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Evan

Joined: 17 Mar 2004 Posts: 948
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Posted: Sat Sep 04, 2010 12:12 pm Post subject: SNES Central / NES World prototype releases |
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Martin from NES World sent me several SNES prototypes that he dumped. The first one that I made an article of is for Battle Blaze, a mediocre fighting game. The most interesting thing is that this game has a connection to F-Zero.
http://www.snescentral.com/article.php?id=0994 |
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Dradsa
Joined: 27 Dec 2008 Posts: 17
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Posted: Sat Sep 04, 2010 10:45 pm Post subject: |
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Very cool read! looks as if they were aiming for the next big Mortal Kombat but failed haha. Would Nintendo have given the code away for FREE? Or perhaps royalties were payed? Very strange... |
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Evan

Joined: 17 Mar 2004 Posts: 948
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Posted: Sat Sep 04, 2010 11:37 pm Post subject: |
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I would agree with the Mortal Kombat thing, but this game predates it. More likely, they were trying to capitalize on the Street Fighter II rage. |
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Tongueman
Joined: 27 Feb 2004 Posts: 631 Location: Japan
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Posted: Sun Sep 05, 2010 1:41 am Post subject: |
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It's possible Nintendo sent out code examples with their SFC devkits.
Or perhaps this is a possibility:
Daniel Auld wrote: | One interesting point of working at Tose was the attitude toward copyright and piracy. The company had no problem copying anything they could find, though they called it "borrowing the idea." There were elements of competitors' games that they couldn't figure out how to do (very advanced sprite animation, for example), so they would simply buy the game and without even playing it, put the cartridge in their hardware and pull the code apart. |
http://gdri.smspower.org/wiki/index.php/Interview:Daniel_Auld |
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Evan

Joined: 17 Mar 2004 Posts: 948
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Posted: Sun Sep 05, 2010 4:06 am Post subject: |
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I like the idea that they stole the code. It might explain why the mode 7 stuff is tricky to emulate. |
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GDRI
Joined: 29 Nov 2006 Posts: 352
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Vlcice

Joined: 22 Sep 2005 Posts: 89
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Posted: Tue Sep 07, 2010 1:31 am Post subject: |
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I remember that a Sonic 2 beta had graphics from a completely unrelated game. The explanation there was that EPROM writers just skip over blank sections rather than erase them, so empty sections of game contained whatever happened to be on the cartridge before. I don't know how Nintendo prototypes were handled, but is it possible that the cartridge with this Battle Blaze proto used to hold an F-Zero proto before? |
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BMF54123 Staff


Joined: 28 Aug 2003 Posts: 743 Location: Henderson, NV
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Posted: Tue Sep 07, 2010 1:54 am Post subject: |
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Actually, it seems much more likely to me that Sammy reused an old development board, one previously used for F-Zero (perhaps Nintendo sold their used development hardware at a discount, or F-Zero was merely used to test the carts). When the Battle Blaze data was burned to the EPROMs, areas that weren't used were simply not written to, leaving "holes" where the original F-Zero data shows through. Some old Genesis prototypes exhibit the same phenomenon; there's data from a TMNT game in the padding at the end of the "Sonic Crackers" ROM, and data from Chiki Chiki Boys scattered around the old Sonic 2 prototype.
Besides, if the F-Zero code really was used as a base, why would it only appear in a prototype between the JP and NA releases?
[edit]
Blah, I'm too slow. Vlcice got it.  |
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drx
Joined: 15 Apr 2006 Posts: 150
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Posted: Tue Sep 07, 2010 6:17 am Post subject: |
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This is actually a myth.
There is no way to properly erase an EPROM while leaving so much "unused" space. Erasing an EPROM means applying certain UV light to the EPROM window which wipes out all data it touches. EPROM erasing sets all the bytes it can to FF, and EPROM writing can set individual bits from 1 back to 0.
The leftover data would have to be surgically left over in order to leave it there and yet allow to properly burn a working ROM.
The more sensible explanation is that compilers back in the day didn't bother to really clean the memory used for padding, resulting in data being there that just randomly happened to be in that specific part of memory (for example from being used in another program, or being previously compiled).
Now, this applies to every case except that Sonic Crackers cart, which the guy who burned it didn't bother to take the TMNT eproms out (the TMNT data was on separate unerased EPROMs, as Sonic Crackers was twice as small as the TMNT ROM). Which is pretty horrid, considering he did that to tens of prototypes. |
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Evan

