This page contains notes for the game Trip World.
No Regional Differences Between Japanese and European version#
The Japanese and the European Game Boy release are identical except for two bytes at ROM addresses 014A and 014D.
Japan |
0140: 00 00 00 00 00 00 00 01 03 00 00 BB 00 41 17 17 |
|---|---|
Europe |
0140: 00 00 00 00 00 00 00 01 03 00 01 BB 00 40 17 17 |
The game runs some checks at the beginning to see if any bytes have been changed. For example, the result when adding values in addresses 0134 to 014D + 0x19 must be 0x00 or the game will hang up on the Nintendo logo. Since it's not like any hardware does something according to these bytes (Game Boy games are region-free), this change seems pretty inconsequential.
Sound List#
You can initiate music and sound by editing the following addresses:
- E479 to xx where xx is a value from the table below.
- E478 to 01 which means no fading.
- E477 to 02 which tells the game to play the sound.
World 1, world 4, world 5, world 5 bosses |
Title screen, intro cinematics, level select screen, game over screen, ending cinematics, world 2, world 3, world 1~4 boss |
|
|---|---|---|
00 |
World 1 BGM |
World 2 BGM 1 |
01 |
World 4 BGM |
World 2 BGM 2 |
02 |
World 5 BGM 1 |
World 3 BGM 2 |
03 |
World 5 BGM 2 |
World 3 BGM 1 |
04 |
World 5 Bosses |
Boss |
05 |
Level finished |
Level finished |
06 |
Game Over |
Game Over |
07 |
Final Boss |
Ending cinematics BGM |
08 |
SFX |
Staff Credits |
09 |
||
0A |
||
0B |
||
0C |
||
0D |
||
0E |
||
0F |
||
10 |
||
11 |
||
12 |
Jump |
Jump |
13 |
||
14 |
||
15 |
||
16 |
Kick |
Kick |
17 |
||
18 |
Owl falls (world 2) |
|
19 |
||
1A |
||
1B |
||
1C |
||
1D |
||
1E |
||
1F |
||
20 |
||
21 |
||
22 |
Transform |
Transform |
23 |
||
24 |
||
25 |
||
26 |
||
27 |
||
28 |
||
29 |
||
2A |
||
2B |
||
2C |
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2D |
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2E |
crash |
|
2F |
crash |
|
30 |
crash |
|
31 |
crash |
|
32 |
crash |
|
33 |
crash |
|
34 |
crash |
|
35 |
crash |
|
36 |
crash |
World 4 boss attack SFX |
Enemy List#
https://i.imgur.com/8mHIEw6.png
Possibly unused:
- 26 - seems to be a test fish that uses same sprites as 27. It's mostly idle.
- 34 - needs looking into but very likely floor tile removal.
- 5A - no idea...