the cutting room mirror

Puggsy (SNES)

Unused Cutscenes#

Intro#

Watch on YouTube

Use the Pro Action Replay codes 008CB76F 008CB8DE 008CB904 to show an unused, unfinished intro before the title screen.

Ending#

Watch on YouTube

Use PAR codes 008CB7C9 008CB8D1 008CB904 to show an unfinished version of the game's ending. For some reason, this version of the ending uses the "extra ending" music rather than the regular ending's music from the Genesis version, both of which are otherwise unused in this build.

This ending is also followed by the full version of the credits, which can't normally be seen in this build (only the shortened version that shows after completing the Junior levels is normally accessible).

(Source: Original TCRF research)

Unused Music#

The soundtrack is essentially the same as the Genesis version, with a few tracks missing, and is a noticeable downgrade from that version. This is partly because of the primitive instruments, especially the trumpet one. Apparently, only half of the SPC memory is utilized, so better instruments could theoretically have been used. It's worth noting that many of the music tracks in the Sega CD port came directly from this prototype.

Several unused tracks can be heard at the main menu by using the following Pro Action Replay codes:

Code

Track

02F87302
02F8790C

Meanwhile...

02F87303
02F87902

Ending

02F87304
02F8790C

Stage Clear

02F87306
02F87902

A Hidden Place

02F87307
02F87910

Angeltier Falls (alternate)

02F87307
02F8791A

A Hidden Place (alternate)

02F87307
02F8791D

Darkblade Forest (alternate)

02F87309
02F8790A

Extra Ending

02F87309
02F8790F

Darkskull Castle (alternate)

A Hidden Place#

Unused

Unused Alt

While the level exists in this build, it uses The Light House's level theme. The alternate has a piano for the main melody instead of a trumpet.

Angeltier Falls#

Used

Unused

The used version adds some more piano instrumentation.

Darkblade Forest#

Used

Unused

The unused version uses a synth sample for the lead instead of a trumpet.

Darkskull Castle#

Used

Unused

The unused version leverages a baritone brass instrument instead of the typical trumpet one.

Ending#

Meanwhile...#

A track meant for cutscenes which aren't implemented.

Stage Clear#

The stage clear screen is present in this prototype, but doesn't utilize this theme.

(Source: Original TCRF research)

"A Hidden Place" Passwords#

As in the Genesis version, if you take five specific letters in the level A Hidden Place, stack them on top of each other, and push that stack through the exit gate, you can unlock nothing interesting effects. These are located at 0xFFA19 in plain ASCII and each entry is followed by the offset to jump to if entered.

; CHEAT
  LDA #$0001
  TSB $1E
  RTL 
;-------
; SHOES
  LDA #$0002
  TSB $1E
  RTL 
;-------
; HEART
  JMP $04E746
;-------
; HEROS, OTHER, MARCH, TORCH, CREST
  RTL 

Some cheats are from the Genesis version, but lack functionality.

  • CHEAT - Functions the same as the Genesis version.
  • SHOES - Sets a flag which isn't read.
  • HEROS, OTHER, MARCH, TORCH, CREST - These do nothing as they're redirected to an RTL opcode. MARCH, TORCH, and CREST are not present in the other versions.
  • HEART - Presents a screen where four heart sprites can be rotated. Not present in the other versions.

(Source: Original TCRF research)

Debug Features#

Debug Camera#

By default, X, which is used for a debug camera system, is ignored via a bitmask. Pro Action Replay code 0183B8F0 will enable this functionality again.

  • X+B - Toggles enemy cam
  • X+A - Enables item cam
  • X+Y - Disables item cam
  • X+L/R - Cycles camera through different enemies/items

Note that this assumes that you're using the default controls.

(Source: Original TCRF research)

Debug Display#

The display viewed in BSNES+'s sprite viewer

Pro Action Replay code 0000A301 will enable a level debug display. L/R will toggle between different objects and Up/Down will toggle between different attributes, which are:

POSITION X      
POSITION Y      
MAXIMUM X       
MINIMUM X       
MAXIMUM Y       
MINIMUM Y       
FOLLOW          
MAX SPD X       
MIN SPD X       
MAX SPD Y       
MIN SPD Y       
GRAVITY         
FRICTION        
DIR X           
DIR Y           
ACCEL UP        
COUNT UP        
ACCEL DN        
COUNT DN        
ACCEL RT        
COUNT RT        
ACCEL LT        
COUNT LT        
PAUSE X         
PAUSE Y         
ANIM TYPE       
ANIM SPEED      
ANIM BASE       
ANIM BASEG      
ANIM NUM        
CONTROL         
ACTIVE          
HI MOM          

Unfortunately, the display is broken as it expects a font to be displayed at VRAM address $C000. A quick and dirty solution is to copy and paste the font with a debugging emulator like BSNES+ and view the sprites in the sprite viewer. When viewing your password on the level select, copy the VRAM range $D000-$E7FF. When the debug display is enabled, paste the font data at $C000.

(Source: Original TCRF research)