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Snes Central/ Lost Levels snes rom releases
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hybrid



Joined: 29 Jul 2007
Posts: 35

PostPosted: Fri Aug 17, 2007 8:18 pm    Post subject: Reply with quote

i used the action replay code 7E0B7308

besides the major cosmetic diffrence there are enemies in the completed version and the springs work in the completed version
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Skrybe
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Joined: 28 Aug 2003
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PostPosted: Fri Aug 17, 2007 10:11 pm    Post subject: Reply with quote

hybrid wrote:
i used the action replay code 7E0B7308

Well, there's the level select code. Change the last two digits to change your starting stage. 7E0B7306 will take you to Shade Man's stage, though that seems to be the only level in the beta that can't be accessed through normal means, besides this unfinished level hybrid mentioned.

EDIT: Oh, wait. The level hybrid is talking about is Spring Man's stage.
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hybrid



Joined: 29 Jul 2007
Posts: 35

PostPosted: Fri Aug 17, 2007 11:02 pm    Post subject: Reply with quote

thanks Skyrbe

you are correct that is springman's level
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KingMike



Joined: 04 Nov 2003
Posts: 898

PostPosted: Sat Aug 18, 2007 5:03 am    Post subject: Reply with quote

Actually, that football game does have some text in it:

In the cart header ($7FB0), the title is partly overwritten. We can see it ends in "RSDEBUG1"
at about $C200:
"Blast Technology by Steve AguireSculptured Software (c)1994"
$D600:
"MY OH MY MYOPIA! IT KEEPS AWAY UTOPIA
WAY TO GO"

About $10300, it looks like some kinda source code snippet.

Quote:
BSSX wrest_joystat, 32*16*2 ;16 bit joyval: 16 bit count

.bss wrestler_x, 32*NUM_WRES ;long * number wrestlers
.bss wrestler_y, 32*NUM_WRES ;long * "
.bss wrestler_z, 32*NUM_WRES ;long * "

BSSX match_time, 16*3 ;frac, 1's, 10's

BSSX match_over, 16 ;0=not over, !0=over
BSSX match_realtime, 16 ;actual seconds elapsed
BSSX match_winner, 16 ;just like PSTATUS

BSSX secret_damage, 16 ;0=none,1=plyr 1,2=plyr 2
BSSX fight_debug, 16

BSSX p1winstreak, 16 ;player 1 winning streak
BSSX p2winstreak, 16 ;player 2 winning streak

BSSX current_round, 16 ;current round in match (1+)
BSSX p1rounds, 16 ;player 1 rounds won
BSSX p2rounds, 16 ;player 2 rounds won

BSSX p1cpu_ladder, 16 ;1 player game matchup #. Used
BSSX p2cpu_ladder, 16 ;for ladder of progression

;keep these in order and adjacent
BSSX front_rproc, 32 ;front ropes proc
BSSX back_rproc, 32 ;back ropes proc
BSSX left_rproc, 32 ;left ropes proc
BSSX right_rproc, 32 ;right ropes proc
.text


******************************************************************************
SUBR InitAddresses
movi COINS,a0
move a0,@_coin_addr,L
movi SWITCH,a0
move a0,@_switch_addr,L
movi SWITCH2,a0
move a0,@_switch2_addr,L
movi WATCHDOG,a0
move a0,@_watchdog_addr,L
movi DIPSWITCH,a0
move a0,@_dipswitch_addr,L
movi SOUND,a0
move a0,@_sound_addr,L
movi SOUNDIRQ,a0
move a0,@_soundirq_addr,L
movi COIN_COUNTERS,a0
move a0,@_coin_counter_addr,L
movi VMUX_INITMODE,a0
move a0,@VMUX_CONTROL
rets

******************************************************************************
SUBR AddressSet1
movi COINS_M1,a0
move a0,@_coin_addr,L
movi SWITCH_M1,a0
move a0,@_switch_addr,L
movi SWITCH2_M1,a0
move a0,@_switch2_addP


Second part.
Quote:

rets

******************************************************************************
SUBR AddressSet3
movi COINS_M3,a0
move a0,@_coin_addr,L
movi SWITCH_M3,a0
move a0,@_switch_addr,L
movi SWITCH2_M3,a0
move a0,@_switch2_addr,L
movi WATCHDOG_M3,a0
move a0,@_watchdog_addr,L
movi DIPSWITCH_M3,a0
move a0,@_dipswitch_addr,L
movi SOUND_M3,a0
move a0,@_sound_a
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BMF54123
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Joined: 28 Aug 2003
Posts: 743
Location: Henderson, NV

PostPosted: Sat Aug 18, 2007 6:17 am    Post subject: Reply with quote

WATCHDOG? DIPSWITCH? COIN_COUNTERS? Source code from an unknown wrestling arcade game? O_o
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handofg0d



Joined: 13 Jun 2006
Posts: 455
Location: PA

PostPosted: Sun Aug 19, 2007 1:23 am    Post subject: Reply with quote

KingMike wrote:
Actually, that football game does have some text in it:

In the cart header ($7FB0), the title is partly overwritten. We can see it ends in "RSDEBUG1"


If I had to guess, I'd go with "NFL ALL-STARSDEBUG1"
Great to find that it was Sculptured Software - nice searching.
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Skrybe
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Joined: 28 Aug 2003
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PostPosted: Sun Aug 19, 2007 2:43 am    Post subject: Reply with quote

handofg0d wrote:
Great to find that it was Sculptured Software - nice searching.

