The second entry in the Super Robot Wars series, this game introduced the Divine Crusaders and the concept of pilots.
Unused Map#
Use the cheat code 7411:1A, and then start a new game or continue from an intermission to enter this map. There are no player units here, and no victory or loss conditions either, just a pilot-less Medea that never moves. The scenario script for this stage is empty; it is unknown if this used to be a debug map.
Even though this is the last valid map, further spawn tables also exist in the ROM, starting at 0x7CB6. The first 3 tables also spawn exactly one unit at the same position, except that unit becomes a Getter 2 (ID 03), Granzon (ID 5D), or Dreissen (ID 47) respectively; the last 2 tables are completely empty. Note that this Granzon is an identical, unused clone of the one used in Scenario 20 and 26 (ID 5E).
(Source: Original TCRF research)
Unused Behaviour#
Experience Curve#
In this game, the amount of EXP required at each level-up depends on the pilot's current level, rather than being fixed to 500 like most Super Robot Taisen games. There are in fact 4 different EXP curves present in the game, but all pilots use only the first one, and two of the curves are duplicates, which leaves the following curve at 0xB7D3 unused:
Lv |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Used |
Total EXP |
0 |
30 |
80 |
170 |
310 |
600 |
900 |
1300 |
|||||||
EXP till level-up |
30 |
50 |
90 |
140 |
290 |
300 |
400 |
|||||||||
Unused |
Total EXP |
0 |
40 |
100 |
360 |
600 |
900 |
1260 |
1680 |
|||||||
EXP till level-up |
40 |
60 |
260 |
240 |
300 |
360 |
420 |
|||||||||
Growth Curve#
Likewise, there are different growth curves used to calculate level-up increments for the HP, Power, Defense, and Speed of every robot, as well as the SP of every pilot. At least two such curves are unused, at around 0xB918:
Lv |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
|||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ID 05 |
Total |
0 |
2 |
3 |
4 |
6 |
7 |
8 |
10 |
11 |
12 |
14 |
15 |
||||||||||||
Increment |
2 |
1 |
1 |
2 |
1 |
1 |
2 |
1 |
1 |
2 |
1 |
1 |
|||||||||||||
ID 09 |
Total |
0 |
15 |
30 |
45 |
60 |
75 |
90 |
105 |
120 |
135 |
150 |
165 |
||||||||||||
Increment |
15 |
||||||||||||||||||||||||
Lv |
26 |
27 |
28 |
29 |
30 |
31 |
32 |
33 |
34 |
35 |
36 |
37 |
|||||||||||||
ID 05 |
Total |
36 |
37 |
39 |
40 |
42 |
43 |
45 |
46 |
48 |
49 |
51 |
52 |
||||||||||||
Increment |
2 |
1 |
2 |
1 |
2 |
1 |
2 |
1 |
2 |
1 |
2 |
1 |
2 |
||||||||||||
ID 09 |
Total |
375 |
390 |
405 |
420 |
435 |
450 |
465 |
480 |
495 |
510 |
525 |
540 |
||||||||||||
Increment |
15 |
||||||||||||||||||||||||
Distance Penalty#
This game is one of the first among the series to reduce hit rates as the distance between the attacker and the defender increases, even before Alpha. Each weapon can in fact use one of several distance penalty tables; melee weapons and Funnel-like weapons have no penalties, whereas other ranged weapons all share the same penalty table. It turns out that there is an additional, unused penalty table located at 0xB737, followed by two duplicates of the no-penalty table:
Distance |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Used |
100% |
95% |
90% |
85% |
80% |
75% |
70% |
65% |
60% |
55% |
50% |
45% |
40% |
35% |
30% |
Unused |
100% |
95% |
90% |
80% |
70% |
60% |
50% |
40% |
40% |
30% |
30% |
20% |
20% |
10% |
10% |
The table values are multiplicative; for example, a hit rate of 80% for two units located 6 spaces apart would become 60% with the used table, or 48% with the unused one. In both cases, the penalty values for distances from 10 to 15 are also unused, as no weapons ever exceed an attack range of 9 spaces.
