Friday, December 13, 2019

Bomberman Selection Korean selected for a Game Boy Color re-release?

Hudson, a now defunct videogame developer best known for their Bomberman and Mario Party spin-offs, and least known by their Same Game series of games released a few compilations covering and combining their past titles into a single game. Why is this interesting? Well, because one of compilations is probably one of the most obscure re-releases of a videogame since it is more of a downgrade than the usual instance where game developers add more features. While they do just that, they actually remove an entire game, and ultimately select the lesser-great versions of one of the included games in the process. This hasty decision makes it an almost completely pointless release (or re-release?) of an already existing compilation in a very short time apart from the original, Bomberman Collection.

First, let's start off by explaining the history of the Game Boy Bomberman games. Bomber Boy was originally released on 08/31/90 for the Japanese market, sometime in 1991 for the rest of Asia, later as Atomic Punk for the US in October 1991, and Europe received the game titled Dynablaster in 1991.

Bomber Boy is your standard Bomberman Game where you move on a birds' eye grid, place a bomb near stationary structures and moving enemies to blow them up retreiving powerups such as a higher blast radius, remote control detonators for button controlled explosions, bomb kicks, skull viruses that can either hinder the players progress by inverting their controls, disabling their ability to lay bombs, impeding their movement making them vulnerable and other effects, or causing them to speed up. In rare cases this could actually provide an advantage to the infected player. Be ware! touching other players will transmit the effects to them, offering the multiplayer battles an insane turn in either direction for all players. A port of the original Bomberman for the NES was included for good measure and offers passwords and the ability continue after a game over. The highlight of the Bomberman games was the local multiplayer deathmatches which was only achieved via the erroneous, timing sensitive Game Boy link cable. Good luck!

Later releases spanning different consoles offered slightly different gameplay modes, but overall the core gameplay remained the same; the Sega Saturn version even offered new mechanics such as interactive stage effects ranging from spotlights that only showed the players position and a very small window around them, affected controls by pressing switches by walking over the ground are just a few examples. The Sega Saturn version featured animal companions for various protections and abilities, and the now-defunct Netlink service which allowed dial-up competitive deathmatches!

Bomberman GB2 was released for the Game Boy in 1994 initially only offering the ability to play as the white bomber hero, then when Hudson partnered with Nintendo, they added Wario to mix. Bomberman GB2 is curious because it was the first game to use the Super Game Boy's internal SOUND functions for enhanced explosion sound effects and a few others in certain situations, and the game also setup and allowed for up to four local players to compete with each other without needing a Game Boy link cable as long as they had access to a SNES Multitap accessory. The drawback is the small screen area and that all players always had to be visible on screen at all times, something that the console versions worked around by using smaller sprites and landscapes. Bomberman Pocket also supported both features, which was unfortunate a rarity at best when it came to other games.

Pocket Bomberman was originally released in monochrome in Europe and it did not offer any other Super Game Boy features aside from palettes and a few display borders that changed based on game modes, no enhanced internal SOUND functions or multiplayer battles. Later, it was released for the Game Boy Color with no upgrades aside from the expanded palette for the system. Curiously, the original European version does actually load a pre-defined palette scheme if played using a Game Boy Color. Only games released in which Nintendo either published, developed directly or as a second party received special palettes if a button was not pressed when booting up.

Bomberman 3 was the last entry in the series and is a Japanese exclusive and was offered in standard and interestingly as a Nintendo Power GB Memory flash cart title. The game is exactly as you would expect from a Bomberman title without the multiplayer staple, and strangely Hudson forgot to add the Super Game Boy SOUND effects this time around. Interestingly, the game does setup MLT_REQ 03 signifying it does internally support up to four players via aforementioned SNES multitap and controllers, so, it was an early idea? Just for clarification, the original NES Bomberman and all sequential ports including the Game Boy Advance Classic NES Series also plays a DPCM explosion sound sample in their various emulated forms. Time trials and score attack and hidden boss attack modes are offered in this version, I guess as a bonus. In this installment you acquire powerups by buying them in shops. Bomberman 3 is a solid game that does have several missing features and feels very incomplete overall unpolished in contrast to the earlier games. Was it rushed? No clue but I am curious about the omissions.

