One of Capcom's polished Disney games.
TEST MODE MENU#
A debug menu is loaded by function $00C2AC.
Use the following game enhancer codes to call this function at the license screen:
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Action Replay |
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This menu expects multiple palettes to be loaded when invoked (for example, submenu SCR 1 2 TEST uses palette index 02 to show some labels). However, function $00C2AC doesn't setup any palettes, and the license screen only loads a single palette at index 00.
Alternatively, use the following game enhancer codes to call function $00C2AC in-game (when multiple palettes have been loaded), replacing the pause function (activated by pressing Start):
Game Genie |
Action Replay |
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Inside the debug menu, press Start + B to exit submenus. Press Start + A to exit the debug menu.
JOY I/O TEST#
COLOR TEST#
Displays palettes.
SCR 1 2 TEST#
Displays tiles loaded in VRAM.
We can verify how these labels use multiple palettes by checking each label's entry data, for example:
0000cb3a dw 4088h
0000cb3c db 40h ; palette index (actual value: 40h >> 5 = 2h)
0000cb3d ds "--- VRAM TEST ---" ; menu entry chars
Which is then sent to the VDP to be displayed:
; register D1 holds tile index (bits 1..10) and palette index (bits 14..15)
0000c298 addi.w #0x580,D1w ; add base offset of charset in vram to tile index
0000c29c move.w D1w,(A5) ; write sprite data to VDP data port
SCR 3 TEST#
Jumps to the TEST MODE MENU subroutine.
We can verify this (as well as other unimplemented entries) by checking the corresponding offset that is read when the entry is selected:
0000c30c 30 38 ee 56 move.w (DAT_ffffee56).w,D0w
0000c310 32 3b 00 10 move.w (submenu_off_tbl,PC,D0w*0x1),D1w
0000c314 4e bb 10 0c jsr (0xc322,PC,D1w*0x1=>SUB_0000c36a) ; submenu subroutine
submenu_off_tbl XREF[1]: test_menu:0000c310(R)
0000c322 00 48 dw 48h ; TEST MODE MENU
0000c324 01 d8 dw 1D8h ; JOY I/O TEST
0000c326 04 24 dw 424h ; COLOR TEST
0000c328 05 16 dw 516h ; SCR 1 2 TEST
0000c32a 00 48 dw 48h ; SCR 3 TEST (references TEST MODE MENU)
0000c32c 00 48 dw 48h ; OBJ CHAR TEST (references TEST MODE MENU)
0000c32e 08 ce dw 8CEh ; SEQUENCE TEST
0000c330 16 48 dw 1648h ; SOUND TEST
OBJ CHAR TEST#
Jumps to the TEST MODE MENU subroutine.
SEQUENCE TEST#
An animation test.
SOUND TEST#
Unused Text#
SAMPLE text#
A build date from an earlier version. To view it, use Game Genie G6WA-HA9G or Action Replay code 0324E6:7037 and allow the title screen to load on its own without pressing any buttons.
Developer Text#
This text appears at 53B68 in the US ROM and 5B350 in the Japanese version. The region tags are different between regions, of course. This same text also appears in the SNES version of the game.
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Japanese Version |
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Build Dates#
This text appears at the very end of the ROM. The Japanese text translates to "master", signifying that it's the final version of the game.
US Version |
Japanese Version |
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References#
- ソフトウェア一覧(ソフトライセンシー発売) | メガドライブ |セガ SEGA↩︎
- Férias trazem novos cartuchos para videogames da linha Sega "Winter break brings new cartridges for Sega consoles" - O Estado de S. Paulo, June 26, 1995↩︎