batevo:netplay_pack_codes [Digimon Rumble Arena Wiki]

Site Tools


batevo:netplay_pack_codes

This is an old revision of the document!


Netplay Pack Gameshark Code

This very very long gameshark code is the one used in the netplay pack found in the Netplay Guide, and while there should be no reason for anyone to enter this absurdly long gameshark code by hand themselves, it is fully documented here should you be interested. If you want only specific effects of this code, and don't care for changing gameplay options on the fly, you can find all the parts that make this code up in Quality of Life & Gameplay Altering Cheat Code, which will give you the specific gameplay alterations you are looking for, without the absurd length. This code does not include the Press L2 on Stage Select for Alt Skin code, as it was entered separately on the netplay pack, but you can find that code on the cheats page.

Precompiled Code

If you want the gameshark code verbatim, without any of the documentation, here it is.

JP US
D012A71C 0001
D0113F6C 1801
3005F93C 0000
D012A71C 0001
D0113F6C 1801
301FFFF6 0000
D012A71C 0001
D0113F6C 1801
3012A71C 0000
D012A71C 0001
D0113F6C 4801
3005F93C 0001
D012A71C 0001
D0113F6C 4801
301FFFF6 0000
D012A71C 0001
D0113F6C 4801
3012A71C 0000
D012A71C 0001
D0113F6C 8801
3005F93C 0000
D012A71C 0001
D0113F6C 8801
301FFFF6 0002
D012A71C 0001
D0113F6C 8801
3012A71C 0000
D012A71C 0001
D0113F6C 2801
3005F93C 0000
D012A71C 0001
D0113F6C 2801
301FFFF6 0001
D012A71C 0001
D0113F6C 2801
3012A71C 0000
D012A71C 0001
D0113F6C 4804
301FFFF8 0000
D012A71C 0001
D0113F6C 4804
3012A71C 0000
D012A71C 0001
D0113F6C 1804
301FFFF8 0001
D012A71C 0001
D0113F6C 1804
3012A71C 0000
D012A71C 0001
D0113F6C 8804
301FFFF8 0002
D012A71C 0001
D0113F6C 8804
3012A71C 0000
D012A71C 0001
D0113F6C 2804
301FFFF8 0003
D012A71C 0001
D0113F6C 2804
3012A71C 0000
D012A71C 0001
D0113F6C 4880
301FFFFA 0001
D012A71C 0001
D0113F6C 4880
3012A71C 0000
D012A71C 0001
D0113F6C 1880
301FFFFA 0000
D012A71C 0001
D0113F6C 1880
3012A71C 0000
D012A71C 0001
D0113F6C 8880
301FFFFA 0002
D012A71C 0001
D0113F6C 8880
3012A71C 0000
D012A71C 0001
D0113F6C 1808
301FFFFE 0001
D012A71C 0001
D0113F6C 1808
3012A71C 0000
D012A71C 0001
D0113F6C 4808
301FFFFE 0000
D012A71C 0001
D0113F6C 4808
3012A71C 0000
D012A71C 0001
D0113F6C 8808
301FFFFE 0002
D012A71C 0001
D0113F6C 8808
3012A71C 0000
D012A71C 0001
D0113F6C 1802
301FFFFC 0001
D012A71C 0001
D0113F6C 1802
3012A71C 0000
D012A71C 0001
D0113F6C 4802
301FFFFC 0000
D012A71C 0001
D0113F6C 4802
3012A71C 0000
D012A71C 0001
D0113F6C 8802
301FFFFC 0002
D012A71C 0001
D0113F6C 8802
3012A71C 0000
D012A71C 0001
D0113F6C 1900
301FFFF4 0000
D012A71C 0001
D0113F6C 4900
301FFFF4 0001
D01FFFFE 0000
D01E7C64 0002
801E7208 0064
D01FFFFE 0002
D01E7C64 0002
801E7208 0004
D01FFFFC 0000
D00D3798 0000
800D3798 0003
D01FFFFC 0002
D00D3798 0000
800D3798 0002
D01FFFFA 0000
D012A840 0004
800D3790 3851
D01FFFFA 0000
D012A840 0004
800D3792 0000
D01FFFFA 0000
D012A840 0004
800D3794 0000
D01FFFFA 0000
D012A840 0004
800D3796 0001
D01FFFFA 0000
D012A840 0006
800D3790 3851
D01FFFFA 0000
D012A840 0006
800D3792 0000
D01FFFFA 0000
D012A840 0006
800D3794 0000
D01FFFFA 0000
D012A840 0006
800D3796 0001
D01FFFFA 0002
800D3790 0666
D01FFFFA 0002
800D3792 0000
D01FFFFA 0002
800D3794 1999
D01FFFFA 0002
800D3796 0000
D01E7194 0002
801E7194 0005
D01E7180 0000
8005FC10 0000
D01E7180 0001
8005FC10 0001