Hudson released two Bomberman compilations for the Game Boy, and in a metallic tin case (hope I won't be afflicted with tetanus from handling my very slightly rusty Bomberman Collection videogame on extremely rare occasions), which was not really ideal unless you keep it on your shelf forever. The compilation includes Bomber boy, Bomberman GB and Bomberman GB 2 with no changes made except that it uses the memory mapper MCB1M. Here is an oversimplified explanation: the chip allows multiple banks of games to be stored in and swapped out of the consoles RAM than normally accessible by the 32kb and 64kb limitations. Bomberman Selection also relies on the same mapper.

Bomberman Selection is where things take a strange turn. For some inexplicable reason Hudson not only released Bomberman Collection in Korea only, they decided to remove Bomberman GB2 and downgrade Bomberman GB to the original version not including Wario, and lastly they released the game so it was only compatible with the Game Boy Color which is ridiculous because all of the games were not designed for the Game Boy Color at all. This was unnecessary and likely hurt sales of this collection. Interestingly, Super Game Boy borders and all other assets were deleted from the games that originally supported them leaving the space where they would have been completely empty and not used for additional space. This extra space was not used to map out the new palette assignment banks for the Game Boy Color, as you would imagine or expect making this more of a curiosity at best. The game select menu does contain its original Super Game Boy assets but the code to access and load them was removed and changed deliberately instead of actually deleting the files as they did with the games themselves. I actually took the time to restore the leftover menu Super Game Boy support. Here is my quote from Twitter:

"https://gamehacking.org/vb/forum/video-game-hacking-and-development/hacker-threads/13028-nensondubois-codes/page65#post207018 - Bomberman Selection Korea actually does contain the leftover Super Game Boy prg from Bomberman Selection, which was released earlier. Video soon. The SGB from Bomberman GB2 actually was removed; SOUND, border, PAL_SET does not exist in the GBC ROM.

Code is long but I took assembly shortcuts to cut down, which took 3 minutes, plus 22 or so to manually write down. Enable leftover Super Game Boy support from Bomberman Collection. Bomerman GB2 / Wario Blast Featuring Bomberman does not actually load commands after "MLT_REQ 00"

A lot of header information was changed per game. The sound test does work in Bomber Boy as well in DMG, SGB and CGB modes."

031-46F-E6A
037-13F-E62
F59-0EF-3B6
F09-0FF-196
919-10F-C4D
B79-11F-195
289-12F-195
F19-14F-195
379-15F-195
C99-16F-195
3E9-E5F-5D4
E49-E6F-6E9
E09-E7F-E63
479-E8F-6E9
219-F2F-192
009-F3F-E68
989-F4F-F72
119-F5F-B3A
0C9-F6F-6E2
009-F7F-19A
0E9-F8F-F7E
0D9-F9F-6EA
3E9-FAF-E66
809-FBF-80E
069-FCF-D5E
149-FDF-6EA
229-FEF-19D
3C9-FFF-085
05A-00F-C4D
20A-01F-195
FBA-02F-195
19A-03F-195
0DA-04F-195
20A-05F-195
F5A-06F-195
FBA-07F-195
C9A-08F-195
018-D4E-A2E
Load the unused Super Game Boy border from Same Game
D1E-80F-C40
"

So, in conclusion, Bomberman Selection is a novelty more than just a curiosity at this point with all the strange development choices.


Saturday, November 23, 2019

Newly built Sanni Cart Reader! And prototype preservation

(Due to the importance of preserving prototypes this post will also be made on my patreon account)




A few weeks ago I spent the time tracking down the parts to build a Sanni Cart Reader and 3d printer a unit. I went to electronics engineering school several years ago so this wasn't really a difficult project but still required a little more time than I was expecting to invest.











