Itoi Shigesato no Bass Tsuri No. 1 Ketteiban! is an enhanced Nintendo 64 port of its Super Famicom counterpart, with the elusive feature of being able to walk on land and talk to animals.
The game was shown off at Spaceworld 1999 as a 50% complete game, slated for an April 2000 release. The game ended up releasing one day earlier on Friday, March 31 - a first for a Shigesato Itoi game.
Unused Objects#
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This needs some investigation.
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Debug Cube#
Object ID 01C2 reveals a debug cube object. It's beautiful!
To view in-game (by replacing the clubhouse object in the main field), replace the values 01A9BF53 at 0x2274A0 with 01C20000.
Tree Cluster#
Object ID 016D contains an environmentally-friendly cluster of five trees. Tree objects in this title are typically placed individually on the map.
To view in-game (by replacing the clubhouse object in the main field), replace the values 01A9BF53 at 0x2274A0 with 016D0000.
Unused Textures#
Mysterious Skull#
A mysterious skull texture that resides in the binary for unknown reasons. Located at 0x274188.
Its aesthetic doesn't correspond to any objects, modes, UI elements, or atmosphere of the final game. In this title the majority of textures appear flat, whereas this has spherical depth and incongruent eyes.
There's a likelihood that this texture sourced from another HAL game in development, as multiple games were in development around the same time as Bass Fishing.
Upside-Down "Itoi 1101" Logo#
The "1101" logo often used to denote work from Itoi Shigesato is unused and curiously upside-down. Located at 0x654500.
For comparison, the right shows a colored version of this logo that could sometimes be seen in press releases.
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Unused Texture |
Colored Logo in Prerelease Material |
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Unused Sound Effects#
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This page or section needs more audio.
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Voice - Bank01 Snd2D#
Bank 01 Sound 2D contains some type of voice. In the final release, resident critters do not audibly make sounds.
Voice - Bank01 Snd34#
Bank 01 Sound 34 contains some type of voice. In the final release, resident critters do not audibly make sounds.
Development Text#
Present at 0x4A160 in the ROM are some error messages.
thread stack overflow id = %d
rdp_output_buff over !! size = %d. byte
gtl : DLBuffer over flow ! kind = %d vol = %d byte
gtl : DynamicBuffer over flow ! %d byte
bad addr sc_rdp_output_len = %x
gtl : Buffer size for RDP is zero !!
gtl : not defined SCTaskGfx
gtl : couldn't get SCTaskGfx
gtl : not defined SCTaskGfxEnd
gtl : not defined SCTaskGfxEnd
gtl : ucode isn't included kind = %d
gtl : not defined SCTaskGfxEnd
ml : alloc overflow #%d
om : couldn't get GObjThread
om : couldn't get GObjThreadStack
om : couldn't get GObjProcess
om : couldn't get GObj
om : couldn't get OMMtx
om : couldn't get AObj
om : couldn't get MObj
om : couldn't get DObj
om : couldn't get SObj
om : couldn't get Camera
om : GObjProcess's priority is bad value
om : GObjProcess's kind is bad value
om : GObjProcess's priority is bad value
om : couldn't add OMMtx for DObj
om : couldn't add OMMtx for Camera
omGAddCommon() : link num over : link = %d : id = %d
omGMoveCommon() : link num over : link = %d : id = %d
omGLinkObjDLCommon() : dl_link num over : dl_link = %d : id = %d
omGMoveObjDL() : dl_link num over : dl_link = %d : id = %d
omGMoveObjDLHead() : dl_link num over : dl_link = %d : id = %d
gobjthread stack over gobjid = %d
%s(%d)Inv OP %x
omanim.c
dp %x ad %x OF %x Wait %x
Present at 0x4AFF0 in the ROM is text for a crash handler.
Audio Heap Overflow
Interrupt
TLB modification
TLB exception on load
TLB exception on store
Address error on load
Address error on store
Bus error on inst
Bus error on data
System call exception
Breakpoint exception
Reserved instruction
Coprocessor unusable
Arithmetic overflow
Trap exception
Virtual coherency on inst
Floating point exception
Watchpoint exception
Virtual coherency on data
Unimplemented operation
Invalid operation
Division by zero
Overflow
Underflow
Inexact operation
F%02d:%.3e
F%02d:%08XH
FPCSR:%08XH.(%s)
THREAD:%d (%s)
THREAD:%d (%s)
INF-LOOP
IP (%02X)
RCP (%X)
PC:%08XH SR:%08XH VA:%08XH
THREAD:%d (%s)
THREAD:%d (%s)
INF-LOOP
PC:%08XH SR:%08XH VA:%08XH
IP (%02X)
RCP (%X)
AT:%08XH V0:%08XH V1:%08XH
A0:%08XH A1:%08XH A2:%08XH
A3:%08XH T0:%08XH T1:%08XH
T2:%08XH T3:%08XH T4:%08XH
T5:%08XH T6:%08XH T7:%08XH
S0:%08XH S1:%08XH S2:%08XH
S3:%08XH S4:%08XH S5:%08XH
S6:%08XH S7:%08XH T8:%08XH
T9:%08XH GP:%08XH SP:%08XH
S8:%08XH RA:%08XH
SP Base %08x
%03d:%02x%02x%02x%02x %.3e
%03d:%02x%02x%02x%02x %08x
:%02x%02x%02x%02x %.3e
:%02x%02x%02x%02x %08x
(Source: Ferrox)