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Beyblade V-Force: Super Tournament Battle

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A game about the most interesting subject matter ever: Spinning tops.

Debug Menu#

To do:

  • Document this further. Find a way to load these via Action Replay for easier testing.
  • There are other rel files that are seemingly unused:
    • apview.rel, dbgtest.rel, gimview.rel

Beyblade-_Super_Tournament_Battle-dbgmenu.png

A debug menu has been found by swapping menu.rel for dbgmenu.rel. Strangely enough, it mentions Game Boy Advance linkup, although it isn't operational.

Unused Text#

Unused GBA Connectivity#

It appears that there is unused GBA connectivity. Judging from the filenames, this sample code may have been used to send a video to the GBA.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Figure out what the hell this is.

ROM:00004C78 0000000B C sample.h4m
ROM:00004CCE 0000000C C (%02d:%02d)
ROM:00004CE4 00000016 C (Connected, Joy Boot)
ROM:00004CFC 00000017 C (Connected, Cartridge)
ROM:00004D14 00000014 C (Trying to connect)
ROM:00004D28 0000002E C Initial Code=\"%c%c%c%c\", Cartridge=\"%c%c%c%c\"
ROM:00004D58 00000026 C Initial Code=\"%c%c%c%c\", No cartridge
ROM:00004D80 00000018 C Initial Code=\"%c%c%c%c\"
ROM:00004DA8 0000000B C sample.thp

Compiler Text#

Within main.str is this text:

E:\beygc1a\prog\image\dbgmenu.plf
E:\beygc1a\prog\image\gimview.plf
E:\beygc1a\prog\image\dbgtest.plf
E:\beygc1a\prog\image\battle.plf
E:\beygc1a\prog\image\menu.plf
E:\beygc1a\prog\image\apview.plf 

main.ddf#

;-------------------------------
; [Input] Section
;
;   DvdRoot="<Root Directory>"
;       The name of the directory containing files to be emulated.
;       A table for the FST file is generated by retrieving files under the
;       directory specified here.
;   LDRFileName="<LDR File Name>"
;       The name of the Application Loader file.
;   BI2FileName="<BI2 File Name>"
;
;
[Input]
DvdRoot="${DvdRoot}"
LDRFileName="$(BUILDTOOLS_ROOT)\..\..\$(DOLPHIN_PLATFORM)\boot\apploader.img"
BI2FileName="$(ODEMUSDKBIN)\OdemRun.bi2"

;-------------------------------
; [Output] Section
;
;   LayoutFileName="<output Dlf-File>"
;       The name of a disk layout file. 
;   SystemFileName="<output Dsf-File>"
;       The name of a system binary file. 
;   FsInfoFileName="<output Dif-File>"
;       The name of a FST information file. 
;       * This is a text file for checking the FST layout. The optical disk emulator
;         does not reference this file.
;
[Output]
;LayoutFileName="Sample.dlf"
;SystemFileName="Sample.dsf"
;FsInfoFileName="Sample.dif"

;-------------------------------
; [DiskID] Section
;
;   GameName=<Game Name>
;       The video game title in the 4Byte ASCII code supplied by Nintendo.
;   Company=<Company Name>
;       The company name in the 2Byte ASCII code supplied by Nintendo.
;   DiskNumber=<Disk Number>
;       Disk number information for multiple disks.  The number starts from 0.
;       If there is only a single disk, the disk number will be 0.
;   GameVersion=<Game Version>
;       The version number of the video game.
;   Streaming=<Streaming Flag>
;       The flag for the streaming mode.  "1" should be specified for the
;       streaming mode, otherwise "0" should be specified.
;   StreamingBufSize=<Streaming Buffer Size>
;       Number of Streaming buffers.
;   DiskInfo="<Long Game Name>"
;       The character string of the video game title (Kanji characters are
;       available.).
;   TotalDisk=<Total Number of Disks>
;       Total number of disks.
;
[DiskID]
GameName=GBTE
Company=70
DiskNumber=0
GameVersion=0
Streaming=1
DiskInfo="Beyblade Super Tournament Battle"
TotalDisk=1

;-------------------------------
; [BB2] Section
;
;   FSTMaxLength=<size>
;       The size of the area reserved for FST.
;   FSTAddress=<address>
;       The address where FST should be put.(Start address is specified by FSTAddress.)
;   FSTEndAddress=<address>
;       The address where FST should be put.(End address is specified by FSTEndAddress.)
;   FSTuserTop=<lba>
;       The start of LBA in the user area.(If omitted, this is set the start of LBA in the usable free area.)
;   FSTuserEnd=<lba>
;       The end of LBA in the user area.
;
[BB2]
;FSTMaxLength=0x080000
FSTMaxLength=0
FSTEndAddress=0x80400000
;FSTuserTop=0x00100000
FSTuserEnd=0x57058000

;-------------------------------
; [BI2] Section
;
;   DEBUGFLAG=<flag>
;       Set this to 0 when not using the any debugger on GDEV, set to 3  when using the CodeWarrior debugger on GDEV.
;   LongFileNameSupport=<flag>
;       Set to 1 for long file name support; set to 0 to restrict file to 8.3 format.
;   Arguments="<arg>"{[,"<arg>"]}
;
[BI2]
DEBUGFLAG=0
LongFileNameSupport=1

;-------------------------------
; [LbaAlign] Section
;
;   <Priority>="<File Name>",<LBA Align>
;
;       Aligns the <File Name> file with the <LBA Align> boundary on the
;       optical disk.
;       This is used for the files which need the boundary for the starting
;       position like ADPCM data.  (ADPCM needs to be aligned with a 32KByte
;       boundary according to the specification.)
;       The evaluation priority is decided depending on the <Priority> value.
;       (A bigger numerical value takes higher priority.) 
;
[LbaAlign]
1="*.adp",0x8000
1="*.wav",0x8000
1="*.pcm",0x8000
1="*.dat",0x8000
1="*.hvqm",0x8000

;-------------------------------
; [Layout] Section
;
;   <Priority>="<File Name>",<laypout val>
;
;       The <File Name> file is laid out on the optical disk according to the
;       <layout val> value.
;       If the <layout val> value is negative, the files are laid out from the inside of the disk, and if it is positive, they are laid out from the outside of the disk.
;       This is used to lay out files on the outer area to shorten the access
;       time.
;       The evaluation priority is decided depending on the <Priority> value.
;       (A bigger numerical value takes higher priority.)  
;
[Layout]

main.elf#

This elf file has debug symbols.

Regional Differences#

Title Screen#

JP

US

Japan

International