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This page is rather stubbly and could use some expansion. |
A game about the most interesting subject matter ever: Spinning tops.
Debug Menu#
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To do:
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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.
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This needs some investigation. |
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#
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JP |
US |
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Banner#
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Japan |
International |
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The Beyblade series | |
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Game Boy (Color) |
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Game Boy Advance |
Bakuten Shoot Beyblade: Gekitou! Saikyou Blader • Bakuten Shoot Beyblade 2002: Ikuze! Gekitou! Chou Jiryoku Battle! |
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GameCube |
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Nintendo DS |
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