Shop Lists#
A total of 8 item lists for shops are defined at 0x15752, but only the first 5 of them are used, and 2 are duplicates with slightly different messages used when Bright Noa visits the shop of Scenario 2 / 5. The remaining 3 unused lists, all identical, contain Super Alloy Z as the only item and use a corrupted character image. The Game Genie code SNKOOAEY replaces the shop list on Scenario 2 with the unused list; visit the building near the start location with any unit other than White Base to reveal this shop list.
Kai Shiden's Dialogs#
When a unit moves into a particular space, it may trigger one of several actions depending on an event ID associated with that space. The same mechanism is used for the shop lists, and apart from unused shop lists, 2 other event IDs are also unused. The following are all the valid IDs:
- 00: Retreat spaces in Scenarios 16 and 21.
- 03: Spider web spaces in Scenario 14.
- 04, 05: Triggers dialogs involving Kai Shiden, an unused character (see below for full texts). Use GEKOOAEY to trigger the version with Amuro, or IEKOOAEY for the version without, then proceed as above in Scenario 2 to reveal the chosen dialog.
- F0 - F4: Used shop lists.
- F5 - F7: The 3 unused shop lists.
(Source: Original TCRF research)
Unused Graphics#
Unused tiles for scenario titles. These read: 熱帯 (tropical), 海 (sea), 補給基地 (resupply base), 叩け (attack), 静か (silence, only the bottom half remains), ア, ィ, ケ, ド, ニ, ハ, パ, ビ.
(Source: Original TCRF research)
Unused Robots#
Unit info |
|---|
ID |
Name |
Move type |
Move range |
Power |
Defense |
Speed |
Weapon 1 |
ID |
Name |
Power |
Mobile Armor form of the PMX-000 Messala, which always appears as an MS in-game.
Unit info |
|---|
ID |
Name |
Move type |
Move range |
Power |
Defense |
Speed |
No weapons |
MSN-00100 Hyaku-Shiki from Mobile Suit Z Gundam. Two identical clones are present, both without any weapons assigned; one of those clones would supposedly have stronger weapons than the other clone if the weapons were present (similar to how the game upgrades other robots). Hyaku-Shiki's iconic weapon, the Mega Bazooka Launcher, is also among the unused weapons (see below).
Unit info |
|---|
ID |
Name |
Move type |
Move range |
Power |
Defense |
Speed |
Weapon 1 |
ID |
Name |
Power |
Weapon 2 |
ID |
Name |
Power |
MSN-02 Zeong from Mobile Suit Gundam. The second weapon is unique to this unit, so it also goes unused. Like the Gilgilgan, when this robot is destroyed it automatically transforms into...
Unit info |
|---|
ID |
Name |
Move type |
Move range |
Power |
Defense |
Speed |
Weapon 1 |
ID |
Name |
Power |
Zeong Head. Both forms became a reality in the next game. Based on the location of the unit icon, the Zeong could be spawned during Scenarios 16 to 19.
Unit info |
|---|
ID |
Name |
Move type |
Move range |
Power |
Defense |
Speed |
Weapon 1 |
ID |
Name |
Power |
Weapon 2 |
ID |
Name |
Power |
MSN-04 Sazabi from Mobile Suit Gundam: Char's Counterattack. The Funnels are unique. Notice that Sazabi is an enemy unit (with right-facing sprite) while the Hyaku-Shiki is playable; the Char's Counterattack arc never happened for the entirety of the "Classic" Super Robot Taisen timeline. In this game Char just kinda disappears after the first few stages.
Unit info |
|---|
ID |
Name |
Move type |
Move range |
Power |
Defense |
Speed |
Weapon 1 |
ID |
Name |
Power |
Weapon 2 |
ID |
Name |
Power |
Zuu from Getter Robo. An underwater Mechasaurus which uses Flame and Tail Whip. Its icon looks extremely like the Mechasaurus Dai but they are different (this one has a round eye on the upper head whereas Dai has a pointed one). It may be spawned in Scenarios 1 - 3 and 10 - 12.
