The method of initializing the campaign appears to have changed at one point because there are two subroutines that run the introductory event, however, the second one is never used and has no way to execute.
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Because the Orange Star section is used as a tutorial in standard difficulty and is a normal series of maps in hard difficulty, the maps are treated as separate entries in the game data.
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Unused Campaign and Vs Features Event Initialisation Code Campaign Sub-Section InitialiserĮach sub-section of the Campaign (one for each of the countries) has an introductory event that sets the scene for the next series of maps. It is located at 0x1D6458 in Advance Wars 2 (U). It appears to be related to the bonus images you unlock in the Sound Room by completion of the Campaign, but it cannot be seen in-game. If a player captures a Lab in a 3 or 4 player map and they don't instantly win, instead of obtaining all the lab owner's properties as they would by capturing an HQ, they merely fall dark.Īn unused wallpaper image that can be found in the game.
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While acting similarly to an HQ in every regard, it only ever appears in 2 player maps. There are also 'center' tiles used if one wanted a river width of greater than 2 tiles. In the second screenshot, it shows both the north to south, south to north, east to west and west to east variants.
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There are a complete collection of multi-tile rivers in the tileset, but only the North/South ones in Lost River are used in the game. "湖" in the Info Panel indicates lake in Kanji character. It may also have placeholder information as an alternate naval tile. The minimap sprites indicate it may have been intended to be placed under Black Hole inventions. A player will still lose if any of their HQs are captured, however.Īn unused terrain which the detailed information panel claims is sea. Capturing a Neutral HQ will give that player an additional HQ of their own. As the power is unreferenced, he gains just the standard defence boost of 10% with no stat boosts unlike the variants in both games. It works the same as the Super CO Power version in terms of targeting and merely does 4HP damage. Not normally usable and completely unreferenced in terms of pointers, it is fully functional. The table for this ability remains (for clear weather, snow and rain respectively) but has been overwritten by a duplicate of the standard movement charts for other COs.Įxisting in the code is a complete version of Vs Sturm's Advance Wars CO Power - A meteor strike that does 4HP of damage. In Advance Wars, Sami's Double Time CO Power gave Infantry and Mech units the ability to ignore movement penalties on all unfavorable terrain. Similar to Drake's ability that increases the likelihood of rain in random weather conditions, a table entry exists for each CO that allows for an increased chance of snow to occur in random weather, which is completely functional. It is unused with no in-game COs that have variable defence boosts, but it is fully functional. Like Colin's Super CO Power and Kindle's Super CO Power in the sequel, which give a variable firepower bonus, an equivalent function exists for application of variable defence bonuses. Unused Commanding Officer Abilities Variable Defence Function These entries appear to reference the save file delete function.īacking up saves was possible with the dev builds, possibly. These start at approximately 0x90F20 in the (U) Version. Most appear to be leftovers from translating COs names and game functions. There are numerous text strings lying about in the US version of the game.
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