D01E7180 0002
8005FC10 0002
D01E7180 0003
8005FC10 0003
D01E7180 0004
8005FC10 0004
D01E7184 0000
8005FC28 0000
D01E7184 0001
8005FC28 0001
D01E7184 0002
8005FC28 0002
D01E7184 0003
8005FC28 0003
D01E7184 0004
8005FC28 0004
D01FFFF8 0001
D01E7190 0002
801E7190 0003
D01FFFF8 0002
D01E7190 0002
801E7190 0004
D01FFFF8 0003
D01E7190 0002
801E7190 0005
D01FFFF6 0001
D01E7C64 0002
801E7C68 1194
D01FFFF6 0002
D01E7C64 0002
801E7C68 0384
D01FFFF4 0000
D012A71C 0009
8005FB8C 0000
D01FFFF4 0000
D01E7208 00B4
8005FB8C 0001
D012A9FC 0001
D011424C 1801
3005F918 0000
D012A9FC 0001
D011424C 1801
301FFFF6 0000
D012A9FC 0001
D011424C 1801
3012A9FC 0000
D012A9FC 0001
D011424C 4801
3005F918 0001
D012A9FC 0001
D011424C 4801
301FFFF6 0000
D012A9FC 0001
D011424C 4801
3012A9FC 0000
D012A9FC 0001
D011424C 8801
3005F918 0000
D012A9FC 0001
D011424C 8801
301FFFF6 0002
D012A9FC 0001
D011424C 8801
3012A9FC 0000
D012A9FC 0001
D011424C 2801
3005F918 0000
D012A9FC 0001
D011424C 2801
301FFFF6 0001
D012A9FC 0001
D011424C 2801
3012A9FC 0000
D012A9FC 0001
D011424C 4804
301FFFF8 0000
D012A9FC 0001
D011424C 4804
3012A9FC 0000
D012A9FC 0001
D011424C 1804
301FFFF8 0001
D012A9FC 0001
D011424C 1804
3012A9FC 0000
D012A9FC 0001
D011424C 8804
301FFFF8 0002
D012A9FC 0001
D011424C 8804
3012A9FC 0000
D012A9FC 0001
D011424C 2804
301FFFF8 0003
D012A9FC 0001
D011424C 2804
3012A9FC 0000
D012A9FC 0001
D011424C 4880
301FFFFA 0001
D012A9FC 0001
D011424C 4880
3012A9FC 0000
D012A9FC 0001
D011424C 1880
301FFFFA 0000
D012A9FC 0001
D011424C 1880
3012A9FC 0000
D012A9FC 0001
D011424C 8880
301FFFFA 0002
D012A9FC 0001
D011424C 8880
3012A9FC 0000
D012A9FC 0001
D011424C 1808
301FFFFE 0001
D012A9FC 0001
D011424C 1808
3012A9FC 0000
D012A9FC 0001
D011424C 4808
301FFFFE 0000
D012A9FC 0001
D011424C 4808
3012A9FC 0000
D012A9FC 0001
D011424C 8808
301FFFFE 0002
D012A9FC 0001
D011424C 8808
3012A9FC 0000
D012A9FC 0001
D011424C 1802
301FFFFC 0001
D012A9FC 0001
D011424C 1802
3012A9FC 0000
D012A9FC 0001
D011424C 4802
301FFFFC 0000
D012A9FC 0001
D011424C 4802
3012A9FC 0000
D012A9FC 0001
D011424C 8802
301FFFFC 0002
D012A9FC 0001
D011424C 8802
3012A9FC 0000
D012A9FC 0001
D011424C 1900
301FFFF4 0000
D012A9FC 0001
D011424C 4900
301FFFF4 0001
D01FFFFE 0000
D01E7C64 0002
801E7208 0064
D01FFFFE 0002
D01E7C64 0002
801E7208 0004
D01FFFFC 0000
D00D3A78 0000
800D3A78 0003
D01FFFFC 0002
D00D3A78 0000
800D3A78 0002
D01FFFFA 0000
D012AB20 0004
800D3A70 3851
D01FFFFA 0000
D012AB20 0004
800D3A72 0000
D01FFFFA 0000
D012AB20 0004
800D3A74 0000
D01FFFFA 0000
D012AB20 0004
800D3A76 0001
D01FFFFA 0000
D012AB20 0006
800D3A70 3851
D01FFFFA 0000
D012AB20 0006
800D3A72 0000
D01FFFFA 0000
D012AB20 0006
800D3A74 0000
D01FFFFA 0000
D012AB20 0006
800D3A76 0001
D01FFFFA 0002
800D3A70 0666
D01FFFFA 0002
800D3A72 0000
D01FFFFA 0002
800D3A74 1999
D01FFFFA 0002
800D3A76 0000
D01E7194 0002
801E7194 0005
D01E7180 0000
8005FBEC 0000
D01E7180 0001
8005FBEC 0001
D01E7180 0002
8005FBEC 0002
D01E7180 0003
8005FBEC 0003
D01E7180 0004
8005FBEC 0004
D01E7184 0000
8005FC04 0000
D01E7184 0001
8005FC04 0001
D01E7184 0002
8005FC04 0002
D01E7184 0003
8005FC04 0003
D01E7184 0004
8005FC04 0004
D01FFFF8 0001
D01E7190 0002
801E7190 0003
D01FFFF8 0002
D01E7190 0002
801E7190 0004
D01FFFF8 0003
D01E7190 0002
801E7190 0005
D01FFFF6 0001
D01E7C64 0002
801E7C68 1194
D01FFFF6 0002
D01E7C64 0002
801E7C68 0384
D01FFFF4 0000
D012A9FC 0009
8005FB68 0000
D01FFFF4 0000
D01E7208 00B4
8005FB68 0001