Unit info |
|---|
ID |
Name |
Move type |
Move range |
Power |
Defense |
Speed |
Weapon 1 (ID 7F) |
ID |
Name |
Power |
Weapon 1 (ID 81) |
ID |
Name |
Power |
G Armor from Mobile Suit Gundam, formed by combining the G Parts into the RX-78-2 Gundam. This would presumably be obtainable via the unused G Parts. Neither Gundam nor G Armor is marked transformable in the game data. (As with all transformable mobile suits in the game, G Armor shares the same map icon as the untransformed counterpart.)
Unit info |
|---|
ID |
Name |
Move type |
Move range |
Power |
Defense |
Speed |
Weapon 1 |
ID |
Name |
Power |
Weapon 2 |
ID |
Name |
Power |
"Normandia." Absolutely nothing is known about the origins of this robot, as it never appears in any other Super Robot Taisen game (although its concept would be revisited 11 years later in the Original Generation games, via the Killer Whale class of battleships). Its weapons are Smash and a stronger (otherwise unused) variant of Anti-Air Missile. The sprite layer was offsetted 16 units to the right, resulting in an incorrect robot sprite. The fixed version is shown below:
Some other less noteworthy unused robots are:
- ID 0F: A clone of Baund Doc without its Beam Rifle. Probably planned for its MA form.
- ID 15: A clone of Hambrabi without its Beam Rifle. Also probably a scrapped MA.
- ID 5D: Granzon clone.
- ID 93: Intermediate upgrade for ZZ Gundam. It has weaker versions of the final (and only) upgrade's Mega Beam Saber and Hi Mega Cannon.
- ID 94: Intermediate upgrade for G Fortress. It uses an otherwise unused Missile upgrade.
- ID 9A: Enemy variant of Quin Mantha. It has different stats compared to the playable version (ID 4D). Only Ple receives it in the game as a playable unit.
- ID 9C: Enemy variant of Psyco Gundam (MA). As an enemy robot, Psyco Gundam always appears in its MS form.
- ID A4: Enemy variant of Psyco Gundam Mk. II (MA). Unused for the same reason. Note that its MS form has a unique enemy sprite but the MA form doesn't.
(Source: Original TCRF research)
Unused Weapons#
|
|
To do: |
These weapons are not referenced from any robots at all, or only appear on unused robots.
ID |
4B |
Accuracy |
75 |
|---|---|---|---|
Name |
メガバズーカランチャー |
Range |
5 |
Power |
120 (sky, land) |
||
Mega Bazooka Launcher. Not assigned to Hyaku-Shiki.
ID |
76 |
Accuracy |
120 |
|---|---|---|---|
Name |
ワイヤービームキャノン |
Range |
4 |
Power |
80 |
||
Wire(d) Beam Cannon. Used by Zeong, and has a proper battle animation.
ID |
77 |
Accuracy |
120 |
|---|---|---|---|
Name |
ビームカノン |
Range |
1 |
Power |
40 (sky, land) |
||
ID |
87 |
Accuracy |
120 |
|---|---|---|---|
Name |
ビームほう |
Range |
1 |
Power |
40 (sky, land) |
||
Just ordinary Beam Cannons.
ID |
7C |
Accuracy |
160 |
|---|---|---|---|
Name |
ファンネル |
Range |
7 |
Power |
150 |
||
Sazabi's Funnels. Identical stat-wise to Quin Mantha's, but uses its own animation sprites.
ID |
89 |
Accuracy |
120 |
|---|---|---|---|
Name |
ビームトマホーク |
Range |
1 |
Power |
40 (land, sea) |
||
Beam Tomahawk, a weapon originally on either the Dreissen or the Sazabi. Dreissens use the Beam Naginata instead in the game. The battle animation consists of a single slash effect colored in pink.