Agreed. Nice work, KingMike. Excellent guesswork on Evan's part, too.
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sebmal



Joined: 30 Oct 2005
Posts: 152
Location: Somewhere!!

PostPosted: Sun Aug 19, 2007 8:55 am    Post subject: Reply with quote

A friend and I toyed around with the Rockman 7 proto using the level select code. Variables 04 and 07 seem to be placeholders Turboman and Burstman where you warp in but continue to warp down forever as there's no ground. The non-working Burstman stage is probably why Slashman is taking his spot in the level select screen. Also, anything after variable 08 makes the game lock up on a black screen. Springman's music is used as placeholder music along with Turboman's music (which is odd seeing as how his stage isn't even in the proto in any form). Also, according to my friend, the miniboss in Shademan's stage isn't used anywhere in the final (I haven't played too much of the final version so I'm taking her word for it) nor is the sky background in the area after it (which is also very different according to my friend). Pretty neat stuff.

Last edited by sebmal on Mon Aug 20, 2007 2:25 am; edited 1 time in total
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ICEknight



Joined: 15 Dec 2003
Posts: 569

PostPosted: Sun Aug 19, 2007 2:39 pm    Post subject: Reply with quote

That (also completely generic) miniboss was luckily replaced by the giant pumpkin in the final.

Funny how Shademan's has enemies from the seemingly empty Springman level.
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sebmal



Joined: 30 Oct 2005
Posts: 152
Location: Somewhere!!

PostPosted: Sun Aug 19, 2007 6:57 pm    Post subject: Reply with quote

That enemy appears all over the place, however one of Turboman's enemies is there and his stage isn't in the proto at all.
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Evan



Joined: 17 Mar 2004
Posts: 948

PostPosted: Mon Aug 20, 2007 1:54 am    Post subject: Reply with quote

Next up, I have released the prototype of Super Buster Bros. As far as I can tell, it is identical to the released version.

http://snescentral.edgeemu.com/article.php?id=0853
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Tongueman



Joined: 27 Feb 2004
Posts: 631
Location: Japan

PostPosted: Mon Aug 20, 2007 2:15 am    Post subject: Reply with quote

Kingmike, that source code snippet looks like X86 assembly (not 65816), so perhaps it's the old "pad ROMs with whatever's in the PC' memory" thing.
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KingMike



Joined: 04 Nov 2003
Posts: 898

PostPosted: Mon Aug 20, 2007 3:07 am    Post subject: Reply with quote

I knew the source code wasn't 65816. I was thinking x86 or 68K.
Thanks.
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BMF54123
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Joined: 28 Aug 2003
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PostPosted: Tue Aug 21, 2007 7:36 am    Post subject: Reply with quote



Haha...did anyone else notice the Famicom(s) hanging at the beginning of Junk Man's stage? =D

(proto on left, final on right)
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Evan



Joined: 17 Mar 2004
Posts: 948

PostPosted: Wed Aug 22, 2007 4:20 am    Post subject: Reply with quote

Today, I have released the rom of a simple demo of the unreleased game, Sylvester and Tweety:

http://snescentral.edgeemu.com/article.php?id=0075
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TheRedEye
The Internet's Frank Cifaldi
The Internet's Frank Cifaldi


Joined: 26 Aug 2003
Posts: 4192
Location: Oakland, CA

PostPosted: Wed Aug 22, 2007 1:11 pm    Post subject: Reply with quote

Evan wrote:
Today, I have released the rom of a simple demo of the unreleased game, Sylvester and Tweety:

http://snescentral.edgeemu.com/article.php?id=0075


Oh hell yeah, the game was going to have the killer mice with face masks and axes. I love that cartoon!
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AirRaid



Joined: 13 Mar 2006
Posts: 32

PostPosted: Mon Aug 27, 2007 4:02 am    Post subject: Reply with quote

I would fall off my chair if someone found a rom of the prototype Ghouls 'N Ghosts 3, an early version of Super Ghouls 'N Ghosts:



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Evan



Joined: 17 Mar 2004
Posts: 948

PostPosted: Tue Aug 28, 2007 1:36 am    Post subject: Reply with quote

Although those early screenshots of Super Ghouls and Ghosts are great, what does that have to do with the topic at hand: prototype rom releases of Lost Levels?
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BBH



Joined: 12 Aug 2005
Posts: 52
Location: Portland, OR

PostPosted: Tue Aug 28, 2007 2:35 am    Post subject: Reply with quote

Evan wrote:
Although those early screenshots of Super Ghouls and Ghosts are great, what does that have to do with the topic at hand: prototype rom releases of Lost Levels?


Nothing, he just has an unhealthy obsession with Ghouls 'n Ghosts.
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Smeg
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Joined: 26 Aug 2003
Posts: 1600
Location: beneath enemy scrotum

PostPosted: Tue Aug 28, 2007 3:05 am    Post subject: Reply with quote

BMF54123 wrote:


Haha...did anyone else notice the Famicom(s) hanging at the beginning of Junk Man's stage? =D

(proto on left, final on right)


I should hope so. I think you're late to the party on that one bro (MAN THAT'S SO OLD).
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