Overboard! is an action-adventure game where you control a pirate ship.
Debug Configuration#
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This needs some investigation. |
The following data table exists for all known versions, consisting of addresses for debug toggle variables, and corresponding description strings (addresses shown for the Windows retail version, labels manually added for clarity):
004c2745 20 38 4b 00 addr s_DEBUG_INFO_004b3820 = "DEBUG INFO"
004c2749 00 ?? 00h
004c274a 01 ?? 01h
004c274b 29 24 4e 00 addr var_debug_info
004c274f 2c 38 4b 00 addr s_PROFILE_004b382c = "PROFILE"
004c2753 00 ?? 00h
004c2754 01 ?? 01h
004c2755 28 24 4e 00 addr var_profile
004c2759 34 38 4b 00 addr s_INVUNERABLE_004b3834 = "INVUNERABLE"
004c275d 00 ?? 00h
004c275e 01 ?? 01h
004c275f 2a 24 4e 00 addr var_invuln
004c2763 40 38 4b 00 addr s_GOTO..._004b3840 = "GOTO..."
004c2767 03 ?? 03h
004c2768 03 ?? 03h
004c2769 00 00 00 00 addr 00000000
004c276d 48 38 4b 00 addr s_...LEVEL_004b3848 = "...LEVEL"
004c2771 01 ?? 01h
004c2772 15 ?? 15h
004c2773 31 24 4e 00 addr DAT_004e2431
No direct references exist to this table. Only the first 3 referenced variable addresses appear to be read or written to.
Debug Info#
For the Windows retail version, an in-game display is activated when memory address 004e2429 is set to 1. However, this address is only assigned to in the following snippet:
0041852c XOR BL,BL
0041852e MOV byte ptr [DAT_004e242c],AH
00418534 MOV byte ptr [DAT_004e242d],DL
0041853a MOV byte ptr [DAT_004e2429],BL
We can replace instruction XOR BL,BL by MOV BL,1, so that value 1 is used in the assignment. To accomplish this, we patch the following file offset. For the PlayStation versions, we can directly modify the memory variable, by applying GameShark codes:
Windows Retail |
PlayStation Retail (SLES-00865) |
PlayStation Demo (PBPX-95001) |
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Description#
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Windows Retail |
PlayStation Demo (PBPX-95001) |
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For all versions, the following variables are displayed:
- MEM: Memory usage in bytes;
- POS: X/Y player position;
- OBJCOL: Number of objects rendered on the screen;
- CELL: X/Y map cell position;
- FPS: Frame rate counter.
For the PlayStation demo version, an additional variable is displayed:
- GPU BUFFER: Unknown.
Profile#
Adds a single FPS counter.
For the Windows retail version, it seems to be active by default when the Debug Info is activated. For the PlayStation versions, we can apply GameShark codes:
PlayStation Retail (SLES-00865) |
PlayStation Demo (PBPX-95001) |
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Invulnerability#
Makes the player immune to damage. Also affects both players in multiplayer matches.
For the Windows retail version, we can do a similar patch as described before, this time in 2 file offsets. For the PlayStation versions, we can apply GameShark codes:
Windows Retail |
PlayStation Retail (SLES-00865) |
PlayStation Demo (PBPX-95001) |
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Multiplayer Leftovers#
In the PlayStation demo version, some inaccessible multiplayer features are present, such as the Battle Complete menu, which can be loaded with these GameShark codes (enable in-game, after loading the level):
8009f4c8 0001
8004f858 0000
8004f85a 0000
Some menu labels are different, since deathmatch arenas were simply described as levels:
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PlayStation Retail (SLES-00865) |
PlayStation Demo (PBPX-95001) |
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