the cutting room mirror

Alien Syndrome (Arcade)

Alien Syndrome is a top-down fast-paced action game where players must rescue hostages while shooting at aliens.

Unused Music#

The game has a handful of tracks that go unused. Some of the tracks were later used in the X68000 port.

File

Comment

Titled "Stage Clear" in the OST.

Titled "BGM 2" in the OST.

Titled "Boss 2" in the OST.

Titled "BGM 3" in the OST. Used in Stage 2 of Bullet.

Titled "BGM 4" in the OST. Used in the X68000 port for the demo screen.

Titled "Boss 3" in the OST. Used in the X68000 port for the high score screen.

Titled "Ending 2" in the OST. Used in the X68000 port for the boot up screen.

Object Display#

This screen is accessible in service mode after the memory test finishes. Normally a branch instruction prevents it from running, but the following patch NOPs it out so it is accessible again:

Set: aliensyn
maincpu.mw@1C60E=4E71
maincpu.mw@1C610=4E71

The object display screen allows you to cycle through sprites (PAT NO), palettes (COL NO), orientation (DIR NO), and adjust the palette color data.

Controls#

Input

Outside color editor

Inside color editor

Up/down

Jump to color editor

Move to adjacent digit

Left/right

Move to adjacent row

Move to adjacent digit

Button 1/2

Adjust item by 1

Adjust item by 1

1P Start/2P Start

Adjust item by 16

No effect

1P+2P Start

Show/hide object size overlay

Show/hide object size overlay

Service

Exit screen

Exit screen

Sprites of interest#

There are some Sega characters that make an appearance in the object list.

PAT NO

COL NO

Description

67B

??

Flicky

67C

??

Pengo

67D

??

Opa-Opa

Character Display#

This screen is accessible in service mode after the memory test finishes. The game sets up a pointer to the code that runs this editor but overwrites it with the game's reset entry point during the memory test. The following patch redirects the branch that skips the object display screen to instead go to the character display screen.

Set: aliensyn
maincpu.mw@1C610=08A8

On this screen character data is grouped into 64 tiles and four groups are displayed for 256 tiles total.

  • Up/Down selects the group's palette to edit
  • Left/right selects the digit to edit of a palette
  • Button 1/2 adjusts the selected digit
  • 1P/2P start advances the grouping by 256 characters

Leftover Source Code#

Fragment of memory test source code at 0x1DCBE:

Return from memory test
* ------ << memory_test >> ------
memotest:
        btst.b  #_TESTSW,SWITCH0
        beq.

Fragment of listing at 0x2BA56:

00961 
00962 *Angle Get to Player (Enemy Bomb) **************************
00963 *     
00964     

References#


  1. Domestic and Overseas Arcade Game List 1971-2005↩︎
  2. Mega Drive Fan - May 1992↩︎