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Author Topic: Contra - Super C Spread Shot Edition  (Read 6065 times)

Drakon

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Contra - Super C Spread Shot Edition
« on: November 22, 2013, 08:23:00 pm »
I think both the original Contra and Super C are two of the best games ever made for the nes / famicom.  Unfortunately I find both of these games are way too difficult.  The solution?  I decided to sit down and see how easy they are to romhack.  I managed to fairly easily hack Super C so you start the game with the spread shot gun and also so you start with the spread shot gun after you die.  Finally the game is playable!  Simple hack:

http://www.mediafire.com/download/ukq4b3lkhu33kcb/Contra%2520-%2520Super%2520C%2520SSE.ips
« Last Edit: November 22, 2013, 09:32:29 pm by Drakon »

Trax

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Re: Contra - Super C Spread Shot Edition
« Reply #1 on: November 24, 2013, 11:05:19 pm »
There are MANY ways to change the game's difficulty level, but it usually involves a good understanding of ASM, and not everyone has the time or skills to learn it and start disassembling a ROM. If you are interested in the original Contra, I disassembled almost all of the ROM myself. I usually leave comments in the parts where I think something can be changed. Bank 0 contains most of the enemies programming: timing, attacks, movements, etc. Check it out:

http://www.bwass.org/romhack/contra/contrabank0.txt
http://www.bwass.org/romhack/contra/contrabank1.txt
http://www.bwass.org/romhack/contra/contrabank2.txt
http://www.bwass.org/romhack/contra/contrabank3.txt
http://www.bwass.org/romhack/contra/contrabank4.txt
http://www.bwass.org/romhack/contra/contrabank5.txt
http://www.bwass.org/romhack/contra/contrabank6.txt
http://www.bwass.org/romhack/contra/contrabank7.txt
http://www.bwass.org/romhack/contra/contrarammap.txt

Note that these documents are bound to be modified any time...

Tsukiyomaru0

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Re: Contra - Super C Spread Shot Edition
« Reply #2 on: November 25, 2013, 11:04:36 am »
So... You make a mod that adds a function seen in the Cheat Menu of chinese Contra for Mobile, I assume?

TimeCop

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Re: Contra - Super C Spread Shot Edition
« Reply #3 on: November 25, 2013, 04:45:09 pm »
Spread shot is actually a bit OP.

If I were to make Contra/Super Contra a bit more balanced:

- difficulty modes
- normal = unlimited continues
- hard = standard limited continues
- weapon rebalancing (spread shot is a bit OP for one)

Would also base them on the JP versions.

Trax

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Contra Weapon Upgrades
« Reply #4 on: November 30, 2013, 02:24:52 am »
I thought about adding different difficulty modes to a single game, but it can potentially represent a truckload of ASM work. If it's just a number of continues, then it would be relatively trivial. But when you add enemies or weapons in the lot, that's a different story. Not impossible, just a lot of code to tweak or create...

The current weapon code is at memory $AA for player 1 and $AB for player 2. Bits 0-2 is for the weapon type and bit 7 is set when you get the R Weapon Item. Recently, I made some tests with weapons, under a specific concept: the first time you take a weapon item, you get a weak version of that weapon. If you take another item of the same type, the weapon is upgraded. I use bit 5 of the weapon code to store the upgrade status...

Here, a demo I made of an upgradable S Weapon. First level lets you shoot only 3 bullets per shot, and 6 bullets total. Second level upgrades it to the original 5 bullets per shot and 10 total...

Weapon ASM (patch on Contra (U) [!].nes)

I have the S Weapon covered for now. Obviously, the regular weapon cannot be upgraded, (except for the R upgrade). The M and F weapons can have a variable number of bullets allowed on screen. Default is 6 for M and 4 for F. The L weapon is weird, because you have no choice but to shoot 4 mini-lasers in succession, and when you press the B button, the bullets reset to the player's position...

Drakon

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Re: Contra - Super C Spread Shot Edition
« Reply #5 on: November 30, 2013, 07:17:59 am »
Spread shot is actually a bit OP.

If I were to make Contra/Super Contra a bit more balanced:

- difficulty modes
- normal = unlimited continues
- hard = standard limited continues
- weapon rebalancing (spread shot is a bit OP for one)

Would also base them on the JP versions.

This wasn't meant to be an extensive improvement hack.  This is just something I threw together quickly in an hour or so.  I'm fine with just making it so you always have the spread shot gun instead of retooling the overall game.  Also isn't the japanese version of super C identical to the american release?

There are MANY ways to change the game's difficulty level, but it usually involves a good understanding of ASM, and not everyone has the time or skills to learn it and start disassembling a ROM. If you are interested in the original Contra, I disassembled almost all of the ROM myself. I usually leave comments in the parts where I think something can be changed. Bank 0 contains most of the enemies programming: timing, attacks, movements, etc. Check it out:

http://www.bwass.org/romhack/contra/contrabank0.txt
http://www.bwass.org/romhack/contra/contrabank1.txt
http://www.bwass.org/romhack/contra/contrabank2.txt
http://www.bwass.org/romhack/contra/contrabank3.txt
http://www.bwass.org/romhack/contra/contrabank4.txt
http://www.bwass.org/romhack/contra/contrabank5.txt
http://www.bwass.org/romhack/contra/contrabank6.txt
http://www.bwass.org/romhack/contra/contrabank7.txt
http://www.bwass.org/romhack/contra/contrarammap.txt

Note that these documents are bound to be modified any time...

Thanks for posting this.  I'm still new to nes asm and nes hacking in general before I did gameboy and some very light snes stuff.  I'm wondering if there's a way to start the original contra with the spread gun.

I just noticed the upgradable patch trax posted.  I'm thinking of something where you start with the spread weapon like my hack and then have it be the weaker version at first and you can upgrade it.
« Last Edit: November 30, 2013, 07:33:23 am by Drakon »

Trax

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Re: Contra - Super C Spread Shot Edition
« Reply #6 on: December 02, 2013, 06:36:53 pm »
Still, it depends of what you want to achieve. If it's to have the S Weapon all the time, a Game Genie code is sufficient. If not, then do you want to start with the S Weapon at the beginning of a new game, or at the beginning of every level? If it's the latter, you would have to find some event that happens at the beginning of the level, like the start of the music. Make a bridge and add your own code that puts 03 (or 13 if you want the R effect) in AA,X...

You might be interested in the pointer table at 1CE35. The first 2 or 3 pointers seem to be related to initial loading of level variables. Music is played at 1CEBB. You could bridge there...

Drakon

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Re: Contra - Super C Spread Shot Edition
« Reply #7 on: December 03, 2013, 04:11:03 pm »
Thanks sounds like a start, I'm busy with school exams for now so I guess I'll have to wait.