Super Dodge Ball disassembly | release 02 [2012/12/11]
------------------------------------------------------
Super Dodge Ball is Copyright 1988, 1989 Technos Japan Corp.

[Requirements]
* CC65 (though only CA65 and LD65 are used)
Either the stable version or the snapshots are fine. They should both work.

* asm6 (for building the CHR files)
The current build script uses asm6 to make the CHR files, then does a binary
copy command to create the combined sdb.chr file.

A properly configured nes.cfg would get around the need for asm6, but I am
lazy and hate fighting with nes.cfg.

* a Super Dodge Ball .chr file
This version (and future versions) of the disassembly should have come with a
_chr folder. This folder contains all 16 CHR banks in ASM format. Considering
that nametable data is also stored in CHR ROM, you can see why this would be
useful.

* header.chr
In case you don't have one, the hex bytes are:
4E 45 53 1A 08 10 10 00 00 00 00 00 00 00 00 00

* nes.cfg
I really hope this file is included, but if it's not... (don't include the
angle bracketed markers)
<begin nes.cfg>
MEMORY {
		PRG0: start = $8000, size = $4000;
		PRG1: start = $8000, size = $4000;
		PRG2: start = $8000, size = $4000;        
		PRG3: start = $8000, size = $4000;
		PRG4: start = $8000, size = $4000;
		PRG5: start = $8000, size = $4000;
		PRG6: start = $8000, size = $4000;        
		PRG7: start = $c000, size = $4000;
		VECTORS: start = $fffa, size = 6;
}

SEGMENTS {
		PRG_0: load = PRG0, start = $8000;
		PRG_1: load = PRG1, start = $8000;
		PRG_2: load = PRG2, start = $8000;
		PRG_3: load = PRG3, start = $8000;
		PRG_4: load = PRG4, start = $8000;
		PRG_5: load = PRG5, start = $8000;
		PRG_6: load = PRG6, start = $8000;
		PRG_7: load = PRG7, start = $c000;
		VECTORS: load = VECTORS, type = ro;
}
<end nes.cfg>

[Notes]
This disassembly differs from a stock Super Dodge Ball.nes ROM by a few bytes.
These bytes have to do with re-enabling four player Bean Ball mode.
* One byte allows the selection of the 3/4 player options
* Another makes wrapping via Up work properly (jumps to 4p instead of 2p).
  This wasn't in akadewboy's patch to restore 4-player mode.
* Then there are some nametable changes: Changing Bean Ball to say "(1-4 Players)"
  on the main menu, and adding the 3 and 4 player menu items on the bean ball
  number of players selection menu.

SuperDodgeBall.s includes my notes on the RAM locations used in the code.
Later on, that file would be used to make simple defines for more readable code.

NES.s also has some defines which I'm not using, but plan on using in the future.

[Special Thanks]
Ragha
Hyde (author of aNESe and SmartRENES)