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To do: |
Doo-doo doodoo doo-doo. That is the Game Boy rendition of the Rugrats main theme, only this time with more explosive poop jokes.
Placeholder Screens#
Special Reward#
GameShark code 010511DE will start the game in a placeholder screen.
Gameworld#
GameShark code 01060EDE will start the game in another placeholder screen. This screen only exists in the original monochrome version and was likely intended to display after completing a level. Pressing any button will not affect the screen.
RGBer#
GameShark code 011511DE will start the game in a screen for testing the GBC palette settings. Unfortunately, you can't change the palette settings. Pressing the A button will bring you to a secondary screen where the game waits for a signal from a developer console.
Chapter Screen#
GameShark code 011711DE starts the game in a chapter screen. There were originally going to be level chapters. A palette was only programmed for the monochrome version though the screen only exists in the GBC version, oddly.
Hidden Credits Screens#
There are two credits screens present in the ROM that were cut for unknown reasons.
THQ Screen 1#
GameShark code 010D11DE.
THQ Screen 2#
GameShark code 011611DE.
Website Remnants#
Remnants of what appears to be the Quake fansite PlanetQuake1 can be found in the US version at 0x7BA8C:
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Remnants of the British tech site The Register can be found in the French version at 0x5B800:
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Unused Super Game Boy Palette#
The Game Genie code 330-47B-809 420-48B-F7B will load an unfinished palette that doesn't contrast too well.
Additional Planned Palettes#
Located at 0x04C213, 0x04C223 are two PAL01 commands that are remnants of two additional planned palettes, which are black because the RGB values are all 00. Game Genie code 230-47B-809 420-48B-F7B will load the first unused palette, while 130-47B-809 420-48B-F7B will load the second and 330-47B-809 420-48B-F7B will load an unused PAL_SET command.
The listing starts at 0x04C213:
01000000000000000000000000000000
01000000000000000000000000000000
01F80078003800000000000000000000
51000002020202020202020202020202
ICON_EN Oddity#
For some reason, the game disables palette and controller settings then re-enables them a few commands later. This may hint further that additional palettes were planned. Game Genie code 004-E6B-2AF will leave palette and controller settings disabled.
Development Text#
Equates#
At 0x003ED0 and throughout the Super Game Boy enhanced ROM are a series of equates.
OBJNEXT_ANIM equ 0c
4173 OBJCURRANIM equ 0e
4178 OBJDIR equ 0f
4164 OBJXSPEED equ 010
4164 OBJYSPEED equ 012
4184 OBJMAXX equ 014
4185 OBJMAXY equ 016
4180 OBJCURRENT equ 018
