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Super Dodge Ball (super-super-dodgeball)
PORTSNATIVE

Super Dodge Ball (super-super-dodgeball)

NATIVE PORTSPORTSWINDOWSALPHA

Super Dodge Ball (super-super-dodgeball)

Super Dodge Ball

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows

View official project

About the project

Super Dodge Ball es un videojuego de deportes publicado por Technōs Japan en 1990.

2 versions of Super Dodge Ball

You're viewing: Super Dodge Ball (super-super-dodgeball)

Super Dodge Ball (super-super-dodgeball)github.com/rumbleminze/super-super-dodgeball
Windows
Current
Super Dodge Ball (PC)github.com/saftle/Super-Dodgeball-Recomp
Windows
›

Official project information

Author's original READMEOpen on GitHub ↗

Super Super Dodgeball

A native SNES port of the NES game Super Dodgeball.

Revision 1.2:

  • MSU-1 Music tracks now supported
  • (mostly) fixed the stats screen, I didn't even know it existed!

Generating the needed files

For copyright reasons I am not supplying any of the CHR ROM bytes. There's a go script included in the utilities/ directory that will extract the needed .asm files from a headered Super Dodge Ball rom with an md5 hash of 9c819e679f5fab4ef836761d31e98adc.

Simply run:

go run parseNesFileToBanks.go -in=Super\ Dodge\ Ball\ \(U\).nes

And 16 .asm files will be generated. You can ignore the bankx.asm ones. Copy the 8 chrom-tiles-X.asm to the /src directory.

Building

Prerequisites

  • cc65 - the 65c816 compiler and linker
  • go - in order to generate the chr rom files

Other Userful Tools I've used for this project

  • Mesen2 - A fantastic emulator for development on a bunch of platforms
  • HxD - A Hex Editor
  • Visual Studio Code - Used as the development environment

Structure of the Project

  • bankX.asm - The NES memory PRG banks, there are 8 of them. This code is heavily edited/altered for the port

  • chrom-tiles-X.asm - The NES CHR ROM banks, also 8 of them. These are untouched aside from converting them to the SNES tile format that we use. The go script takes care of that for you.

  • 2a03_xxxxx.asm - Sound emulation related code

  • bank-snes.asm - All the code that runs in the A0 bank, this is where we put most of our routines and logic that we need that is SNES specific. Also includes various included asm files:

    • attributes.asm - dealing with tile and sprite attributes
    • hardware-status-switches.asm - various useful methods to handle differences in hardware registers
    • hud-hdma.asm - HDMA logic for the player health bars and names to be shown
    • intro_screen.asm - Title card that is shown at the start of the game
    • palette_lookup.asm and palette_updates.asm - palette logic
    • sprites.asm - sprite conversion and DMA'ing
  • main.asm - the main file, root for the project

  • vars.inc, registers.inc, macros.inc - helpful includes

  • resetvector.asm - the reset vector code

  • hirom.cfg - defines how our ROM is laid out, where each bank lives and how large they are

Building

  • Update the build.sh file with the location of your cc65 install
  • make sure you've extracted and copied the chr rom banks to /src
  • run build.sh
  • The output will be in out/
View official project
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PROJECT FILE

Project type
NATIVE PORT
Genre
Sports
Status
alpha
Original platform
—
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
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