Variables and RAM Addresses

These memory addresses are already documented in the Memory Addresses page, but they are also included here for easy reference. The code uses the following "variable names", so that the code can be made once, and then compiled for both the JP and US version with simple text replacements, making it easy to port the code to many versions.

US

RAM:

p1Joke = 11424C; //Player 1 buttons pressed
p2Joke = 1142E4; //Player 2 buttons pressed 
chrSel = 12A9FC; //0 = Calumon repeats lines, 1 = CSS, 6 = SSS, A = Loading/In Match
timerR = 05F918; //0 = 99, 1 = 00
frmCnt = 1E7C64; //Counts up from 0 the number of frames that have passed, started when the round fade in starts
eftBol = 1E7208; //Bytes that control various "effects" like slow motion, and hazards on or off. More details elsewhere (#data_mining)
itmLmt = 0D3A78; //The number of items currently spawned in. If set to 3 (the item limit) when there are no items spawned, item spawns are disabled.
stageR = 12AB20; //The stage selected on CSS. Doesn't change during the match, so can be used mid-match to manipulate specific stages, so long as there are no other codes changing it for no helpful reason mid match (Ex: Random Stage Selector)
frctR1 = 0D3A70; //The stage friction value. Lower values make the stage more slippery, like ice physics. Higher values are more like normal gameplay. 
frctR2 = 0D3A72; //Friction is actually a 32 bit signed int, but gameshark can only do 16 bit writes, but thankfully this is a static value that we don't have to do math to, so we just need gameshark to write the right bits to the right bytes, and thats it. We just have to do 2 writes. 
acclR1 = 0D3A74; //The stage acceleation. Lower values make it harder for characters to change directions or hit top running speed. Higher values are more like normal gameplay. 
acclR2 = 0D3A76; //Acceleration is actually a 32 bit signed int, but gameshark can only do 16 bit writes, but thankfully this is a static value that we don't have to do math to, so we just need gameshark to write the right bits to the right bytes, and thats it. We just have to do 2 writes.
rndLmt = 1E7194; //Starts at 5 at the start of a game. When it hits 0, the game forces the match to end. If you prevent this from hitting zero, you can get technically unlimited rounds with enough draws. 
p1Scre = 05FBEC; //Player 1s score. We use it to write Players 1s wins here, so they can know if they have won 1 or 2 rounds in FT3 rounds. 
p1RWin = 1E7180; //The number of rounds Player 1 has won in the current game
p2Scre = 05FC04; //Player 2s score. We use it to write Players 2s wins here, so they can know if they have won 1 or 2 rounds in FT3 rounds.
p2RWin = 1E7184; //The number of rounds Player 2 has won in the current game
frmTme = 1E7C68; //The number of frames left in the round, AKA the round timer. Set to 3000 at the start of the round (100 seconds at 30 fps), and goes down by 1 every frame. When it hits 0 the round ends. If time is 00 instead of 99, it is set to 1 and stays static, but the round will still end if it hits 0. 
rnd2WR = 1E7190; //The number of rounds a players win round count need to be equal to or greater than to win the game. Sets to 2, but can be set to any arbitrary number
stgMsc = 05FB68; //0 = 1P Music, 1 = 2P VS music. Also affects if bottom row is unlocked, and if you can select the stage.

