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Advance Wars 2: Black Hole Rising

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There was a demo playable / video shown at ECTS in London in August 2003

Advance Wars 2: Black Hole Rising is the sequel to the surprise success, Advance Wars. The game was released a mere two years after it and there are notable amounts of carried over data and features between the two games.

Dummy Text Strings#

There are numerous text strings lying about in the US version of the game. Most appear to be leftovers from translating COs names and game functions. These start at approximately 0x90F20 in the (U) Version.

Function Names

Comment

ON

OFF

FLAG CONTROL

FLAG

FLASH

SAVEDATA

FLAGALL

WPTOTAL

WP

Y.

B.

G.

NE WTANK R

EDIT

FLASHCLEAR

These entries appear to reference the save file delete function.

(L.R.SELECT)

FLASH << DUMMY (L.R.SELECT)

FLASH >> DUMMY (A BUTTON)

Indicates there was a save dumper?

BACKUP UTL

Backing up saves was possible with the dev builds, possibly.

CO Names

Comment

YAMA

Yamamoto, AKA Sensei.

HANA

Hannah, AKA Jess.

EWAN

AKA, Colin.

HACH

HAWK

SNAK

Snake, AKA Adder.

CAT

AKA Lash.

KONG

AKA Flak.

HELL

Hell Bouze, AKA Sturm.

MOP

AKA, Drake.

EAGL

ASKA

Asuka, AKA Sonja.

KIKU

Kikutiyo, AKA Kanbei.

MAX

RYO

AKA Andy.

CATH

Catherine, AKA Nell.

Misc

Comment

FORCE

PLAY

MONEY

BREAK

Japanese name for CO Powers.

SYOGUN

Japanese name for Commanding Officers.

TEAM

SAKU

Fog of War.

TURN

COLOR

Unused Commanding Officer Abilities#

Variable Defence Function#

Like Colin's Super CO Power and Kindle's Super CO Power in the sequel, which give a variable firepower bonus, an equivalent function exists for application of variable defence bonuses. It is unused with no in-game COs that have variable defence boosts, but it is fully functional.

Snowbringer Ability#

Similar to Drake's ability that increases the likelihood of rain in random weather conditions, a table entry exists for each CO that allows for an increased chance of snow to occur in random weather, which is completely functional.

Double Time (CO Power)#

In Advance Wars, Sami's Double Time CO Power gave Infantry and Mech units the ability to ignore movement penalties on all unfavorable terrain. The table for this ability remains (for clear weather, snow and rain respectively) but has been overwritten by a duplicate of the standard movement charts for other COs.

Meteor Strike (CO Power)#

Watch on YouTubeExisting in the code is a complete version of Vs Sturm's Advance Wars CO Power - A meteor strike that does 4HP of damage. Not normally usable and completely unreferenced in terms of pointers, it is fully functional. It works the same as the Super CO Power version in terms of targeting and merely does 4HP damage. As the power is unreferenced, he gains just the standard defence boost of 10% with no stat boosts unlike the variants in both games.

Unused Unit Data#

Extra Unit Slots#

There are five unused unit slots used in the game - several of which show slight resemblance to units that would be included in future versions of the game. All of these units have dummied-out statistics for movement, graphics, and damage, however retain some information for what was planned.

Unused Cruiser Battle Animation#

Watch on YouTubeThe Cruiser can normally only use its deck gun to fire at airborne targets. If set to fire at ground-level targets, it will tilt its gun in a fashion similar to the Anti-Air unit. The animation is unfinished, the muzzle flash does not align correctly.

Unused Terrain#

H.Q. (Neutral)#

Info Panel

Cursor-Free

The game supports neutral HQ tiles. Capturing a Neutral HQ will give that player an additional HQ of their own. A player will still lose if any of their HQs are captured, however.

"Sea"#

Info Panel

Detailed Terrain Info

An unused terrain which the detailed information panel claims is sea. It is terrain ID 9. The minimap sprites indicate it may have been intended to be placed under Black Hole inventions. It may also have placeholder information as an alternate naval tile. Since "湖" in the Info Panel indicates lake in Kanji, this may also be a scrapped lake tile from Super Famicom Wars where lakes functioned almost identically to sea tiles.

