![]() ![]() It restores missing function calls and removes a short circuit in a function. If the debug flag is used, the debug menu can be accessed using the Select button. Some features no longer work (game speed) some are labeled incorrectly (kick and power are swapped, and the Sound Test screen, that was added later is unlisted causing an offset), and some are simply cryptically labeled (VS check is a debugging tool for Pakupa). It seems that official debug builds had a debug menu instead of a pause option. ![]() The game has a debug menu that cannot be accessed (It can be built with a debug flag).A strange purple palette that seems to match the Bomberman sprite.The unused tile does not match any palette in the game. A few chunks of empty tiles inside the animated tiles graphic file, and an unused animated tile.Groups of 5 unused or delete palettes in the middle of background palettes section.These structures do not match any of the existing tilesets, and no unused tileset exists in the ROM. The first structure was not structured like a regular level, but had a big unpassable object in the middle of the level, making the level ring-like. One has its palettes right after the park palettes, and one has its deleted palettes after the tunnel zone palettes. There were at least two levels in the game that never saw the light of day, judging by leftover data:.The following unused content was discovered when disassembling the game: Integrate the rest of this information into the article proper However, since no other modification was done in the European version, everything else runs at ~83% speed, effectively making battles in the European version shorter. In the European version, the code for the timer was modified to correctly count seconds in 50hz. The code and graphics for both screen types exist in both versions, but each version only uses one screen. In the international versions, each letter of the word DRAW falls onto the screen separately, and no Bombermen appear at all. In the Japanese version, the DRAW text is stationary and the four Bombermen fall onto the screen separately. The draw screen is also different between regions. However, a mistake was made in the change, and as a result the shading on Black Bomberman's head is now messed up. This makes their appearance consistent with the rest of the game. The Bombermen in the victory screen of Battle Mode had their colors altered in the international version. The first four now have colors identical to the four playable Bombermen. Similarly, all eight of the Mecha Bombers received palette changes for the American and European versions. Notice that the highlights on the Japanese Bombermen look messed up, meaning these palettes could be remnants from earlier Bomberman graphics, left in by mistake. The color palettes of Bombermen that appear after clearing Stage 3 and on the world map during the ending differ between regions. This was probably done because the original design could be interpreted as a negative racial stereotype of African-Americans. Moguchan, an enemy from Stage 3, lost its mouth and had its color scheme changed from brown and red to green and purple. Pressing the X Button during this sequence will allow players to start the game with nine lives. Cutscenes do exist in the international versions, however and can be accessed by using Pro Action Replay code 7E00A433. Despite having no dialogue to be translated or objectionable content, it was disabled from international builds of the game. The Japanese version has a short introductory cutscene that plays before the other demos. A rebuildable disassembly of the game can restore the menu. The code for the menu and most of its features still exists in the game code, but due to missing function calls and short-circuited functions it cannot be accessed without code modification. Alternately, use Pro Action Replay code 7E00A43C. A sound test can be accessed by pressing R on Controller 5 at the title screen, which in turn requires a Multitap. ![]()
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