the cutting room mirror

Justice League: Task Force (SNES)

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Document the prototype version

Yes, there was a DC Comics fighting game too... and that fact was the only impressive thing as this game didn't offer anything new to the genre.

Sound Test#

Justice_League_Task_Force_(SNES)_sound_test.png
At the title menu, press Select + L on Controller 1, at the same time with Select + R on Controller 2. The title menu will disappear and you need to push some buttons before the actual Sound Test message appears.

Unused Texts#

Mostly all these texts are the garbage from the developers' computers' RAM stored in the unused areas.

Code Fragments#

At 0x0BFFBA there are some system structures of the development tools which stores the addresses and the names of variables, maybe portions of the object files:

EMP0
TEMP_Z
Z_SCRIPT_ADDR
Z_SCRIPT_ADDR

At 0x0C7F86, there is a portion of the scripting language itself:

shape( SHHIT_B, 10);
load_shape( SHHIT_A, 10);
load_shape( SHHIT_B, 8);
o.damaged = (CHEETAH_THROW2_DAMAGE/3);

At 0x167FBC, there are small portions of code or scripts written in ASM:

e 1210
    db 27*2 ; local
    db OPC_GOSUB    ; line 1211
    dw get_punch_b

Another fragment of ASM can be seen at 0x257EF0:

 
    db OPC_do_thread    ; line 440
    db OPC_COLLIDE_START    ; line 441
    db OPC_COLLIDE_END  ; line 441
    db OPC_GOTO ; line 442
    dw ..L002
option_jewel endproc

t_option_jewel proc
    db OPC_LDA_O    ; line 449
    db 27*2 ; local
    db OPC_AND_C    ; line 449
    dw $8000
    ; result in r

Smaller bits of ASM can be found in other places:

At 0x16FFFA:

; line

At 0x227FB5:

CURRENT_MAP
STEMP0
STEMP1

At 0x23FFF4:

db OPC_ADD_C

At 0x247FF7:

teleport_

Sound Driver Credit#

Stored at 0x018C7C:

SLICK/Audio v1.01 Copyright(C)1994 Bitmasters,Inc.