Variables:

hazrdV = 1FFFFE; //0 = Disabled, 1 = Enabled
itemsV = 1FFFFC; //0 = Disabled, 1 = Enabled
frictV = 1FFFFA; //0 = No Slip & Slide, 1 = Original, 2 = Oops All Ice!
roundV = 1FFFF8; //0 = FT2 rounds, 1 = FT3 rounds
timerV = 1FFFF6; //0 = No Timer mods (00 or 99), 1 = 150, 2 = 30
musicV = 1FFFF4; //0 = Make no alert (nothing changed), 1 = make alert (setting changed)

JP

RAM:

p1Joke = 113F6C; //Player 1 buttons pressed
p2Joke = 114004; //Player 2 buttons pressed 
chrSel = 12A71C; //0 = Calumon repeats lines, 1 = CSS, 6 = SSS, A = Loading/In Match
timerR = 05F93C; //0 = 99, 1 = 00
frmCnt = 1E7C64; //Counts up from 0 the number of frames that have passed, started when the round fade in starts
eftBol = 1E7208; //Bytes that control various "effects" like slow motion, and hazards on or off. More details elsewhere (#data_mining)
itmLmt = 0D3798; //The number of items currently spawned in. If set to 3 (the item limit) when there are no items spawned, item spawns are disabled.
stageR = 12A840; //The stage selected on CSS. Doesn't change during the match, so can be used mid-match to manipulate specific stages, so long as there are no other codes changing it for no helpful reason mid match (Ex: Random Stage Selector) 
frctR1 = 0D3790; //The stage friction value. Lower values make the stage more slippery, like ice physics. Higher values are more like normal gameplay. 
frctR2 = 0D3792; //Friction is actually a 32 bit signed int, but gameshark can only do 16 bit writes, but thankfully this is a static value that we don't have to do math to, so we just need gameshark to write the right bits to the right bytes, and thats it. We just have to do 2 writes. 
acclR1 = 0D3794; //The stage acceleation. Lower values make it harder for characters to change directions or hit top running speed. Higher values are more like normal gameplay. 
acclR2 = 0D3796; //Acceleration is actually a 32 bit signed int, but gameshark can only do 16 bit writes, but thankfully this is a static value that we don't have to do math to, so we just need gameshark to write the right bits to the right bytes, and thats it. We just have to do 2 writes.
rndLmt = 1E7194; //Starts at 5 at the start of a game. When it hits 0, the game forces the match to end. If you prevent this from hitting zero, you can get technically unlimited rounds with enough draws. 
p1Scre = 05FC10; //Player 1s score. We use it to write Players 1s wins here, so they can know if they have won 1 or 2 rounds in FT3 rounds. 
p1RWin = 1E7180; //The number of rounds Player 1 has won in the current game
p2Scre = 05FC28; //Player 2s score. We use it to write Players 2s wins here, so they can know if they have won 1 or 2 rounds in FT3 rounds.
p2RWin = 1E7184; //The number of rounds Player 2 has won in the current game
frmTme = 1E7C68; //The number of frames left in the round, AKA the round timer. Set to 3000 at the start of the round (100 seconds at 30 fps), and goes down by 1 every frame. When it hits 0 the round ends. If time is 00 instead of 99, it is set to 1 and stays static, but the round will still end if it hits 0. 
rnd2WR = 1E7190; //The number of rounds a players win round count need to be equal to or greater than to win the game. Sets to 2, but can be set to any arbitrary number
stgMsc = 05FB8C; //0 = 1P Music, 1 = 2P VS music. Also affects if bottom row is unlocked, and if you can select the stage.