ID |
8F |
Accuracy |
120 |
|---|---|---|---|
Name |
ワイヤービームソード |
Range |
3 |
Power |
80 |
||
ID |
90 |
Accuracy |
120 |
|---|---|---|---|
Name |
レフレクタービット |
Range |
5 |
Power |
170 |
||
Wire(d) Beam Sword and Reflector Bits, both weapons of the Psyco Gundam Mk. II. In the game the Psyco Gundam Mk. II simply has stronger versions of Psyco Gundam's weapons, whether it's the playable or enemy variant. Their battle animations both resemble machineguns.
ID |
9A |
Accuracy |
120 |
|---|---|---|---|
Name |
シャドウスラッシャー |
Range |
1 |
Power |
40 |
||
ID |
9B |
Accuracy |
120 |
|---|---|---|---|
Name |
グラビトロンカノン |
Range |
6 |
Power |
40 |
||
"Shadow Slasher" and Graviton Cannon, the latter of which becomes an actual weapon on Granzon in the sequel. Both weapons use the Black Hole Cluster's animation. These weapons might have been downgrades of the final ones on Granzon, indicating a possibility that the Granzon with ID 5D would show up in a slightly weaker state before the final scenario.
ID |
B3 |
Accuracy |
120 |
|---|---|---|---|
Name |
エナジードレイン |
Range |
1 |
Power |
40 |
||
ID |
B4 |
Accuracy |
120 |
|---|---|---|---|
Name |
エナジードレイン |
Range |
1 |
Power |
80 |
||
Two variants of "Energy Drain." It is unknown what "Energy" refers to, since EN was not yet a unit property in this game. Their battle animations are incomplete, and simply scroll past both the attacker and the defender.
The following are unused upgrades / downgrades of existing weapons:
- ミサイル (ID 0C): Missiles. Intermediate variant with 20 more power than the weakest one. Used by the missing G Fortress upgrade.
- メガビームサーベル (ID 28): Downgrade of ZZ Gundam's Mega Beam Saber that has 15 less accuracy.
- サイブラスター (ID 44): "Cyblaster" (not to be confused with Psycho Blaster). Presumably an upgrade to Cyflash; has 15 more power than that, and shares the same map attack animation. Masaki also speaks an unused line when attacking with this weapon. Although Cybuster gains 2 upgrades in the game, only Discutter gets eventually upgraded into the Vanity Ripper; Cyflash remains the same throughout all upgrades.
- オメガブラスター (ID 46): "Omega Blaster." Has another 15 more power than the weapon above, but is otherwise identical.
- レーザー (ID 4D): Laser variant with intermediate power. The used variants have 20 less or 20 more power.
- たいくうミサイル (ID 60 / 61): Stronger variants of the Anti-Air Missile on Toros D7 or Zssa. Each has 30 more power and 1 extra range than the previous one. The one with ID 60 is used by "Normandia."
- かくさんビームほう (ID 6C): Diffuse Beam Cannon with intermediate power. The used variants have 20 less or 40 more power.
- ハイメガキャノン (ID A0): Downgrade of ZZ Gundam's Hi Mega Cannon. Has a shorter range of 3, 5 less accuracy, and 30 less power.
(Source: Original TCRF research)
Unused Pilots#
3 pilots have full stats but are not used anywhere in the game:
ID |
13 |
|
|---|---|---|
Name |
クワトロ バジーナ |
|
SP |
45 → 192 |
|
Spirit commands |
こんじょう, ちょっかん, ひっさつ, ひらめき, テレポート, めくらまし |
|
Extra stats |
None |
|
Quattro Bajeena from Mobile Suit Z Gundam. His appearance was probably scrapped along with Hyaku-Shiki. He even has a sortie message.
ID |
15 |
|
|---|---|---|
Name |
クリスチーナ マッケンジー |
|
SP |
50 → 255 |
|
Spirit commands |
かそく, ちょっかん, はやて, ひらめき |
|
Extra stats |
None |
|
Christina Mackenzie from Mobile Suit Gundam 0080: War in the Pocket. Strictly speaking, it debuted on this game due to the appearances of Hygogg and Z'Gok E. Her spirit commands are very lackluster compared to other Gundam pilots.
