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Wario's Woods NES Prototype Help

 
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NESPlayer



Joined: 10 Dec 2010
Posts: 40

PostPosted: Wed Nov 30, 2011 3:34 pm    Post subject: Wario's Woods NES Prototype Help Reply with quote

I was sent an NES prototype of Wario's Woods in my e-mail to document. I ran the ROM through GoodNES, and it's unique. After playing for a while, I couldn't find anything different in the game, and the tile graphics appear to be the same as the US version.

The owner instructed me not to give out their identity and not to distribute the file, but they did give me permission to post these pictures.

The following come from a file comparison using HxD Hex Editor. These are the lines that are different (excluding the ROM header).

Prototype:

US Retail:


Prototype:

US Retail:


And this comes from a 6502d disassembler output comparison:


Any idea on what these lines might be? Where I might be able to see these differences in-game so I can at least try to document them? Thanks!
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KingMike



Joined: 04 Nov 2003
Posts: 898

PostPosted: Fri Dec 02, 2011 3:07 am    Post subject: Reply with quote

Probably the best way is a lot of patience with the FCEUX debugger.
(in FCEUX, Debug, Debugger. Breakpoint -> Add.
Now a few CPU addresses to check: $6F98 (click CPU and Read)
or could try checking for ROM. However, I think Wario's Woods is MMC3, so one ROM address can map to 3 possible CPU addresses (since each bank is 8KB or $2000 bytes. 120C8 would be $80B8, $A0B8 or $C0B8.)
Just tried that and it seems each will regularly turn up false positives (debugger window will pop up when the game tries to execute code from the same CPU address in another bank.)
(such as $A0B8 (in another bank) is part of the routine for make a cleared stack explode, but the code that appears in the debugger is clearly not a match to the routine you posted.)
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