Anti-Piracy/Region Lockout#
Like many of Capcom's later SNES games, this game contains a simple anti-piracy check. On bootup, the game will attempt to write to SRAM at address $306000 and if the write was successful, the game jumps to an infinite loop and thus hangs on a black screen. An original cartridge does not contain any SRAM so the write will do nothing, but cartridge copiers contain a large amount of SRAM, which triggers the anti-piracy check.
The American version also contains an additional test for region lockout. If the game detects that it is being run on a PAL console, it will also lock up on a black screen during bootup. The Japanese version of the game does not contain this region lockout check and will play on PAL consoles.
(Source: Original TCRF research)
Animation Test#
Pro Action Replay (PAR) code 82802705 or Game Genie code D964-4FA6 will enable this animation test menu shortly after bootup.
- A: Increment frame index.
- B: Decrement frame index.
- X: Increment character index.
- Y: Decrement character index.
- Select: Toggle background mode.
- Start: Exit.
Background Mode#
- A: Color palette background.
- B: Crosshatch background.
(Source: KungFuFurby)
Removed 4-Player Support#
These messages are present in the ROM:
WARNING!
ADJUST MULTI TAP IN THE
CONNECTOR OF 2 PLAYER SIDE!
ACCEPT JOYSTICKS ONLY!
The Super Multitap is a peripheral for the Super NES that plugs into the second controller port and allows up to four additional controllers to be connected, allowing up to five people to play a game at once. It was mainly used for sports games like this one, but the final version does not support a Multitap, and as such only two people can play at once.
The 3P and 4P icons seem to be the only graphical remnants of this support.
Unused Text#
Starting at address $81848C:
SAMPLE VERSION
Unused Endings#
Championship Mode#
The ending is not normally viewable, and the game instead takes you back to the title screen. Restore the full ending with these Pro Action Replay (PAR) codes:
82D1F0EA
82D1F1EA
82D1F2EA
82D1F3EA
(Source: KungFuFurby)
Tournament Mode#
Like Championship Mode, the ending is not normally viewable and the game instead takes you back to the title screen. The below Pro Action Replay (PAR) code will block the jump and let you see the ending:
82D29CEA
82D29DEA
82D29EEA
82D29FEA
(Source: KungFuFurby)
League Mode#
Another mode where the game abruptly jumps back to the title screen instead of displaying an ending. No evidence was found that one exists for this mode, but there is some noteworthy program code:
Upon finishing League Mode, the game checks memory address 7EA104 (which is never used during the game) for a non-zero value. The value it contains doesn't matter, however, as it's followed by a BNE $00 command. With a branch distance of zero, it functions as a Branch Always that will just proceed to the next operation, which is to return to the title screen.
No unused programming was found within the maximum possible branch range, meaning whatever alternate code path once existed was deleted in the retail build.
Dr. Wily#
Although Dr. Wily appears on the Member Select screen (to the right of Gemini Man), he is normally not selectable. The original plan was to make him available after beating the game, but unfortunately, the ending was unfinished/disabled and returns to the title screen right before the Dr. Wily enable flag is set. Even with the full ending restored, there would still be a problem as the only way out of the Presented by Capcom final screen is to reset the console. (Of note, although only part of his big face appears in the selection screen, it is visible in Tournament mode, and the small one in the field position screen. And as Wily is a member of Elec Man's team and Dust Man's team in League mode, he isn't completely unplayable.)
Either use Game Genie code F0DD-927C (WARNING: only have this code on when the Member Select is reached, or the game could glitch) or set RAM address 7E008C to 02 before you get to the Member Select screen to select him.
He even has a full set of palettes! The top row of palettes is for normal players, and the bottom row is used for the goalie Dr. Wily. The first column is the default set, while the second and third columns are used when both 1P and 2P select Dr. Wily.
See the Notes page for technical details regarding the Dr. Wily enable flag.
Credits#
When the password screen is opened, memory address $7E008C is checked for 0023. If true, the background turns red and the credits begin to scroll, using the password box as the display:
It can be accessed with Pro Action Replay (PAR) code 82ABB000 or Game Genie code DDC8-3DDC.
The normal method to view the credits requires a very unusual set of steps. It also requires Dr. Wily unlocked, which isn't possible without a game enhancer because of the broken ending:
- In OPTION, set TIME to 03.
- Select EXHIBITION.
- Select 1P VS 2P.
- Set GK on the A TEAM to TOADMAN.
- Set GK on the B TEAM to SNAKEMAN.
- Allow the TOADMAN team to win the game.
- Select MEMBER CHANGE.
- Set GK on the A TEAM to TOADMAN.
- Set GK on the B TEAM to Dr WILY.
- Allow the TOADMAN team to win the game.
- Select END.
- Select CAPCOM CHAMPIONSHIP.
- Select 1P VS COM.
- Select PASSWORD.
And the text of the credits is as follows:
ROCKMANS(MEGAMANS)SOCCER
= STAFF =
(GAME DESIGN)
YATSUHOU
RED
MICKEY
(MAIN PROGRAM)
KWAERU.T
(SUB PROGRAM)
MINK.M
(GUEST PROGRAM)
GERO
(PROGRAM SURPORT) KOBA
(GRAPHICS)
7852
ORI-CHAN
MARIO-CHAN
SUMIRE
Q-CHAN
MATABICHI
RAKKASEI-ONDO
YOSHIMI
KAORU
OKAAA-CHAN
PATRIOT-YAMAZOO
(SOUND PROGRAM)
TOMI
(SOUND)
OKA
TOMI
NORIRIN
(SPECIAL THANKS)
HITOMI-SAN
MAKINO-SAN
KWA-CHAN
SASA-CHAN
IWA-CHAN
NAO
(DIRECTOR)
YACCYAN!
(PRODUSER)
PROFESSOR F
THANK YOU
References#
- Sun L company page - GDRI Wiki, Mar. 21st, 2021↩︎
- GDR スーパーファミコン ソフト一覧 1994年 - SUPER FAMICOM Software List 1994↩︎
- new releases mar 27-april 1↩︎