ID |
3E |
|
|---|---|---|
Name |
シャア アズナブル |
|
SP |
0 |
|
Spirit commands |
None |
|
Extra stats |
Move range +3, Power +30, Defense +10, Speed +30, HP +200 |
|
The Char's Counterattack version of Char Aznable. Those extra stats surpass that of virtually every other main Gundam antagonists like Scirocco and Haman.
The following pilots have zero SP, no spirit commands, and no extra stats. They are most likely planned to be characters that would only appear during event dialogs. (Note that certain units like ordinary soldiers also have their stats like this.)
ID |
Name |
Translation |
Icon |
Notes |
|---|---|---|---|---|
38 |
セイラ マス |
Sayla Mass |
Character from the Gundam series. Appeared in the third game. |
|
39 |
ベルトーチカ イルマ |
Beltorchika Irma |
From the Gundam series. Appeared in the third game. Has one unfinished dialog. |
|
3A |
カイ シデン |
Kai Shiden |
Related to the unused G Parts dialog. Unlike his appearance in this game's Complete Box remake, however, he uses his Mobile Suit Z Gundam appearance here. Has the most unused dialogs. |
|
40 |
エマリー オンス |
Emary Ounce |
From the Gundam series. Appeared in the third game. |
|
42 |
ルー ルカ |
Roux Louka |
||
43 |
リィナ アーシタ |
Leina Ashta |
||
44 |
チェーン アギ |
Chan Agi |
||
45 |
マリア フリード |
Maria Fleed |
From UFO Robo Grendizer. Appeared in the third game. |
|
4A |
カムラン ブルーム |
Cameron Bloom |
From the Gundam series. Appeared in the third game. |
|
4E |
エマ シーン |
Emma Sheen |
||
51 |
ダン ゼペット |
"Dan Geppetto" |
An elder cyborg captain and what looks like a small robot, original characters who were likely gonna be the pilot and subpilot of the whale battleship "Normandia." |
|
52 |
フック |
"Hook" |
||
53 |
ルチーナ |
Routina |
Routina Levin from Mobile Suit ZZ Gundam. Never appears in any Super Robot Taisen game. |
(Source: Original TCRF research)
Unused Map Events#
|
|
To do: |
The following map events are unreachable and never occur during gameplay. As they are never referenced by other event commands, their intended trigger conditions are unknown.
- Scenario 13, at 0x35E9C: At the start of a phase, if Ple is alive, she moves to the top right corner of the map and then retreats. In the game, she moves immediately once she is convinced by Judau.
- Scenario 18, at 0x36140: Chara shows up in a Geymalk at the southwestern entrance, along with 2 Jamru Fins. If there are 3 or fewer player units, Chara also retreats immediately.
- Scenario 21, at 0x362F4: Two Blagger S1's appear as reinforcements behind the square pillar near the exit.
(Source: Original TCRF research)
Unused Dialogs#
Using the given Game Genie codes will replace Scenario 1's start dialog with these unused dialogs, unless otherwise noted.
