You can of course go back from the track select menu to get to the proper game select, but that takes longer than going through the warning screen. If you only want to play Tracks mode, though, then it works fine. I also found that if you actually have it write 0 (title screen) instead of 1A (first screen), instead of simply swapping the pointer, you get a perfect intro skip directly to the title screen, so I might just have to look into finding where it gets that 1A and changing it.Īlso, 810E836A 16D4 skips the memory card/rumble pak warning screen thing, but the Game Select menu will be broken the menu doesn't show up, and you can only press A to select Tracks mode. All that really showed is that 5 is used whenever you enter an area in Adventure mode. Also, I checked out the values the game actually writes. There only seems to be one function that writes the menu value, BTW, so if you wanted to pull up a menu on demand you'd probably just call that. I looked, that jump table doesn't have any unused entries. Right after it is the pointer 800E8200, which points to some debug text, but doesn't seem to be used. The game starts at a black screen, press A to begin.Īlso, the intro screen copyright text is at 800E1DF0 if you want to fuck with it. Someone remind me to do that.Ġ1: Intro (entering manually returns to title)Ġ5: Seems to be a corrupted version of the Tracks menu that fucks with the resolutionĠ9: Graphics error, returns to title screenĠF: Tracks menu (entering it manually takes you to player select where you can't do anything O_o)ġ4: Shows "Trophy Race" and some other text then starts a 4-player game, trying to return to lobby freezesġ9: Restarts the game (flashes "credits")Īll others return to title screen the entries in the table actually point to the title screen routine, and it also jumps to that if the ID is >= 0x1D. I'd look to see if there are any unused items in the jump table they point to, but I have to pee and then sleep. Although there are a lot of entries in here that just point back to the title screen. I am severely disappointed at the lack of a debug menu here.