In short: The Sanni Cart reader flasher dumper is an Ardurino kit that can dump the contents of Game Boy, Game Boy Color, Game Boy Advance, Super Nintendo, Super Famicom, Famicom and NES (requires an adapter because the cartridges are not physically compatible directly.), Sega Genesis, Sega Mega Drive, Nintendo 64 and a handful of others. Nintendo Power Game Boy and SFC Memory carts can be flashed allowing custom games to be written to them with some limitations such as not supporting enhancement chips for games like star Fox (GSU) and various other games.





Prototype and reproduction EEPROMs can be backed up and flashed and this is really important for preserving prototypes versions of videogames. If you have prototypes, you can email me at gameboygallery@yahoo.com or message me on twitter #nensondubois_ and we can get the ball rolling to backing them up.











Save RAM and N64 Gamesharks can also be backed up and reflashed if they brick you won't lose your code lists and settings. The Nintendo 64 controller can be tested as well as backing up the controller pack contents can be transferred. I also believe the Transfer Pack contentys of the Game Boy game can be backed up as well but that is redundant, as the hardware is dicey resulting in erroneous byteswaps and various errors with handling save about 36.8% of the time.













I'm not kidding, really the transfer pack hardware is faulty and only robust enough to send small amounts of data efficiently. This is speculation but it may explain why Nintendo never released an official Game Boy and Game Boy Color emulator, and only intended it to transfer only small amounts of data such as Pokemon and character information mostly in various games.




In either case, I have a planned series of videos showing off the usefulness of this small but perfect device. (It really is a lot smaller than you would imagine), and plan on dumping several prototypes down the road.




 It even glows in the dark. Spoooooky!








Wednesday, September 25, 2019

Complete list of games disabling Super Game Boy user palette selection

Several years ago when I was writing articles for a website that is dedicated to unused content in videogames, (well, actually it may have been a year or two before that site existed), I was annoyed by the fact that game developers cheapened out on proper Super Game Boy Support in their games (more on that another time because I actually plan on doing a well-written entry conveying every possible detail) and how many disabled palettes in their games where it was in most cases unacceptable.

Here is a complete list of games and Game Genie codes that will enable palette selection, and in some cases actually disable them as it was unused in the game's listing. Believe it or not, a few games actually use a more useless function that swaps the user's palette settings back to the one the game provides whenever it changes in-game. Amazing, right? Even more useless is that games disable the ability to use border screensavers. What was Nintendo thinking when they were designing the Super Game Boy? My best guess is that it was a rushed project because it is a wholly mess of incomplete functions and unused features, including the OBJ_TRN mode, which I will explain in another entry.

NOTE: You will have to physically modify the bottom of the Game Genie in order to fit it into a Super Game Boy. The Codebreaker is a more permanent option but the code format is different (which I cracked. It was relatively easy https://gamehacking.org/vb/forum/video-game-hacking-and-development/hacker-threads/13028-nensondubois-codes) and it supports several more patch codes and RAM based injections simultaneously.

Games that disable both controller and palettes will not be distinguished, but only game and is a sister set "Tokimeki Memorial Pocket" actually does solely disable the user's ability to set the controller selection. The most probable reason is because it is a quiz game and pressing the wrong button would have hindered progress?

Dai-2-ji Super Robot Taisen G (J)
Enable Palettes When Played Using a Super Game Boy (Title Screen; palettes are re-enabled afterwards.)
000-7BB-E6

Retrieve (J)
001-B0B-E6E

Animaniacs
00F-C18-E6E

Enable Screensavers When Played Using a Super Game Boy
00F-D08-6EF

Beatmania GB
002-80A-E6E

Beatmania II
002-80A-E6E

Bomberman Quest (GBC)
000-F1B-E6E

Fushigi no Dungeon: Fuurai no Shiren GB: Tsukikagemura no Kaibutsu
008-BEB-E6E

Little Indian Big City
003-54D-E66

Lodoss Wars (J) GBC (Lodoss Tou Senki: Eiyuu Kishiden GB)
001-B0B-E6E
Palettes do not swap to software priority when they change
001-A0B-E6E

