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1.0 :: CrashBall
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AddressesStructs
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addressnamedescriptionStructoffsetsymboldescription
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$0517BC,4urng cyclerng cycleBall$10,4sx
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$0C1F16,2sspawn sideset for one frame [0,3] then set back to -1; pick a random side when it is > 3$14,4sz
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$0C1EF8,2ssleep timenumbers of sleep frames (active frame = spawning a ball)$18,4sy
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$0C1EFA,2sball countamount of balls on the field$106velocityangular velocity
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$0C1EFC,2sball spawn ticka value that goes down by 1 every frame and is set to 30 when spawning aball; once it reaches 0, 2 ticks must be waited before another ball can start spawning, thereby setting the value back to 30 for another cycle$110yay velocity
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$05A978,4ulast spawn ptra pointer to the latest spawned ball$10E,2uangleangle of the ball in range [0, 4200]
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$09AD74,4sP1 Score
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$09AD7C,4sP2 Score
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$09AD84,4sP3 Score
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$09AD8C,4sP4 Score
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$1D3040,4sP1 Pos
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$1D341C,4sP2 Pos
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$1D3800,4sP3 Pos
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$1D3BDC,4sP4 Pos
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Route
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1Manipulate first ball to spawn on p1 side, either left or right; whichever side it spawns on defines the base side and base spawner
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2Lower the cpu on base side to 1, manipulating each balls to spawn from base spawner
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3Use the next ball from base spawner to reduce p2 to 14
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4Use balls from opposide side spawner to reduce p2 to 1
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5Use next ball on remaining cpu (opposite of base side)
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6Manipulate next 14 balls to spawn from adjacent spawner
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7Finish remaining cpu
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8Manipulate next ball to spawn from adjacent spawner
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9Finish p2
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10Manipulate next ball to spawn from the spawner non-adjacent to the base side
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11Finish the final player
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12Repeat for the remaining two rounds
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