Variables:

hazrdV = 1FFFFE; //0 = Disabled, 1 = Enabled
itemsV = 1FFFFC; //0 = Disabled, 1 = Enabled
frictV = 1FFFFA; //0 = No Slip & Slide, 1 = Original, 2 = Oops All Ice!
roundV = 1FFFF8; //0 = FT2 rounds, 1 = FT3 rounds
timerV = 1FFFF6; //0 = No Timer mods (00 or 99), 1 = 150, 2 = 30
musicV = 1FFFF4; //0 = 1P Music, 1 = 2P VS Music

Source

With Documentation

Toggles
Timer (L2)
//P1, 99
D0chrSel 0001
D0p1Joke 1801
30timerR 0000

D0chrSel 0001
D0p1Joke 1801
30timerV 0000

D0chrSel 0001
D0p1Joke 1801
30chrSel 0000

//P1, 00
D0chrSel 0001
D0p1Joke 4801
30timerR 0001

D0chrSel 0001
D0p1Joke 4801
30timerV 0000

D0chrSel 0001
D0p1Joke 4801
30chrSel 0000

//P1, 30
D0chrSel 0001
D0p1Joke 8801
30timerR 0000

D0chrSel 0001
D0p1Joke 8801
30timerV 0002

D0chrSel 0001
D0p1Joke 8801
30chrSel 0000

//P1, 150
D0chrSel 0001
D0p1Joke 2801
30timerR 0000

D0chrSel 0001
D0p1Joke 2801
30timerV 0001

D0chrSel 0001
D0p1Joke 2801
30chrSel 0000


Round (L1)

//P1, FT2
D0chrSel 0001
D0p1Joke 4804
30roundV 0000

D0chrSel 0001
D0p1Joke 4804
30chrSel 0000

//P1, FT3
D0chrSel 0001
D0p1Joke 1804
30roundV 0001

D0chrSel 0001
D0p1Joke 1804
30chrSel 0000

//P1, FT4
D0chrSel 0001
D0p1Joke 8804
30roundV 0002

D0chrSel 0001
D0p1Joke 8804
30chrSel 0000

//P1, FT5
D0chrSel 0001
D0p1Joke 2804
30roundV 0003

D0chrSel 0001
D0p1Joke 2804
30chrSel 0000


Friction/Acceleration (Square)

//P1, Original
D0chrSel 0001
D0p1Joke 4880
30frictV 0001

D0chrSel 0001
D0p1Joke 4880
30chrSel 0000

//P1, No Slip & Slide
D0chrSel 0001
D0p1Joke 1880
30frictV 0000

D0chrSel 0001
D0p1Joke 1880
30chrSel 0000

//P1, Oops All Ice!
D0chrSel 0001
D0p1Joke 8880
30frictV 0002

D0chrSel 0001
D0p1Joke 8880
30chrSel 0000


Hazards (R1)

//P1, On
D0chrSel 0001
D0p1Joke 1808
30hazrdV 0001

D0chrSel 0001
D0p1Joke 1808
30chrSel 0000

//P1, Off
D0chrSel 0001
D0p1Joke 4808
30hazrdV 0000

D0chrSel 0001
D0p1Joke 4808
30chrSel 0000

//P1, Intro Inturruption
D0chrSel 0001
D0p1Joke 8808
30hazrdV 0002

D0chrSel 0001
D0p1Joke 8808
30chrSel 0000


Items (R2)

//P1, On
D0chrSel 0001
D0p1Joke 1802
30itemsV 0001

D0chrSel 0001
D0p1Joke 1802
30chrSel 0000

//P1, Off
D0chrSel 0001
D0p1Joke 4802
30itemsV 0000

D0chrSel 0001
D0p1Joke 4802
30chrSel 0000

//P1, Item "Less"
D0chrSel 0001
D0p1Joke 8802
30itemsV 0002

D0chrSel 0001
D0p1Joke 8802
30chrSel 0000


Music (Select)