Masakari Densetsu - Kintarou RPG Hen ()
003-53A-E6E

Mini 4 Boy II - Final Evolution
00E-FCD-E6E

Rock 'n Monster (J)
004-10C-E6E

Tokimeki Memorial Pocket: Culture-hen: Komorebi no Melody (GBC)
00C-4D9-E62

Tokimeki Memorial Pocket: Sport-hen: Komorebi no Melody (GBC)
00C-5C9-E62

Umi no Nushi Tsuri
001-BFB-E6E

Uno 2: Small World
00E-A88-E6E

Wario Land II
00C-21D-E6E
Enable screensavers
00C-31D-E6E

Wario Land II (GBC)
001-0BC-E6E

Trade & Battle Card Hero
006-469-E6E

Dragon Quest Monsters (J) (GBC)
001-C4B-E6E

Dragon Warrior Monsters (GBC)
001-C4B-E6E

Dragon Warrior Monsters V1.16 (GBC)
001-C4B-E6E

Dragon Quest/Warrior Monsters 2 Ruka's Adventure
001-BFA-E6E

Dragon Quest/Warrior Monsters 2 Iru's Adventure
001-BFA-E6E

FIFA '96
003-59A-E6E

Game Boy Gallery (E)
Palettes do not swap to software priority when they change
00B-F6D-C4D

Pocahontas
00C-82C-E66

The Smurfs
00B-718-E6E

Centipede
00A-85C-E6E

Superman
00E-ECD-E66

Madden 96
005-7D2-E66

Mole Mania
001-CBB-E6E (Unused; listed in the game's internal command packet listing)

Quest for Camelot
00F-DEE-E66

NBA Live 96
002-10E-E66

Donkey Kong Land 2
000-9AB-E6E

Donkey Kong Land 3
000-9AB-E6E

Conker's Pocket Tales
000-9AB-E6E

Dragon Quest 1&2
001-B1B-E6

TinTin in Tibet
009-E38-E6E

Kirby's Dream Land 2
Disable palette software priority swapping when they change
71F-E0A-A2B

Spirou
(Unused; listed in the game's internal command packet listing. Palettes were supposed to have been disabled based on the other Infrogrames titles)
01A-A78-E6A

Doraemon no GameBoy de Asobouyo DX10
Disable controller settings (Unused; listed in the game's internal command packet listing)
6E9-3EA-192


Crayon Shin-chan: Ora no Gokigen Collection
Palette software priority (Unused; listed in the game's internal command packet listing)
13A-E68-E62

Crayon Shin-chan 4: Ora no Itazura Daihenshin
Palette software priority (Unused; listed in the game's internal command packet listing)
646-0EB-F7B

There are a handful of other games that disable palettes and contain unused enable / disable commands in their internal command packet listings, this is the bulk of the games spanning both GB and GBC. I will add the rest once I find them in my notes from several years ago, if not then I will recreate them to complete the listing.

Sunday, August 18, 2019

Today is a good day to write about the PS Classic, or the Playstation Classic mini or whatever you want to call the ARM code PS1 emulator that Sony quickly hashed out. Funnily enough I believe a few of my tweets actually influenced the game list because a lot of the titles I requested appeared to have made the final cut.

I requested IQube which is probably the best game on the lot. I also asked for Super Puzzle Fighter and a handful of other titles in an old tweet.









The box in all the original plain glory.









Right front the start the box itself isn't pretty interesting like the original release variations that showed a lot of excitement, flares and edginess (I miss the 90's). Well, let's be honest, that was all a marketing ploy done to pull you in... and it worked! It sparked one of the best gaming consoles ever made! I remember the day my brothers came home with an original Playstation the day it launched. We bought our unit at Games USA at night. I was extremely young but I remember it came with a demo disc though I don't remember the exact version but I believe it was an Interactive Sampler Volume 1-3, which is the one I currently own in the original cardboard sleeve packaging I bought again years later. Lots of great memories.