Joined: 17 Mar 2004 Posts: 948
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Posted: Tue Sep 07, 2010 9:13 am Post subject: |
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I guess the main problem with the idea that they just reused an F-zero board is that the two games are of different sizes (F-zero is 512 kB, while Battle Blaze is 1 MB), and the F-zero stuff doesn't align. Unless of course the ROM was somehow interleaved, or that both ROM chips had F-zero on them. |
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Xkeeper

Joined: 04 Nov 2005 Posts: 327 Location: Henderson, NV
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Posted: Sun Sep 12, 2010 1:44 am Post subject: |
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drx wrote: | The more sensible explanation is that compilers back in the day didn't bother to really clean the memory used for padding, resulting in data being there that just randomly happened to be in that specific part of memory (for example from being used in another program, or being previously compiled). | This actually seems to be the case.
My guess is that compilers would just allocate all the memory needed for a finished binary and compile to that space, not wiping it before simply because well-coded programs would never encounter the non-data there.
If I remember correctly there are a few other games that have similarly left-over bits of code/data strewn throughout.
(Personally, I would be willing to bet that some of the code from F-Zero is laying around in the prototype ROM too) |
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Evan

Joined: 17 Mar 2004 Posts: 948
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Posted: Sun Sep 12, 2010 8:53 am Post subject: |
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The probable reason why the data is in the wrong spot is that both of the EPROMs had copies of F-zero on them. |
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mrdomino

Joined: 16 Aug 2005 Posts: 167
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Posted: Tue Sep 14, 2010 3:51 pm Post subject: |
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Xkeeper wrote: | This actually seems to be the case.
My guess is that compilers would just allocate all the memory needed for a finished binary and compile to that space, not wiping it before simply because well-coded programs would never encounter the non-data there.
If I remember correctly there are a few other games that have similarly left-over bits of code/data strewn throughout.
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yeah, I see this quite a lot messing about with unlicensed/pirate originals and stuff - they naturally arent the most cleanly coded games out there, so youll often find snippets of source code and other weird shit if you poke through the ROM. theres one company, Sintax, that seemed to have a tendency to leave absolutely tons of graphics from its other games strewn about the place.
but what i don't get is how stuff from *other companies* can find its way into legitimate licensed products this way - surely the memory on one of (say) Sammy's systems is not going to contain data from a Nintendo game, unless it was provided by Nintendo for some reason or they were just actively ripping it apart looking for inspiration/"inspiration". |
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TheRedEye The Internet's Frank Cifaldi


Joined: 26 Aug 2003 Posts: 4192 Location: Oakland, CA
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Posted: Tue Sep 14, 2010 5:14 pm Post subject: |
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Is it really so surprising to learn that maybe -- just maybe -- people with access to development carts and BBS systems might have oh, I don't know, downloaded and burned games to play? |
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Evan

Joined: 17 Mar 2004 Posts: 948
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Posted: Mon Sep 27, 2010 6:36 am Post subject: |
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I have a couple more up:
Zoop
TKO Super Championship Boxing
Last edited by Evan on Tue Sep 28, 2010 8:18 am; edited 1 time in total |
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KingMike
Joined: 04 Nov 2003 Posts: 898
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Posted: Mon Sep 27, 2010 1:19 pm Post subject: |
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Both links are to Zoop. |
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Evan

Joined: 17 Mar 2004 Posts: 948
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Posted: Tue Sep 28, 2010 8:18 am Post subject: |
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Copy-pasta error |
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Evan

Joined: 17 Mar 2004 Posts: 948
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Tongueman
Joined: 27 Feb 2004 Posts: 631 Location: Japan
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Posted: Mon Oct 04, 2010 8:33 am Post subject: |
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That's interesting that the proto of the Flinstones runs at what, half-speed? Do you think it could be set that way for debugging purposes? I don't think it has anything to do with poor coding or compression as it's unlikely a decompression routine would be running during actual gameplay.
Also, those tiles in the proto look like they're almost identical to the final; you just need to change the tile offset a bit more in your tile viewer by about 4 steps.
(sorry, in other words, I'm debunking your technical guesses.) |
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Evan

Joined: 17 Mar 2004 Posts: 948
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Posted: Mon Oct 04, 2010 9:13 am Post subject: |
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Nah, they aren't exactly the same. The settings are identical in both views, so there is a fundamental difference in the way they are stored. Also, it is possible that those tiles are garbage data, as most of the other graphics are compressed and cannot be seen visually in a tile viewer (and like I said, I never found the place in the game where that area in the memory is accessed, even though I played through the entire game).
You are right though, the slowdown might be a debugging feature. Or even an anti-piracy feature. The decompression idea was suggested to me by an emulator developer. |
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