Wide Rivers#

Lost River

Wide River Tiles

There are a complete collection of multi-tile rivers in the tileset, but only the North/South ones in Lost River are used in the game. In the second screenshot, it shows both the north to south, south to north, east to west and west to east variants. There are also 'center' tiles used if one wanted a river width of greater than 2 tiles.

Lab#

The Lab has an undocumented behavior. While acting similarly to an HQ in every regard, it only ever appears in 2 player maps. If a player captures a Lab in a 3 or 4 player map and they don't instantly win, instead of obtaining all the lab owner's properties as they would by capturing an HQ, they merely fall dark.

Unused Wallpapers#

Eagle's Motorcycle#

An unused wallpaper image that can be found in the game. It appears to be related to the bonus images you unlock in the Sound Room by completion of the Campaign, but it cannot be seen in-game. It is located at 0x1D6458 in Advance Wars 2 (U).

Unused Campaign and Vs Features#

Event Initialization Code#

Campaign Sub-Section Initializer#

Each sub-section of the Campaign (one for each of the countries) has an introductory event that sets the scene for the next series of maps. Because the Orange Star section is used as a tutorial in standard difficulty and is a normal series of maps in hard difficulty, the maps are treated as separate entries in the game data. The method of initializing the campaign appears to have changed at one point; because there are two subroutines that run the introductory event, however, the second one is never used and has no way to execute. The first instance is used for both normal and hard modes in the final product (0x76BC4). The unused block (0x76C64) has a specific check for whether the Hard Campaign bit has been set and will only execute if it's true, compared to the one used in-game where it doesn't discriminate. The only other difference appears to be some subroutine initialization variables.

The bolded information in the second code block is the hard-campaign specific check and the changed initialization variables.

Location

Code Block

76BC4 (U)

push   {r14}
add    sp,-0x4
ldr    r3,=0x084BA6D0
str    r0,[sp]
mov    r0,0x0
mov    r1,0x78
mov    r2,0x0
bl     0x080785CC
add    sp,0x4
pop    {r0}
bx     r0

76C64 (U)

push   {r4,r14}
add    sp,-0x4
mov    r4,r0
bl     0x0803866C
cmp    r0,0x0
beq    0x08076C80
ldr    r3,=0x084BA6D0
str    r4,[sp]
mov    r0,0x50
mov    r1,0x70
mov    r2,0x0
bl     0x080785CC
add    sp,0x4
pop    {r4}
pop    {r0}
bx     r0

Post-Map Event Code Launcher#

The game also includes an unused post-map event launcher (every single instance in the game's data tables is set to a null pointer). The behavior of this event launcher is to run once when a campaign map had been completed with either a victory or a loss. The campaign events on the world map screen in the final game are run using a different instance that is only run after a map is completed in victory. Each map's entry for this function is at offset +0x18 in the Campaign Table (Table at 0x615194 in the U version) and is a 32-bit pointer to Event code.

Victory Wallpaper Randomiser#

Normally each map in the game is assigned one of 17 images as a background wallpaper on the victory screen. If a value of 0 is assigned, the game will randomly pick a background wallpaper from all 17 in the selection. This behavior is unused because every map is assigned one of the 17 images normally, even special maps like the Design Room player generated maps.

Money Spent Data#

The game records how much money each player spends during the course of a battle. This includes both purchasing units and repairing them. In later games this is used for scoring, history data, and challenges, and in Super Famicom Wars the statistic is displayed at the end of a map. In this game, however, it serves no purpose.

Player

Memory Location

Player 1

0x02032C4

Player 2

0x0202330

Player 3

0x020333C

Player 4

0x0203378

VS Map Speed Time Limits#

Similar to the Campaign, Hard Campaign, and War room maps, each map outside of these categories has an assigned 100-Point Speed Limit. This is indicative that at some point it was possible to play for score on every map in the game.

