3/1/2023 0 Comments Excitebike nes rom cool0x24 crashes the game, but 0x25-0x2F simply do nothing. This means you can't simply AND the byte with 0x3F to get the track ID. An object >= 0x40 is repeated, the next byte is the number of repetitions, but doesn't seem to follow bitfield logic. If an object has byte 7 set, it's an object that appears in "hard" version of the track. Crowd, grass, banners, etc.Ġx2D46: Beginning of Track Data. Followed by other palettes for sprites and intro and selection screens, and palette mappings at 0x1470.Ġx1480. One affects the tracks and objects, one for the crowd, and one for BG color and sprites. I presume the game engine goes on until the Lap Bump byte is read.Ġx13D6: Palettes, with PPU command bytes. The byte 0x09, which is the ID for the Lap Bump object, denotes the end of the track data. Track Data pointers are located at 0x2D3A. Extra tracks could be stored in another bank. If we can find the track number and make the game go on after track 5, that would be very interesting. The game is only 1 PRG bank, and has absolutely no unused space left. How the game sets the "hard" parameter of a track The RAM location of the current track number What I am looking for in priority is these: Of course, if you can find any interesting data, let everyone know. Take note that the file it is bound to change anytime. Here you can download Excitebike Bank 0 disassembly. It shouldn't be long before I finish disassembling the PRG bank entirely, so I'll be able to make a wrap-up of the important data and offsets. So yes, basically, you can create new objects from scratch with the original engine.Ġ0 = Cool Down Arrow - Lane 4 (bottom lane)ġ0 = Cool Down Arrow - Lane 4 (bottom lane)ġC = High Ramp with Grass Under (1 tile wide)ġD = High Ramp with Support and Big Mud PuddleġE = High Ramp with Support and Big Mud PuddleġF = High Ramp End with Grass Under (1 tile wide)Ģ0 = Elevated Ground - 4 Lanes (1 tile wide, 2 tiles elevation)Ģ2 = Elevated Ground - 4 Lanes (1 tile wide, 6 tiles elevation) Another example is the "grass" object (which is more like mud), it's only one tile wide, but is repeated as needed. The High Bump with Ramp is also made of a few parts sticked together. For example, the object I call "Mountain" object, like at the beginning of Track 2, is made with 3 or 4 objects, including one that is repeated a few times. Some of the objects are a composite of these objects. Adding objects could be quite easy to do. Other than that, if you can access the 8000-BFFF portion of the ROM by adding a bank, you have 0x4000 bytes to create lots of extra tracks.Īs for the objects, I think there is room for lots of new stuff. However, with emulation, it could be fairly easy to simply make the ROM access the 0x2000 bytes the Battery RAM provides, and store track data there. Will you finally have your revenge? Or will Arch Rivale have the last laugh? Again.The design function in the game does work on the NES version, but you can't save. You can still hear his taunting laughter as he rode over your foot, flattening it like a road bunny. Your objective is revenge against your old adversary, Arch Rivale, who humiliated you at the last Excitebike race. You have been working on your course design for years, and have come up with what you think is a winner- a course of death defying daredevil jumps of every description. GAME PLAY: Your heart races at the sound of the starting gun and adrenaline surges through your body as you accelerate, pulling ahead of the pack. The anticipation in the air is apparent as the riders, with engines revving, ride up to starting line. Each rider must not only overcome the incredible dangers of Motocross racing, he must design his winning or losing course. Top cyclists from all over the world have gathered to test their skill and daring in the Excitebike World Championship-the first ever Motorcross Designer Race. It is the first game of the Excite series, succeeded by its direct sequel Excitebike 64, its spiritual successors Excite Truck and Excitebots: Trick Racing, and the WiiWare title Excitebike: World Rally. It first debuted as a game for the Famicom in Japan in 1984 and as a launch title for the NES in 1985. Sorry, no sound on mobile devices in this NES emulator.Įxcitebike is a motocross racing video game franchise made by Nintendo. If you grew up in the 80's you shouldn't need additional gameplay instructions. On mobile phones and Iphone use the gameplay control buttons shown on your screen (only on mobile) to play and start the game. On a computer you can click the Zoom to expand the game to a larger size. Click Game Window Size Button to Zoom Game Size between default, 1.5X and 2XĬlick on the game window and hit the ENTER key to start Excite Bike (you might have to hit start twice).
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