4164 OBJREQUESTED equ 01a
4165 OBJSTAGE equ 01b
4180 OBJCOUNT equ 01c
4184 OBJTARGETX equ 01d
4185 OBJT
OTIT equ 02cd2
4145 OKNM1 equ 02cf4
4165 CHECKRANGE equ 02d05
4179 EXITPASS equ 02d2c
4165 EXITRANGE equ 02d2d
4172 EXITFAIL equ 02d2e
4146 EXITFAIL2 equ 02d30
4174 AI_FOUNTAIN equ 02d33
4183 KILLHIMNOW equ 02e12
4172 AI_COLLECTFALL equ 02e23
4166 AI_FALLOFF equ 02e2b
4172 NORMFALL equ 02e31
4165 CHECKDONE equ 02e99
4180 FALLRIGHT equ 02ec9
4178 CHECKFORLADDER equ 02eeb
4179 LADDERS equ 02f08
4145 LADDMAP1 equ 02f3e
4146 LADDMAP2 equ 02f3e
4147 LADDMAP3 equ 02f3e
4148 LADDMAP4 equ 02f3e
4149 LADDMAP5 equ 02f3e
4150 LADDMAP6 equ 02f3e
4151 LADDMAP7 equ 02f3e
4152 LADDMAP8 equ 02f3e
4153 LADDMAP9 equ 02f3e
4144 LADDMAP10 equ 02f3e
4146 LADDMAP12 equ 02f3e
4148 LADDMAP14 equ 02f3e
4147 LADDMAP13 equ 02f3e
4145 LADDMAP11 equ 02f3f
4180 AI_CART equ 02f41
4179 NOPRESS equ 02ffd
4176 GOINGUP equ 03030
4174 GOINGDOWN equ 03065
4180 ANIMCART equ 03097
4180 MOVECART equ 030c3
4179 SPEEDS equ 03141
4180 FLATCART equ 03146
4180 UP33CART equ 0314a
4180 UP45CART equ 0314e
4180 UP60CART equ 03152
4180 DOWN33CART equ 03156
4180 DOWN45CART equ 0315a
4180 DOWN60CART equ 0315e
4180 EFLATCART equ 03162
4180 EUP33CART equ 03166
4180 EUP45CART equ 0316a
4180 EUP60CART equ 0316e
4180 EDOWN33CART equ 03172
4180 EDOWN45CART equ 03176
4180 EDOWN60CART equ 0317a
4164 AI_FOUNTAINHOLD equ 0317e
4171 YUPOK equ 031c7
4172 GABALL equ 031d9
4174 GABALLOON equ 031e3
4185 WATER_JELLY equ 031ed
4174 LOBALLOON equ 031f7
4185 HANDLEOVERLAY equ 03201
4179 SINGLEOVS equ 03286
4179 DOUBLEOVS equ 032bc
4174 CHECKFORBALLOON equ 032f2
4165 CHECKFORDOUBLE equ 03334
4180 CHKRIGHT equ 0336b
4172 DOUBLELOCSL equ 03393
4179 SINGLELOCS equ 033c9
4167 LEV1SING equ 033ff
4167 LEV2SING equ 033ff
4167 LEV3SING equ 033ff
4167 LEV5SING equ 033ff
4167 LEV6SING equ 033ff
4167 LEV7SING equ 033ff
4167 LEV8SING equ 033ff
4167 LEV9SING equ 033ff
4167 LEV10SING equ 033ff
4167 LEV11SING equ 033ff
4167 LEV12SING equ 033ff
4167 LEV13SING equ 033ff
4167 LEV13ASING equ 033ff
4167 LEV4SING equ 03400
4162 LEV1DOUB equ 03402
4162 LEV2DOUB equ 03402
4162 LEV5DOUB equ 03402
4162 LEV6DOUB equ 03402
4162 LEV8DOUB equ 03402
4162 LEV9DOUB equ 03402
4162 LEV10DOUB equ 03402
4162 LEV11DOUB equ 03402
4162 LEV12DOUB equ 03402
4162 LEV13DOUB equ 03402
4162 LEV13ADOUB equ 03402
4162 LEV4DOUB equ 03404
4162 LEV3DOUB equ 03408
4162 LEV7DOUB equ 0340c
4163 DOOVERCALC equ 03410
4163 REDOOVERCALC equ 03420
4172 AI_DUCKWALL equ 0348e
4167 AI_SWING equ 0348f
4165 AI_SLIDE equ 03514
4167 STILL_SLIDING equ 0357f
4180 VINETEST equ 035be
4179 SHAKEOFFSETS equ 035e0
4174 TESTZEN equ 03650
4168 KILLFISH equ 03655
4162 FISHTAB equ 03674
4165 GENIEMOVE equ 03688
4179 POINTS equ 0376a
4150 LEVEL6 equ 03772
4180 DECIT equ 037d5
4165 GOMOVE equ 037e3
4180 MOVEMLEFT equ 03807