Text |
Description |
Game Genie code |
|---|---|---|
|
Unused dialog from Scenario 18 when Chara shows up and there are 4 or more player units. |
|
|
Unused dialog from Scenario 18 when Chara shows up and there are 3 or fewer player units. |
|
|
Kai Shiden gives Amuro the G Parts, an unused item. Although he did the same in the Complete Box remake, the message there is rather different from this one (see here for reference). There are no references to this dialog, not even internally. |
ZUVOTLTU + TEVOYUAA + ZONPALPA |
|
Probably used when the player talks to Kai for a second time. |
ZUVOTLTU + TEVOYUAA + LONPALPA |
|
A generic dialog featuring Kai. As this message is located right next to the two above, it's possible that talking to Kai with Amuro will give you the G Parts, while using any other unit will lead to this message instead. |
ZUVOTLTU + TEVOYUAA + GONPALPA |
|
Another dialog between Kai and Amuro. The last two lines were reflected in the G Parts dialog of the Complete Box remake. |
GEKOOAEY (see Kai Shiden's Dialogs) |
|
Yet another generic dialog with Kai alone. The same mechanism that differentiates Bright Noa from other pilots at shop spaces can be used to identify Amuro when a player unit visits Kai. |
IEKOOAEY (see Kai Shiden's Dialogs) |
|
Quattro's sortie message. Probably used when the Hyaku-Shiki launches from the mothership. |
LOVOTLTL + YEVOYUAA + ZONPALPA |
|
An incomplete dialog featuring the unused Beltorchika Irma, who apparently delivered a bunch of newly developed power-up parts to the player's party, on the Audhumla. The Audhumla didn't make an appearance as a unit until F Kanketsu-Hen, although it was also scrapped in Dai-4-ji. Halfway through the dialog, newlines become completely absent and the mugshot no longer changes; the dialog doesn't have a proper end and meets empty space. |
PUVOTLTU + ZEVOYUAE + YENPALPE |
(Source: Original TCRF research)
Unused Items#
Although 24 items are present in the game, only 9 of them ended up being used. The unused items are: (English translations are based on the unofficial patch)
ID |
Name |
Description |
||
|---|---|---|---|---|
Japanese |
Translation |
Japanese |
Translation |
|
04 |
ちょうごうきんニューZ |
New S.Alloy Z |
|
A more highly refined Super Alloy Z. Raises DEF by 3. |
05 |
ブースター |
Booster |
|
Uses rockets to increase land/air speed. Raises range by 1. |
06 |
ジェットスクランダー |
Jet Scrander |
|
Crimson wings that soar in the sky! Equip this to allow flight. |
07 |
サイコミュ |
Psycommu |
|
An improvement over standard Biosensors. Raises STR by 3. |
08 |
サイコフレーム |
Psycoframe |
|
A curious metal. Reacts to human brainwaves. Raise SPD by 3. |
09 |
ビームシールド |
Beam Shield |
|
The latest in shield tech! Guards via beams. Raise HP by 10. |
0A |
ミノフスキーりゅうし |
Minovsky P. |
|
Lowers enemy accuracy by 50%. |
0C |
ふくつのこころ |
Grit |
|
Restores the pilot's Spirit by 100. |
0D |
ゆうじょうのあかし |
Bracelet |
|
Restores all allies' HP by 50-200 points. |
0E |
もえるとうこん |
Passion |
|
Deals double damage on the next attack. |
0F |
しっぷうじんらい |
Reflex |
|
User's move range up by 3 for one turn. |
11 |
いかりのてっけん |
Fist |
|
Deals 10-200 damage to an enemy unit. |
14 |
じらい |
Mine |
(none) |
(none) |
15 |
じらいたんちき |
Mine Detector |
(none) |
(none) |
16 |
Gパーツ |
G Parts |
(none) |
(none) |
17 |
フィールドブレーカー |
Field Breaker |
(none) |
(none) |
(Source: Original TCRF research)
Debug Leftovers#
Some debug routines are leftover from the development stage of the game. Since that game uses some scripting language to drive most of the game's parts, the routines are assigned to currently unused script commands and intended to be called with some debug scripts too. Unfortunately, there is no longer any debug scripts left in game, so you can't run these routines properly without writing some scripts from scratch, to enable proper CHR data banks, palette and PPU setups. With the following codes you can insert some of these routines into the game's script and see how it should look like and work. Palette for these pictures, unfortunately, was altered manually after using the codes.
Sample Editor#
Use the Game Genie code GXKETAIA to re-enable a Sound Sample Editor. Just start a new game and follow the instructions on the screen. This editor allows you to write some PCM/DMC sample and play it.