Classic Maps

Speed Limit

Bean Island

14

Crater Isle

14

Triangles

14

Ball Islands

14

Coral Lagoon

16

Puzzle Trio

24

Fist Peninsula

18

Deer Harbor

18

Alara Range

22

Lost River

22

Volcano Isle

12

Turtle Atoll

30

Squash Island

30

Cube Keys

22

Mirror Islands

14

Shark Strait

14

Royal Channel

14

Vs Maps

Speed Limit

Little Island

12

Sun Canal

30

Beaker River

15

Star Islands

13

Eon Springs

13

Portal Bridge

13

Sabre Range

13

Asphalt Maze

13

Cog Isle

13

Zero Wood

13

Switchback

22

Ruby Keys

18

Rainy Haven

13

Rail Straight

13

Tribe Islands

13

Vision Bridge

13

Piston Dam

13

Hat Harbor

13

Swan Cove

13

Go Islands

13

Hourglass Isle

22

Pre-Deployed Maps

Speed Limit

Brace Range

11

River Range

6

Moon Isle

7

Mint Plateau

7

Jewel Canal

6

Wrench Island

22

Rapid Ferry

22

Bundle City

22

Scarab Road

22

Pointing River

22

Liaison Wood

22

Delta Heights

18

Poem Cape

22

Blue Lake

22

Coil Range

22

Leaf Haven

22

Battle Cube

22

Big Daddy

22

Grid Assault

22

Crossroad

22

3P Maps

Speed Limit

Pyramid Cape

30

Bead Islands

30

Clover Keys

30

Keyhole Cove

30

Fork River

30

Mantis River

30

Channel City

30

Ink Canal

30

Shield Hills

30

Peril Maze

30

Gem Creek

30

Glass Heights

30

Devil's Inlet

30

Shear Port

30

Liar's Cove

30

Nail Canal

30

Atlas River

30

Eel Channels

30

Jab Peninsula

30

Thorn Islands

30

Portsmouth

22

Archipelagos

22

Wyrm's Eye

22

Knotted Keys

22

4P Maps

Speed Limit

Four Corners

15

Rocket Cape

22

Crop River

22

Tween Isle

22

Rival Islands

22

Loop Road

22

Plus Canal

22

Islas Five

22

Patriot Cove

22

Web River

22

Cap Narrows

22

Jay Islands

22

Chain Canal

22

Spring Lakes

22

Tatter River

22

Island X

22

Alakule

22

Traitor River

22

Fable Hills

22

South Cape

22

Glory Islands

22

Pipe Maze

22

Lock Ridge

22

Heartland

22

Badlands

22

Hidden Features#

While not technically cut, each of these features were not discovered until many years after the release of the game, remain incredibly obscure and can only be performed under highly specific circumstances.

Hidden "Nintendo" Design Map#

A slightly more mature use of the editor instead of four-letter words.

This is a relatively obscure feature. Holding the L and R buttons while opening the "Design Maps" function will automatically load a map which spells Nintendo in Japanese. It is identical to the version in Advance Wars.

Nell's Scolding Map Editor Dialogue#

If you attempt to place a unit in the map editor approximately fifty times in a row without success (by placing the unit on illegal terrain placements), a message from Nell appears:

Nell: You must really like doing 
that over and over again.

Nell: Keep it up.

Secret Loss Dialogue in Campaign#

In the very first campaign mission in the game, if you manage to somehow run out of fuel from all the units on your side, Nell scolds you and you lose the map. This feat requires a significant amount of AI abuse and forward planning to perform legitimately.

Nell: Andy! What in the world?
Your units are out of fuel!!!

Andy: I, um...I though I saw
something, and...

Nell: Don't lie to me, young man! You were
playing around, wasting time and fuel!

Nell: I am VERY disappointed!

Nell: Open up the Map menu and select
Options, please!

Nell: Now choose Yield, and we can
try this over from the beginning.

Andy: OK... I won't mess up again.

