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Submission #5039: londonb415's SNES Battle Dodge Ball "game end glitch" in 00:56.21

Console: Super NES
Game name: Battle Dodge Ball
Game version: JPN
ROM filename: Battle Dodgeball (J).smc
Branch: game end glitch
Emulator: lsnes rr2-β 23
Movie length: 00:56.21
FrameCount: 3378
Re-record count: 17
Author's real name: T.O
Author's nickname: londonb415
Submitter: londonb415
Submitted at: 2016-03-13 10:48:45
Text last edited at: 2016-03-19 00:48:40
Text last edited by: Guga
Download: Download (1589 bytes)
Status: published
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Author's comments and explanations:

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Game objectives

  • Emulator used: lsnes rr2-β23
  • Aims for fastest time
  • Uses glitched password
  • Corrupts memory
  • Executes arbitrary code

Executing $00F9

Big characters and small characters

Generally, big characters are placed in inside of the field. And small characters are in outside. Big characters aren't placed in outside if you play this game normally. (Sometimes small characters are in inside.)

Placing a big character in outside by using password

You can use a password at "スーパーバトルリーグ:Super Battle League" or "激闘対戦モード:VS Mode" for organization of the team and fix ability of each character. It depends on whether the 39th and 40th letter of a password who enters the outside. Before the start of the match, Graphic data is loaded from rom. But if a big character is placed in outside, memory corruption may be occured. It's depend on some characters. Perhaps it is unexpected that a big character enters the outside.

How to executing $00F9

  Outside player: Grate Kaminarimon(グレートかみなりもん)
  Stage: Moon
  Opponent: Knight Gundam team(ナイトドラゴンズ)
This combination makes stack corruption, and executing $00F9 occured.

Jumping to password area

Usable memory address

  $00F9 = a number of times attract mode match is watched
  $00FA = a number of times cursor is moved
  $00FB = a number of times A or B are pushed at password mode.
  $00FC = a number of times sounds when cursor is moved
  $00FD = a number of times sounds when A or B are pushed at password mode.
  $1F80-$1FB1 = password

A barrage

As you barrage the A with a password mode, $00FD will not catch up with $00FB, because the sound is not in time. If the difference between $00FB and $00FD is set to 1 at the moment when screen gliches, it is possible to make the instruction for jump to password area.

Address Bytes Instruction Comment
$00/00F9 01 80 ORA ($80,x)
$00/00FB 20 80 1F JSR $1F80 Jump to password area

Jumping to ending

Password

  ノノノぼご ルじKぐチ ニニワおネ ネネネネネ
  ネヤlネず ミ ネネネ ネネネネネ ネネネテテ
  テテテテテ テテテテせ
Address Bytes Instruction Comment
$00/1F80 59 59 59 EOR $5959,y
$00/1F83 4A LSR A
$00/1F84 0E 99 1F ASL $1F99 $1F99 is shifted left of 1
$00/1F87 9C 0C 42 STZ $420C $420C is set to 0(to stop HDMA)
$00/1F8A 56 56 LSR $56,x
$00/1F8C A9 04 LDA #$04 The accumulator is set to 0x04
$00/1F8E 58 CLI
$00/1F8F 58 CLI
$00/1F90 58 CLI
$00/1F91 58 CLI
$00/1F92 58 CLI
$00/1F93 58 CLI
$00/1F94 58 CLI
$00/1F95 85 C2 STA $C2 $00C2 is set to 0x04
$00/1F97 58 CLI
$00/1F98 20 74 C0 JSR $C074 0x74 will be shifted left of 1 to 0xE8
becomes...
$00/1F98 20 E8 C0 JSR $C0E8 Call final scene

Password Text Table

00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13
14 15 16 17 18 19 1A 1B 1C 1D 1E 1F 20 21 22 23 24 25 26 27
28 29 2A 2B 2C 2D 2E 2F 30 31 32 33 34 35 36 37 38 39 3A 3B
3C 3D 3E 3F 40 41 42 43 44 45 46 47 48 49 4A 4B 4C 4D 4E 4F
50 51 52 53 54 55 56 57 58 59 5A 5B 5C 5D 5E 5F 60 61 62 63
64 65 66 67 68 69 6A 6B 6C 6D
6E 6F 70 71 72 73 74 75 76 77 78 79 7A 7B 7C 7D 7E 7F 80 81
A B C D E F G H I J
82 83 84 85 86 87 88 89 8A 8B 8C 8D 8E 8F 90 91
K L M N O P Q R S T
92 93 94 95 96 97 98 99 9A 9B 9C 9D 9E 9F A0 A1 A2 A3 A4 A5
U V W X Y Z
A6 A7 A8 A9 AA AB AC AD AE AF B0 B1
B2 B3 B4 B5 B6 B7 B8 B9 BA BB BC BD BE BF C0
C1 C2 C3 C4 C5 C6
C7 C8

Other comments

This ending is not for "スーパーバトルリーグ:Super Battle League". This is for "真・闘球王伝説:Shin Toukyuou Densetsu".


Samsara: Judging.

Samsara: Changing branch to just "game end glitch" and accepting to Moons.

Samsara: Hopefully replacing with a file with the blank SRAM removed.

Guga: Processing...


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