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Nosferatu

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Nosferatu is basically Prince of Persia meets Super Castlevania IV. Too bad about the controls...

The game was first announced in 1991, early in the Super Famicom's lifespan, but ended up being delayed for multiple years.

Sub-Page#

Button Codes#

Beat the game on Hard mode, and when "The End" is displayed, press Start for a screen which lists button codes available in the game:

Nosferatu_extra_command.png Nosferatu_Level_Select.png

There's one more code that's not listed, a restore health cheat. It uses the same button combination as Crystal Full (the controller values stored at SNES address $80C4CD-80C4DE), and is also entered while the game is paused. The difference is an additional check for #$9C in memory address $7E009F. The game must be paused while doing a high kick (away + Y button) for the cheat to work.

Stage Select Debug Instruction#

A small piece of debugging code remains for the stage select cheat. At SNES address $A89FDA-A89FDC is an instruction that is always branched over which automatically sets the value for a successful code entry (#$0004 in X register). Use Pro Action Replay (PAR) code A89FD900 to restore the debug behavior.

Debug#

This needs some investigation.
Discuss ideas and findings on the talk page.

NOSFERATU
<start> tittle
<l,r> configuration
0
1
2
3
4
5
6
7
8
9
a
b
c
d
e
f
no
yes
<options>
<key  assign>
Level
Move
Run
Walk
Jump
Attack
Sideways
Climb
Squat
Pause
x
y
l
r
up
down
select
start
normal
easy
undead
auto
walk
walk .2
run
<display>
<demonstration>
<sound>
Status
Playback
Recording
Demo
Mode
Music
Sound
full
short
nothing
stereo
mono
replay
<initial>
<coin>
<speed>
Area
Life
<max>
Soul
Charge
Crystal
Credits
,
Pallet
Color
Red
Green
Blue
<test>
<status>
Group
Animation
Pattern
Rev.
Reset
Version
Cpu
Ppu1
Ppu2

At SNES address $808AFC-808D0C is a block of ASCII text, a lot of which is debug related. The main entry point for the debug code is possibly $80837F. Other important looking code blocks are $808924 and $808D0D. Currently, it's unknown how to get the menu(s) to display and function correctly.

The very last strings in the text block are: Version, Cpu1, Ppu1, Ppu2 and the programming which reads these registers and displays it to the screen is located at $808924-8089AA.

Boss Battle Unused Programming Leftovers#

During boss battles, the game loads pointers from two tables beginning at SNES address $8082A7 and $8082B5. However, all 14 of them lead to $808251, an "empty" subroutine which only contains the RTS command to exit.

(coiin/mireba)#

On bootup the string (coiin/mireba) is copied from SNES address $828076-828084 to $7E0180 in RAM. Its only purpose seems to be as a RAM initialization test. "Mireba" is "would see" or "if (something is) seen".

Regional Differences#

Title Screen#

The copyright text differs between the two versions.

Japan

US

Continue#

The Japanese version has a limit of nine continues. (The last continue is not part of the counter, for some reason...) When you are down to your last chance, the bad ending is locked in!

The US version removed this limit, allowing you to continue as much as you want.

Japan

US

It's actually nine chances to continue.

Endings#

The Japanese version only has one good ending, whereas the US version has different ones depending on the difficulty.

Good Ending

Japan

Translation

US

The battle has ended.
The evil spirit is defeated,
and the long night now gives way to dawn.

Nosferatu_Good_Ending_US_Easy.png
Nosferatu_Good_Ending_US_Normal.png
Nosferatu_Good_Ending_US_Hard.png

(Translation: Popfan)

Bad Ending

The bad ending epilogue is different between regions.

Japan

Translation

US

The woman's eyes are red and dark,
filling up in the endless embrace.
The man's eyes are dark and cold,
the days of old now a distant memory.

(Translation: Popfan)