The typo in Andy's first line is present in the actual game.

Miscellaneous Oddities#

Shark Straight & Royal Channel Pre-Deployed Units#

For the maps Shark Straight and Royal Channel, the game uses special scripting commands to load unit lists. The scripting command (0xD) is used in the previous game Advance Wars to load units for maps with fixed unit lists. The pre-deployed unit list is in the Advance Wars format (0xB bytes per entry) instead of the newer format used in AW2 (0xC bytes per entry). It is unknown why the old format was retained and used, but support for the format is hard-coded to only allow the script command to run for maps classified as "Classic" or "Campaign".

The international main menu background has a translation oversight. It correctly changed "Red Star" to "Orange Star", but left in Nell's Japanese name Catherine.

Nell's Powers Descriptions#

In both of Nell's power descriptions, it mentions that on top of increasing luck damage it will also cause damage to multiple foes like the CO Powers of Hawk, Olaf, and Drake. No damage is ever caused with Nell's, though. In the Re-Boot Camp Switch remake, this incorrect info is not present at all.

CO Power:

Improves her chance to strike with increased firepower, and damages multiple foes. Lucky!

Super Power:

Improves her chance to strike with increased firepower, and damages even more foes. Lucky!

AI Type 6#

Every unit the enemy builds is randomly assigned one of the 7 different AI type, with each unit type being differently weighted towards particular patterns, and every enemy predeployed unit has one set by the map. While 1 (Target enemy HQ), 2 (escort infantry/lander), 3 (capture properties), 4 (Aggressive), 5 (Defensive), and 7 (Protect own HQ) are used and functional, type 6 has a 0% chance of being used for any unit and is only assigned (fairly randomly) to two Medium Tanks in the level Drake's Dilemma that won't interact with the player. Despite this, type 6 is both fully functional and stronger than average.

(Source: https://www.youtube.com/watch?v=gRY2Ds8ANDY)

Regional Differences#

Combination Cartridge#

Two wars for the price of one! Pick me! Pick me!

The Japanese version of Advance Wars and Advance Wars 2 were distributed together as Game Boy Wars Advance 1+2 in a single cartridge. The game has a unique game selector screen not seen in the US or EU versions.

Name Changes#

All the new COs had their names changed between the Japanese, US, and European versions. The returning COs had their names retained in the Japanese and international versions.

Japanese

Literal Translation

US version

EU version

スネーク

Snake

Adder

イワン

Ewan

Colin

コング

Kong

Flak

Helmut

ホーク

Hawke

Maverick

ハンナ

Hannah

Jess

キャット

Cat

Lash

ヤマモト

Yamamoto

Sensei

Adder's Super CO Power#

North American

European

For the two English translations of the game, the name of Adder's Super CO Power was altered. The US Version has the name "Sidewinder", while the EU release of the game has the name "Snakebite". Oddly enough, this change is not retained in the sequel Advance Wars: Dual Strike despite some regional differences in the EU version as well.

Flak's Bomber Dialogue#

In the North American version of the game, Flak incorrectly identifies Bombers as an "indirect combat unit". This gaffe is fixed in the European version of the game, although it takes a bit longer to begin processing the word "direct". Oddly, the mistake was not corrected in the North American Wii U Virtual Console release. In addition to this, the hyphen was repositioned two pixels downward to better-accommodate for the lowercase letters.

The Japanese line, この爆撃機だが・・・ こいつは直接攻撃ユニットだ。 , is also correct. The term 直接攻撃ユニット (chokusetsu kougeki yunitto) means "direct combat unit."

North American

European

You can bomb 'em from anywhere on the map!
At least you can still bomb 'em right after you move to it.

COs#

Compared to Advance Wars, this game's localization made noticeably fewer changes to the CO designs.

Olaf#

Since he lost the Santa hat in the Japanese version too, all that was left to do was to change the hair color.

Japanese

International

Grit#

The same hat change as in the last game.

Japanese

International

Sonja#

The same color change and removal of the glasses as in the previous game.

Japanese

International