I'm not going to invest the time giving a teardown of the consoles disappointing included accessories because we all know it comes with two controllers, a basic instruction manual and a usb type-C cable. I could understand why a wall adapter wasn't included. Most modern TV's include at least one USB input (mine does), and the cost to not include a wall adapter was a cheap move on Sony's part in order to grab a few bucks off would-be buyers at the store and at an initial MSRP price of $100 I feel this should have been a good negotiating tactic to pick up a unit. I actually found m for free from someone which was unopened, and well after the fact that nobody bought one. I was not going to spend 100 and so I waited it out like most other people.

The game selection? Well, you know it has a lot to be desired. The reason is one of two. 1. Sony tried to please everybody and they ended up pleasing nobody with only 20 games and half-decent titles, half of those actually being memorable games that highlights the console's array of games from its early days to the end of its time. 40 games would have gotten the attention of a lot more people. Reason two is that the emulation was inconsistent with framerate in a few areas such as the Twisted Metal intro text and PAL and NTSC mixups all over the place!

Luckily, I modded my unit all within a matter of minutes and included all the games I wanted on a 16gb usb flashdrive so it is all good. While it is not such a straightforward process to expand your library it is certainly not the most difficult thing in the world to set up. There are several guides that you could find on how to do this, but beware there is an extremely slim chance of bricking your unit if you attempt to power your car battery through the second controller usb port; I'm not liable for the damages caused. Large flash drives will need additional tools over 32gb to work.I know someone who successfully got 500gb working so 16gb is not the direct limit.

Overall, my recommendation? There are some limitations to the games and it is not an authentic expereince that the original console provided. Here are three example reasons. In Metal Gear Solid your memory card (not giving direct spoilers) will not have game saves from other games so you will not get the thrill of your mind being read because each game has its own separate memory card. Number two, analogue dualshock is not supported so games like Resident Evil Dualshock version and Ape Escape were not included. You can actually use a PS4 controller with retroarch and it will work. Games that required or offered the option to swap our discs for redbook audio playback is not supported in the menu or for games like Grand Theft Auto. This is good and bad. Good because you may forget to insert the game disc and the progress will freeze. I know, I've lost a few good MTV music generator songs this way with some friends back in the day.

Right now as of writing they are going for around 20 it is worth it alone for the USB controllers and compact nostalgic look of the original console even if the game selection is not the most ideal selection. So, pick one up and relive the classic moments when ...














Snaaaaaakkkkeeee!!





Thursday, July 11, 2019

Surf into BS うらがめ大作戦 "UNDAKE30 Usameme Strategy" Satellaview game information

Videogame preservation is important and I have contributed both the SNES Burn-In Test Cart and the Gamecube Service Disc a few years ago. Recently a currently undumped BS game called UNDAKE30 うらがめ大作戦 or "UNDAKE30 Usameme Strategy" surfaced in a Satellaview memory pak. The game is currently undumped.

Not much is known about this version except that it was based on the Same Game release. I could find almost no information that this existed aside from the video.





















Noticeably this game looks remarkably familiar? A little too familiar, resembling a more known version featuring Mario theme and characters? That's because this version is an earlier version that was retrofitted to UNDAKE30 鮫亀大作戦 マリオバージョン "Undake 30: Same Game Mario Version", or literally "UNDAKE 30 Shark-Turtle Battle Mario Version" from what I found on this page: https://www.mariowiki.com/Undake30_Same_Game.

Graphically the game is very different from the Mario title. The theme is apparently surfing space while playing slots while eating cherries and speeding past frogs (What was Hudson on when they developed this game?) Ride the waves! The classic Same Game is remixed as usual.

While Undake 30 Mario version was released to stores as part of a contest across Japan, both versions were available for download on the BS-X Satella during certain time schedules. It is unknown if other versions exist and is possible since all that really needs to be changed are the graphics, music, sounds and animations.

Currently it is dumped Undake 30 shares assets with this version such as an unused frog sound effect and game engine code, scenario and gameplay.

Trivia: The unused frog sound effect I found in the Mario version is actually used when acquiring the frog set in this version

I actually own a physical cartridge of the Mario version and that article is coming up next which will mostly focus on the unused game content I found, and a review as well as pictures of the cartridge and other fun stuff!