//P1, 1P Music
D0chrSel 0001
D0p1Joke 1900
30musicV 0000

//P1, 2P Music
D0chrSel 0001
D0p1Joke 4900
30musicV 0001


Setters

Hazards
//Hazards Off
D0hazrdV 0000
D0frmCnt 0002
80eftBol 0064

//Intro Inturruption
D0hazrdV 0002
D0frmCnt 0002
80eftBol 0004

//No codes needed for Hazards On


Items

//Items Off
D0itemsV 0000
D0itmLmt 0000
80itmLmt 0003

//Item "Less"
D0itemsV 0002
D0itmLmt 0000
80itmLmt 0002

//No codes needed for items off


Friction / Acceleration

//No Slip & Slide
//Glacier -> Wild Values
D0frictV 0000
D0stageR 0004
80frctR1 3851

D0frictV 0000
D0stageR 0004
80frctR2 0000

D0frictV 0000
D0stageR 0004
80acclR1 0000

D0frictV 0000
D0stageR 0004
80acclR2 0001

//Reapermon's Den -> Wild Values
D0frictV 0000
D0stageR 0006
80frctR1 3851

D0frictV 0000
D0stageR 0006
80frctR2 0000

D0frictV 0000
D0stageR 0006
80acclR1 0000

D0frictV 0000
D0stageR 0006
80acclR2 0001

//No codes needed for original

//Oops All Ice!
D0frictV 0002
80frctR1 0666

D0frictV 0002
80frctR2 0000

D0frictV 0002
80acclR1 1999

D0frictV 0002
80acclR2 0000


Rounds

//Remove 5 Round Cap
D0rndLmt 0002
80rndLmt 0005

//Sets P1 Score to Wins Round Count (0-4 round wins)
D0p1RWin 0000
80p1Scre 0000

D0p1RWin 0001
80p1Scre 0001

D0p1RWin 0002
80p1Scre 0002

D0p1RWin 0003
80p1Scre 0003

D0p1RWin 0004
80p1Scre 0004

//Sets P2 Score to Wins Round Count (0-4 round wins)
D0p2RWin 0000
80p2Scre 0000

D0p2RWin 0001
80p2Scre 0001

D0p2RWin 0002
80p2Scre 0002

D0p2RWin 0003
80p2Scre 0003

D0p2RWin 0004
80p2Scre 0004

//Sets FT3 rounds (if on)
D0roundV 0001
D0rnd2WR 0002
80rnd2WR 0003

//Sets FT4 rounds (if on)
D0roundV 0002
D0rnd2WR 0002
80rnd2WR 0004

//Sets FT5 rounds (if on)
D0roundV 0003
D0rnd2WR 0002
80rnd2WR 0005

//No codes needed for FT2 rounds


Timer

//Sets round timer to 4500 (150 seconds) at the 2nd frame of the round
D0timerV 0001
D0frmCnt 0002
80frmTme 1194

//Sets round timer to 900 (30 seconds) at the 2nd frame of the round
D0timerV 0002
D0frmCnt 0002
80frmTme 0384

//No codes needed for 99 or 00 second timers


Music

//Sets "CSS variant" to 1P mode just after the stage is selected
D0musicV 0000
D0chrSel 0009
80stgMsc 0000

//Sets "CSS variant" to 2P VS at end of match
D0musicV 0000
D0eftBol 00B4
80stgMsc 0001

