EDIT: The memory address for stun has been found (thanks Jed)! The attached Ram Watch file has been updated! If you own Killer Instinct Classic on Xbox One please read my second post!!
I figure that if Microsoft is going to revive the KI series, we should actively promote competitive play on KIO. One way we can do this is by making some important numbers for this game easily accessible to players. Sadly, I don't have much time to compile everything by myself so help is greatly appreciated!!https://docs.google.com/spreadsheet/ccc?key=0AlBj9sCnBWZ7dHBxU0ZEYmFpZUVyaGJ6cnBvbmhmanc&usp=sharing
If are interested in contributing and have the time, please download Mame -rr!
Big shoutouts to jedpossum over at SRK for breaking down the science in finding the health values stored in the game's RAM:http://forums.shoryuken.com/discussion/172161/finding-damage-values-in-old-school-games-a-tutorial
1. Find damage values for every move in the game (easiest)
2. Find the memory address for stun values (tricky)
3. Add said stun values to moves
4. Get the frames of every move (hardest)
5. Add any cancel properties of a move and some notes (last but not least)
What you need to test the damage values of every move is a version of mame called https://code.google.com/p/mame-rr/
NOTE: The most stable version at the time of this writing is ver. 039 SO PLEASE USE ONLY THIS VERSION!!
I have saved the memory addresses of P1 and P2 health to a Ram Watch file. You can quickly get to the damage values by loading it up:
1. Press ctrl+w while running KI in mame rr
2. Click file > open and go to where you saved the file.
An easy way of approaching this is simply by creating a key bind for save state/load state in mame. Just save a state in 2 player versus with full health and reload after testing a move.
Oddly enough, Rare decided to use random values within a specific range for damage. (Arcade only). Not the best way to go about unscaled damage, but I guess the SNES IS the most competitive... PLEASE MAKE SURE TO TEST EVERY RANDOM DAMAGE VALUE IN A MOVE'S RANGE BEFORE ADDING IT TO THE TABLE.