Wednesday, July 10, 2019

Crushandrun a lot of fun!

Hello fellow internet users! Today I am going to introduce you all to a network I have been a part of for around 15 years. The network is a general chat with a few channels for games and various activities. We engage in rap battles, jokes and lots of fun!

The network server Crushandrun.net so grab your spoons and dig away!

Wednesday, May 29, 2019

World's Rarest Games ~ Official Super Mario Bros 2 Lost Levels Variant ~ Blue Skies

Today is a great day to go outside and look at the blue skies or maybe not. Why not play Super Mario Bros 2 on an AV modded Famicom and Disk System? Let's break out some fun time!

Famicom Disk System games are notoriously common and usually are yellow. Several most popular Nintendo franchises started on the system including The Legend of Zelda, Metroid, and Kid Icarus. A handful of blue disks were released with metal shutters offering minor protection from spilled coffee and other hazards.

The Famicom Disk Writer was a kiosk that Nintendo set up in Japanese stores allowing customers to rewrite their disks at a fraction of the price than standard retail complete games. Usually a sticker was provided and slapped over the old game. Other offerings included an option flyer printout of the game's instructions which were very simplistic paper. Blue disks were not allowed and even prevented from being written by the kiosks itself as the shutters were a physical lockout mechanism. It is unclear why Nintendo disallowed store owners from rewriting the blue disks, but I'm sure a few slipped by the detectors, as I've seen a less than ten blue disks (Vink on Famicom World had a blue Kid Icarus disk in his store!).

Keep in mind that piracy was rampant and is one of the shortfalls of the console itself. From examining the rest of the blue disk games I own, the build quality seems like a legitimate disk. I could be wrong and that's entirely possible making this post a balls-grade curiosity at best.

Nintendo knew that people who resided out in the country were unable to access stores due to their locale but Nintendo cared and provided a service of mailing in their old disks and Nintendo mailed them back to their owners for a small fee. I guess it is possible that Nintendo relaxed their policy of not accepting blue disks over time and it was very late in the service's era (it ended in 2003!) but I do not believe this was the case as there are almost no blue disks with other games written to them from what I was able to research.

However, as I mentioned prior, a few blue disks slipped into the mix and eventually made their way into a Japanese retro gaming store that sold me my copy of a blue Super Mario Bros 2! Galaxian was also an unusual surprise on the flip side. Both games function flawlessly and the labels are not indented by way of fingernail handling or beavers nibbling at it. Unfortunately I do not know what game was overwritten and I am not peeling back the labels because that would inevitably, irreversibly lead to damage for such an exceedingly rare item that probably only exist in the margin of eight or less.















Goomba stomping sound effects (for good measure I'll toss in a coin or two!)









Aim! Steady! Fire! B-2-You sunk my spaceship!








An array of fighters have set their marks and this is your last chance to captivate them by surprise!











Famicom disks will eventually demagnetise or infest with mold over time, rendering them a cooler coaster than your old AOL CDs; especially prone to the latter if they are improperly stored. A cool, dry plastic bin sealed away from bugs, dust and other elements is ideal. Famicom Wiorld user retrospectives offered various personal experiences with Famicom Disk Writer kiosks and store clerks who rewrote his disk, and he is even an original contest winner for a gold punchout!

indicates that the best way to prevent your loss of games is to store them in a cool, dry area preferable sealed. The Famicom Disk System belt is poses a whole host of issues. Luckily I had my belt expertly installed so it should last a few more years of without stopping Dead Zone in it's tracks. Actually, since I own an FDSStick it should last way longer and I'm not limited to my game selection.

Sunday, May 26, 2019

YEEEEEeeeeeHaaaaaawwww!! Toy Story Unused music found in Sega Genesis Mega Drive

A while after discovering the unused music in the Super Nintendo version (actually waaaaay longer than it should have nd no real exscuse) I've found yet another gold nugget! This time it's Toy Story for the Sega Genesis / MegaDrive. Well, at least it's accessible now on real hardware using a Game Genie cheat device, after investing the time using a hex editor within minutes (these sort of things always came easy to me; it's a blessing and a curse! I learned 68000 in a lot less than a week a few years ago, actually so this was moot effort.)
 Sega reaches for the stars what Nintendon't!

