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Free-play patches for Vs. Tetris that runs on a red tent or vs. dual system.
This project forked from dragonminded/vstetrisfreeplay
Free-play patches for Vs. Tetris that runs on a red tent or vs. dual system.
Contains patches to apply to ROMs for Nintendo Vs. Tetris to add a free play option. This is controlled by DIP 5 (unused in the original game). DIP 5 on is free play, DIP 5 off is normal coin mode. The following is the "source" to the patches. I did not use an assembler, choosing to instead hand-assemble since it was such a trivial patch. Code is commented as well. To use this, apply the hex changes to the correct ROMs (for instance, 0xE350 is ROM e000.6a in MAME offset 0x350, 0xA027 is ROM a000.6c in MAME offset 0x27) and burn them using an EEPROM writer. If you would like, you can check out <https://github.com/DragonMinded/arcadeutils> to use the `bindiff` utility to apply the patches found in the two `.patch` files instead of performing the edits manually. draw_freeplay (0xE350) ; Stolen mostly from the credits display function. This ; draws "FREE PLAY" centered on the screeen in place of ; the credits display. There is no room for a space ; but fortunately each character has an accompanying X ; offset so we can position the text with a space. A0 00 ; LDY #0x0 (Y register is the count) A2 30 ; LDX #0x30 (X register is the char buffer offset) B9 75 E3 ; LDA freeplay_text[count] (Grab an ascii character) 9D 01 04 ; STA 0x431[count * 4] (Place it in the char buffer offset) A9 DF ; LDA #0xDF (Grab the hardcoded Y offset) 38 ; SEC 9D 00 04 ; STA 0x430[count * 4] (Store it in the char buffer Y offset) B9 7D E3 ; LDA freeplay_positions[count] (Grab the X offset for this char) 9D 03 04 ; STA 0x433[count * 4] (Store it in the char buffer X offset) E8 ; INX (Increment X by 4 to get to next char buffer location) E8 ; INX E8 ; INX E8 ; INX C8 ; INY (Add one to the count) C0 08 ; CPY #0x8 (Compare against 8, we do the above loop 8 times for "FREEPLAY") D0 E5 ; BNE -27 (Jump back to the next ascii character grab. A9 32 ; LDA #0x32 8D 30 05 ; STA 0x530 (Force the credits to "2" so that 1P/2P start works). 60 ; RTS (Back to the main game loop). freeplay_text (0xE375) 46 52 45 45 50 4C 41 59 freeplay_positions (0xE37D) 5D 65 6D 75 85 8D 95 9D draw_freeplay_or_credit (0xE385) ; This just jumps to either the above freeplay text function, or ; the original credits display function. AD 17 40 ; LDA dipsw2_in 29 10 ; AND 0x10 (check DIP 5 is on) D0 03 ; BNE 3 4C 46 AE ; JMP 0xAE46 (old credit draw function) 4C 50 E3 ; JMP 0xE350 (free play draw function) get_credit_or_freeplay (0xE392) ; This loads the A register with either the amount of credits or ; '0' when in freeplay. This has the effect of going back to the ; attract screen instead of the start game screen when you get a ; game over in free play mode. AD 17 40 ; LDA dipsw2_in 29 10 ; AND 0x10 (check DIP 5 is on) D0 06 ; BNE 6 AD 30 05 ; LDA #0x0530 (load credit amount into A) 4C 9B A8 ; JMP 0xA89B A9 30 ; LDA #0x30 (load 'zero credits' into A) 4C 9B A8 ; JMP 0xA89B Update to new function (0xA027): 20 85 E3 ; JSR draw_freeplay_or_credit Update to new free-play check (0xA898): 4C 92 E3 ; JMP get_credit_or_freeplay
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