Compilation Ready

D0chrSel 0001
D0p1Joke 1801
30timerR 0000
D0chrSel 0001
D0p1Joke 1801
30timerV 0000
D0chrSel 0001
D0p1Joke 1801
30chrSel 0000
D0chrSel 0001
D0p1Joke 4801
30timerR 0001
D0chrSel 0001
D0p1Joke 4801
30timerV 0000
D0chrSel 0001
D0p1Joke 4801
30chrSel 0000
D0chrSel 0001
D0p1Joke 8801
30timerR 0000
D0chrSel 0001
D0p1Joke 8801
30timerV 0002
D0chrSel 0001
D0p1Joke 8801
30chrSel 0000
D0chrSel 0001
D0p1Joke 2801
30timerR 0000
D0chrSel 0001
D0p1Joke 2801
30timerV 0001
D0chrSel 0001
D0p1Joke 2801
30chrSel 0000
D0chrSel 0001
D0p1Joke 4804
30roundV 0000
D0chrSel 0001
D0p1Joke 4804
30chrSel 0000
D0chrSel 0001
D0p1Joke 1804
30roundV 0001
D0chrSel 0001
D0p1Joke 1804
30chrSel 0000
D0chrSel 0001
D0p1Joke 8804
30roundV 0002
D0chrSel 0001
D0p1Joke 8804
30chrSel 0000
D0chrSel 0001
D0p1Joke 2804
30roundV 0003
D0chrSel 0001
D0p1Joke 2804
30chrSel 0000
D0chrSel 0001
D0p1Joke 4880
30frictV 0001
D0chrSel 0001
D0p1Joke 4880
30chrSel 0000
D0chrSel 0001
D0p1Joke 1880
30frictV 0000
D0chrSel 0001
D0p1Joke 1880
30chrSel 0000
D0chrSel 0001
D0p1Joke 8880
30frictV 0002
D0chrSel 0001
D0p1Joke 8880
30chrSel 0000
D0chrSel 0001
D0p1Joke 1808
30hazrdV 0001
D0chrSel 0001
D0p1Joke 1808
30chrSel 0000
D0chrSel 0001
D0p1Joke 4808
30hazrdV 0000
D0chrSel 0001
D0p1Joke 4808
30chrSel 0000
D0chrSel 0001
D0p1Joke 8808
30hazrdV 0002
D0chrSel 0001
D0p1Joke 8808
30chrSel 0000
D0chrSel 0001
D0p1Joke 1802
30itemsV 0001
D0chrSel 0001
D0p1Joke 1802
30chrSel 0000
D0chrSel 0001
D0p1Joke 4802
30itemsV 0000
D0chrSel 0001
D0p1Joke 4802
30chrSel 0000
D0chrSel 0001
D0p1Joke 8802
30itemsV 0002
D0chrSel 0001
D0p1Joke 8802
30chrSel 0000
D0chrSel 0001
D0p1Joke 1900
30musicV 0000
D0chrSel 0001
D0p1Joke 4900
30musicV 0001
D0hazrdV 0000
D0frmCnt 0002
80eftBol 0064
D0hazrdV 0002
D0frmCnt 0002
80eftBol 0004
D0itemsV 0000
D0itmLmt 0000
80itmLmt 0003
D0itemsV 0002
D0itmLmt 0000
80itmLmt 0002
D0frictV 0000
D0stageR 0004
80frctR1 3851
D0frictV 0000
D0stageR 0004
80frctR2 0000
D0frictV 0000
D0stageR 0004
80acclR1 0000
D0frictV 0000
D0stageR 0004
80acclR2 0001
D0frictV 0000
D0stageR 0006
80frctR1 3851
D0frictV 0000
D0stageR 0006
80frctR2 0000
D0frictV 0000
D0stageR 0006
80acclR1 0000
D0frictV 0000
D0stageR 0006
80acclR2 0001
D0frictV 0002
80frctR1 0666
D0frictV 0002
80frctR2 0000
D0frictV 0002
80acclR1 1999
D0frictV 0002
80acclR2 0000
D0rndLmt 0002
80rndLmt 0005
D0p1RWin 0000
80p1Scre 0000
D0p1RWin 0001
80p1Scre 0001
D0p1RWin 0002
80p1Scre 0002
D0p1RWin 0003
80p1Scre 0003
D0p1RWin 0004
80p1Scre 0004
D0p2RWin 0000
80p2Scre 0000
D0p2RWin 0001
80p2Scre 0001
D0p2RWin 0002
80p2Scre 0002
D0p2RWin 0003
80p2Scre 0003
D0p2RWin 0004
80p2Scre 0004
D0roundV 0001
D0rnd2WR 0002
80rnd2WR 0003
D0roundV 0002
D0rnd2WR 0002
80rnd2WR 0004
D0roundV 0003
D0rnd2WR 0002
80rnd2WR 0005
D0timerV 0001
D0frmCnt 0002
80frmTme 1194
D0timerV 0002
D0frmCnt 0002
80frmTme 0384
D0musicV 0000
D0chrSel 0009
80stgMsc 0000
D0musicV 0000
D0eftBol 00B4
80stgMsc 0001
batevo/netplay_pack_codes.1612233772.txt.gz · Last modified: 2021/02/02 02:42 by yuri