For reference, I will link the two unused songs that are in the SNES version. Both are actually fairly interesting. According the the audio engineer Allister Brimble, the song "You've Got a Friend in Me" was never set up to play in this version because there were apparently licencing issues. He wasn't very specific because he didn't remember all that well. I may ask him again a later date.







Unused Song 1: Roller Bob















Unused Song 2: "You've Got a Friend in Me"









Toy Story (U) [!].bin
[CODE]
Options screen music modifier
01DB8C:00??
Play unused song at options screen
BXPT-CAEN
0C - Unused Song
[/CODE]
Toy Story (E) [!].bin
[CODE]
Options screen music modifier
01DCFC:70??
Play unused song at options screen
BXRA-DA96
0C - Unused Song
[/CODE]
Fiinally what everyone was waiting for forever. I'm surprised no one did this already. https://twitter.com/nensondubois_/st...6647971832627201 - Level 1: That Old Army Game (With Marching Soldiers)
02 - Level 2: Red Alert!
03 - Level 3: Ego Check
04 - Level 4: Nightmare Buzz
05 - Level 17: Light my Fire
06 - Level 6: Revenge of the Toys, Bonus & Characters
07 - Level 7: Run Rex, Run!
08 - Level 18: Rocket Man
09 - Level 9: Food and Drink
0A - Level 10: Inside the Claw Machine
0B - Level 11: Really Inside the Claw Machine
0C - Unused Song
0D - Level 13: Sid's Workbench
0E - Woody on Fire
0F - Level 14: Battle of the Mutant Toys
10 - Level 12: The Claw!
11 - Level 5 & 16: A Buzz Clip & Day-Toy-Na
12 - NULL
13 - Buzz Battle
14 - Game Over
15 - Level Complete
16 - Patrick Collins, Randy Newman, Andy Blythe, Marten Joustra and Allister Brimble - [Toy Story] Storyline (You've Got a Friend in Me)
17 - Continue Screen
The rest are sound effects and DAC/PCM samples.
The menu and credits songs are MOD files.

Monday, May 20, 2019

Musical glitches in NES Urban Champion!

TKO! No, this isn't punchout!
Kick, punch it's all in the might! (Except there's no actual kicking like a little girl)


I am surprised at the commission of Urban Champion from Gamecube Animal Crossing. I have a lot to talk about and cover in Gamecube Animal Crossing in the not-so distant future. I guess Nintendo didn't like it, they ran out of space to include it in the original N64 version, or they felt nineteen was a round number for collectible NES games. Perhaps Nintendo sisn't want a game about a city in Animal Crossing but that may not be true because they have items including an Office Wall and several types of paper showing cityscapes. Definite curious invoking.
Nintendo, however plastered the game onto five E-Reader cards which was quite nice. I'm still upset about the early discontinuation and support of the Game Boy Advance E-reader. I may elaborate why in a future article because I deem the criticism necessary. I am curious if the street brawlers will make an appearance in Super Smash Bros. Ultimate.


Recently I found a musical glitch in Urban Champion. Nintendo's early sound driver fixed this is issue in other titles. I could go into great detail about how they work but that far outreaches the scope of this article. Another time. The music will glitch after looping 49 31h times.

Urban Champion (W) [!].nes
Round 3 music because it reminds me of Gary Coleman for some odd reason I can't explain. Does that sound weird? It is the thought this song my mind associates with so it is going to be known.












Disable title demo (also allows demo to continue until a victory. Victory animation does not progress.)
KESKXIVI

Music will glitch out after 2 loops (Round 2 music will cold stop without glitching; use with individual song selection codes.)
ZAXKPUYU

Title screen music modifier (The music will glitch after looping 49 31h times.)
Round 1
EENTAYZA

Round 2
EENTAYZA
ZVXKTVOO

Round 3
EENTAYZA
VKXKTVOP

Round intro
GENTAYZA

Next Round
AENTAYZE

Game Select
AONTAYZA

Round Start
AXNTAYZA

Victory
AKNTAYZA

Are you still punching and kicking like a little girl after reading this article? I know I am.

