the cutting room mirror

Rockman 8 Trial Version

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This is a sub-page of Proto:Mega Man 8.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Find differences with final version. Also, what exactly paramters in FLAGCHANGE and WORKVIEW do?

The sample version of Rockman 8 appeared on a Special Trial Disc which also contained demos of Rockman X4 and Rockman: Battle & Chase.

Debug Menu#

Proto_Rockman_8_Debug_Menu.png

Use the following GameShark code to open a debug menu:

8010602C 0000
8010602E 0000
80106038 E4AC
8010603A 0804
8010603C 0000
8010603E 0000

80139318 9178
80139440 9178
80139528 9178
801397A0 9178
80139854 9178
80139C4C 9178
80139D7C 9178
80139DD0 9178
80139B2C 9178
80139B70 9178
80139BE0 9178
80139E78 9178
80139ED4 9178
8013A1AC 9178

Once used, pause the game to open the debug menu and select one of the following options, or press Select to exit the menu:

FLAGCHANGE#

Changes certain parameters.

WORKVIEW#

Displays the current coordinates of the player as well as some parameters.

VABVIEW#

Your typical sound test menu.

POWERUP#

Allows Mega Man power-up parts (those normally purchased from Roll's shop) to be equipped.

PARTS#

Allows Mega Man's special weapons and some of Rush's stuff to be equipped.

Object Test Menu#

It seems that this menu was developed in a pinch for the Trial Version specifically, as all objects' sprites appear broken in it normally, and all of the sprites also appear to be slightly dithered here (likely owing to the object viewer's video mode not being initialized correctly, or the wrong one being used). Odd because the game had already been completed at this stage, with this version being compiled 6 months after the Japanese PlayStation final version had released.
Use the 2nd code in combination with the 1st one to fix most of the objects.


Use the following GameShark code to open a object viewer:

8010602C 0000
8010602E 0000
80106038 EDBF
8010603A 0804
8010603C 0000
8010603E 0000


Use the following GameShark code to fix most objects in the object viewer (excluding Mega Man, Rush, and the major bosses; player-like objects):

8013BA6C A4EC
8013BA6E 0804
8013BA70 0000
8013BA72 0000
8013BA74 0000
8013BA78 0000
8013BA7A 0000

8013BA80 0000
8013BA82 0000

801293B0 8013
801293B2 3C12
801293B4 93EC
801293B6 8E52
801293B8 0000
801293BA 0000
801293BC A021
801293BE 0012
801293C0 8016
801293C2 3C13
801293C4 EDD4
801293C6 9673
801293C8 0000
801293CA 0000
801293CC 9840
801293CE 0013
801293D0 9020
801293D2 0253
801293D4 0000
801293D6 9655
801293D8 0000
801293DA 0000
801293DC 002C
801293DE A495
801293E0 0000
801293E2 0000
801293E4 EE9E
801293E6 0C04
801293E8 0000
801293EA 0000
801293EC 6B64
801293EE 8017

Like the debug menu, pause the game to use it. For some reason, there is a purple box where some text pertaining to status of the object would be shown, but it is always empty.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: How to display debug text, or rather if there's any debug text display code left in the executable.

(Debug text: Punk7890)

(Debug Mode and object viewer codes: Athena)

(Object viewer fix code: ArcadeGamer1929)

Object Names#

The Trial Version contains two lists of object names in the executable R8.EXE, neither of which are present in any final versions of the game:

  • The first list (starting at 0x98C38) matches up with the 169 objects that are present in both the Trial Version and all final versions of the game.
  • The second list (starting at 0x99538) contains 25 objects that don't appear to be present in any finalized versions of the game, possibly being development objects or placeholders that were removed later, or still existing but not used or referenced by any code in the game.

Mega Man Legacy Collection 2 also contains both lists in the PC version's executable despite its version of Mega Man 8 being based on a final version, but the lists there are scattered throughout the executable and placed out of order (though a pointer list could possibly reference them in order).

List 1#

Present in R8.EXE at 0x98C38:

r00
met
kotei_0
bunbee
tori
carry_g
mizu
dokuro
yashihou
buki
opdai
round
pen
haguruma
yadoka1
anmo
earth
wepsel
opdoor
title
scmap
scboss
syakuto
teli
usagi
rush
life
shibuki
clasher
sunobo
icefloor
hyosiki
kabe
enmaku
kujira
drill
bosdemo0
kaitento
shabon
bou
madtrain
options
f_met
kotengu
rushjet
sorapane
traps
hammer
toge
kaizoku
dai
douka
dynabomb
ryu
heitai
c_bom
dish
tokeidai
hannya
fusen
sutego
gat
makezako
cross
isekikao
s_nori
otosiana
toripuro
ev
kaze
houdai
core
sorakumo
piefoot
tengu_r1
tengu_k
roller
trash
getdemo1
getmoji
bossdoor
mgmaship
dattan
jama
totemu
frost_r1
frost_k1
s&m
optionm
hopper
youfun
ishasira
wmu
isyuka
grenade1
tekkotu
punisher
mkmoji1
kyuketu
mtori
aqua_r1
moaikun
peach
gabyool
right
gengoro
akuu
wilyufo
demoduo
aqua_k1
daikemu
titlebbb
titlexxx
maku
shoproll
flipper
rush_cap
labo_cas
labomoji
takioti
ika
clown_r1
kaikai
clown_k1
tarutaru
duo0
mochi
gori
duokouka
duoup
upback
wa_kirai
chika
lion
rockup
wilyup
crunch
searc_r1
searc_k1
suimon
iwakuzu
akuu1
mizufue
joe
capcom
warp
w1boss
resetmes
sword
swkotei
ramda
r_flash
wily00
w_devil1
w_kouka
ibara
lem
sai
mapping
astro_0
as_kotei
blues
letter0
gospel
forte_r1
forte_k1
bbmoji0
cap
mkdoor

List 2#

Present in R8.EXE at 0x99538:

yadoka2
buki2
getdemo2
getdemo3
getdemo4
mkmoji2
bosdemo1
bosdemo2
bosdemo3
wily00x
wily01
wily01x
wily02
wily02x
w_devil2
w_devil3
w_devil4
w_kouka2
w_kouka3
w_kouka4
letter0x
letter1
letter1x
letter2
letter2x

(Source: ArcadeGamer1929)

Build Date in Executable#

Present in R8.EXE at 0x96250:

CAPCOMMay 14 199715:15:54CAPCOM