Combat Editor#
Use the Game Genie code YXKEYEAL to re-enable an incomplete combat editor. Just start a new game and use the same controls as for previous routine. This menu triggers the routine at 0x3B017, which is supposed to perform the following:
- Move the first player unit to the left top corner of the map;
- Replace its pilot with the 1st item on the menu (Seabook Arno in this case) and its robot with the 2nd item (Psyco Gundam Mk. II);
- Move the sixth enemy unit 1 or 2 spaces below the player unit so that the player can attack the enemy;
- Replace its pilot with a normal soldier (ID 03) and its robot with the 4th item (Cybird);
- Replace both weapons of both units with the 3rd item (Beam Saber).
The routine however does not move the units properly, and both units still have to be selected from their existing positions until a movement is made. It also does not actually trigger a combat between the units. It is unknown how to trigger this menu properly during a scenario.
Unused Map Select Tilemap#
Only the tilemap from the Map Selection screen seems to be left.
Miscellaneous Unused Texts#
フラウ ボゥ
アストナージ メドッソ
ヘンケン ベッケナー
ミライ ヤシマ
Full names for characters that are never available as pilots. These are: Fraw Bow (ID 05), Astonaige Medoz (ID 3F), Henken Bekkener (ID 41), Mirai Yashima (ID 4D).
Original |
Translated |
|---|---|
|
This (item) can be used by Boss Borot. |
|
If used on Gundam, allows it to transform. |
Unused item-related texts at 0xFD2C. Judging from the text location and the unused item handler, it might have been planned that someone (possibly the enemy too) can plant mines on the map, whereas Boss Borot can reveal them once the unused Mine Detector is equipped.
くらえっ!!
サイブラスターッ!!
オメガ ブラスタァァァッ!!
Messages for the unused "Cyblaster" and "Omega Blaster" weapons, found at 0x18FBE.
Sirius Works 006
1991.09.27
Located at 0x3FFF0, near the end of the PRG ROM. Similar text can be found in may other games of the same developer. The number is unique to every different game. Unfortunately, not all games of that developer has that string inside, even if we know for sure the author.
(Source: Original TCRF research)
Version Differences#
This game was released as part of GBA's Famicom Mini series when Super Robot Taisen GC was released. Most graphics were squished to accommodate the GBA's smaller screen resolution. Some text strings were also changed:
Original |
Famicom Mini |
Description |
|---|---|---|
|
|
The weapon text for Repair Unit was shortened in order to fit into the description box. |
|
|
This message shows up if the player exits the game after saving. The line about holding the reset button was removed since it is possible to reset the game in the Famicom Mini version directly through the L+R buttons. |
The Famicom Mini version also added the following screen during saving. The screen simply remains static in the original Famicom version until saving completes.
Anti-Piracy#
At start-up, the game compares the values in the 0x7400 - 0x740F SRAM range and the 0x3FFE0 - 0x3FFEF ROM range; if there is a mismatch, all save data is erased.
The contents of the 16-byte fingerprint read 3D 30 4A 5F 30 5B 4E 5E 2F 44 40 32 3E 5D 20 32. If the first 14 bytes are XOR'ed with 0x80, the result becomes the Shift-JIS string スーパーロボットタイセン 2, which simply translates to "Super Robot Taisen 2."
|
The Super Robot Wars series | |
|---|---|
|
Game Boy (Color) |
|
|
NES |
|
|
SNES |
|
|
PlayStation |
|
|
Nintendo 64 |
|
|
PlayStation 2 |
Dai 2 Ji Super Robot Taisen Alpha • Dai 3 Ji Super Robot Taisen Alpha: Shuuen no Ginga he • Super Robot Taisen Original Generations |
|
Game Boy Advance |
Super Robot Taisen A • Super Robot Taisen R • Super Robot Taisen D • Super Robot Taisen J |
|
Nintendo DS |
Super Robot Taisen OG Saga: Endless Frontier • Super Robot Taisen K |
|
PlayStation 3 |
|
|
See also | |
|
Mazinger Z • Gundam • Macross |
|