Friday, May 17, 2019

First new game pickups! 5-17-2019 (SFC Memory, Namco Museum Gamecube, Castlevania 3 NES, Just Breed Famicom

My first real entry covering videogame related pickups! I will be doing this most of the time but not always.

I also picked up a DVD complete trilogy of the Bourne Supremacy for only 2.00!















Castlevania 3 did cost 22 but I probably could have gotten it for 19.99 but I didn't offer that low. The other games were relatively lower but overall I believe it was a fair deal considering what I got for the price.

Namco Museum does have audio issues but the disc doesn't appear scratched which could cause errors with reading files but that would be a very slim chance of occuring. My Gamecube might be faulty.

Just Breed is a fairly obscure Japanese RPG developed by Square and it uses the MMC5 memory mapper for an additional set of two square waves and a PCM channel as well as twice the character and attribute display making it look reminiscent of an early SNES title.

The SFC Memory cartridge has Heisei Shin Onigashima written to it which is a very large game encompassing most of the flash memory.

All in all I hope to do more collection posts showcasing my newest arrivals.

Continuing ~ Super Mario Bros. World Class Track Meet Duck Hunt - Unused Mario 2 Lost Levels Tiles Graphics

Time for another Super Mario Bros. article where we take a look at Super Mario Bros. 2 assets that remain inside of the menu programming of the one of the most videogame cartridges ubiquitous. Seriously, everybody and their dog owned a copy. I still do along with the manual. It never came with an official box as it was bundled with the Action Set NES.





For aesthetic mental reference: The controller (left), NES (middle), cartridge (right)

  


Surprisingly Nintendo for some reason used the Japanese true Super Mario Bros. 2 and character tilemapping to form the basis of the menu; graphic tileset and relative assets. I guess they were porting the Famicom Disk System file system when writing the menu because it may have been quicker or it was just on their workstation at the time? Maybe they did this on purpose just to see if someone would undoubtably notice over time? I really don't know and we will probably never quite know exactly why this even exists on the cartridge at all.
What you are about to see may burn your eyes because it may look like a garbled mess, but actually it is clearly (well maybe not so clearly.) the graphics from Super Mario Bros. 2. The palettes are based on which game is selected in the menu so it is the most visually pleasing to look at the Super Mario Bros highlighted section for better visual analysis.






Long and behold the detail!












Title screen graphics of Super Mario Bros 2 for reference.







Here is the original information I found.
[CODE]
Super Mario Bros. + Duck Hunt + World Class Track Meet (U) (PRG0) [!].nes
Replace Super Mario Bros tiles with unused Super Mario Bros. 2 Lost levels tiles
IEXTGAZE
XEVTAZAV
ZPETALZA
Display unused Super Mario Bros. 2 Lost levels tiles at game select menu (I actually made this interesting discovery about a week ago. All of the CHR from the Lost Levels / Super Mario Bros. 2 is actually inside the Super Mario Bros. + Duck Hunt + World Class Track Meet game select bank! There are also unused tiles in Super Mario Bros. 2! https://twitter.com/nensondubois_/status/924508098907267072)
YPSTLGPA

Fixes Duck Hunt selection palette to match Super Mario Bros. / 2
TLXVYZPZ
YPUTAZTZ
YAUTPZIZ

Fixes World Class Track Meet selection palette to match Super Mario Bros. / 2
TLUTLZYL
YPUTGXZZ
YAUTIZPZ

Replaces Duck Hunt 'upper-left brick' tile with unused Super Mario Bros. 2 tile. The table starts is located at 0x01E556-1E8CA beginning with Super Mario Bros and ending with World Class Track Meet.
E665:??:AD

Replaces Duck Hunt 'upper-left brick' tile with unused Super Mario Bros. 2 star tile (there are other unused tiles but this is just an example)
OYVTIVSZ
[/CODE]