4180 MOVEMRIGHT equ 0382d
4180 FLASHWHAT equ 03849
4163 REPTARCOINC equ 03851
4163 ROADLEVELCOINC equ 03914
4174 CHECKONSCREEN equ 039cf
4178 BACKGROUNDTIMER equ 03a10
4174 PRINTCLOWN equ 03a39
4146 PRINTCLOWN2 equ 03a43
4176 ANIMLOOP equ 03a5c
4176 NODEP equ 03a88
4173 OUTANIM equ 03adb
4179 FINISH_FRAMES equ 03add
4180 CLOWNOFFSET equ 03ae3
4180 DOCTOROFFSET equ 03b03
4180 FIREOFFSET equ 03b19
4180 SMOKEOFFSET equ 03b23
4180 FLAMEOFFSET equ 03b39
4179 BACKANIMS equ 03b4b
4179 LEVEL1ANIMS equ 03b83
4179 LEVEL2ANIMS equ 03b8c
4179 LEVEL3ANIMS equ 03b95
4179 LEVEL6ANIMS equ 03b9e
4179 LEVEL8ANIMS equ 03ba7
4179 LEVEL11ANIMS equ 03bb0
4179 LEVEL13ANIMS equ 03bb9
4163 SPRITE_COINC equ 03bc2
4163 MAPCOINC equ 03bdc
4180 FADEOUT equ 03be5
4173 FORCE_ANIM equ 03bff
4146 FORCE_ANIM_2 equ 03c05
4179 MAPTABLES equ 03c19
4163 LEV1COINC equ 03c4f
4163 LEV2COINC equ 03c6c
4163 LEV3COINC equ 03c7d
4163 LEV11COINC equ 03c8a
4144 ENDBANK0 equ 03ca3
4145 SPIDER1LEV1 equ 14000
4145 SPIDER2LEV1 equ 14003
4145 SPIDER3LEV1 equ 14006
4145 SPIDER4LEV1 equ 14009
4145 SPIDER5LEV1 equ 1400c
4145 SPIDER6LEV1 equ 1400f
4145 SPIDER7LEV1 equ 14012
4145 SPIDER8LEV1 equ 14015
4145 SPIDER9LEV1 equ 14018
4145 SPIDER10LEV1 equ 1401b
4145 SPIDER11LEV1 equ 1401e
4145 SPIDER12LEV1 equ 14021
4145 MONKEY1LEV1 equ 14024
4145 MONKEY2LEV1 equ 14027
4145 MONKEY3LEV1 equ 1402a
4145 MONKEY4LEV1 equ 1402d
4145 BIRD1LEV1 equ 14030
4145 BIRD2LEV1 equ 14035
4145 BIRD4LEV1 equ 1403a
4145 BIRD5LEV1 equ 1403f
4145 BIRD6LEV1 equ 14044
4146 MONKEY1LEV2 equ 14049
4146 MONKEY2LEV2 equ 1404d
4146 MONKEY3LEV2 equ 14050
4146 MONKEY5LEV2 equ 14053
4146 SPIDER2LEV2 equ 14056
4146 SPIDER3LEV2 equ 14059
4146 SPIDER4LEV2 equ 1405c
4146 SPIDER5LEV2 equ 14060
4146 SPIDER6LEV2 equ 14063
4147 ROBOT1LEV3 equ 14066
4147 ROBOT2LEV3 equ 1406a
4147 ROBOT3LEV3 equ 1406e
4147 ROBOT4LEV3 equ 14072
4147 ROBOT5LEV3 equ 14076
4147 ROBOT6LEV3 equ 1407b
4147 DUCK1LEV3 equ 1407e
4147 DUCK2LEV3 equ 14087
4147 DUCK3LEV3 equ 1408e
4147 DUCK4LEV3 equ 14095
4147 DUCK5LEV3 equ 1409a
4147 DUCK6LEV3 equ 140a1
4147 DUCK7LEV3 equ 140aa
4148 BIRD1LEV4 equ 140af
4148 BIRD2LEV4 equ 140b8
4148 BIRD3LEV4 equ 140c3
4148 BIRD4LEV4 equ 140ce
4148 BIRD5LEV4 equ 140d9
4148 BIRD6LEV4 equ 140e4
4148 BIRD7LEV4 equ 140ef
4148 BIRD8LEV4 equ 140fa
4148 SPIDER1LEV4 equ 14103
4148
Workspace File#
Also present at 0x03E000 in only the Super Game Boy enhanced ROM is a fragment of a developer workspace file. This also contains a segment of source code before it ends up being cut off.
[edit-]
screen=80 50
toggles=1 0 0 1 0 0
srch=debug
src=001
rpl=000
file=c:\rugcol~1\mikes.asm 1 7738 27 7760
[brief]
file=c:\rugcol~1\mikes.asm 1 7738 27 7760 41 47 78 1 c=1
file=c:\rugcol~1\mikes.asm 1 7695 1 7719 1 47 39 1 c=0
file=c:\rugcol~1\rugrats.asm 1 505 59 551
file=c:\rugcol~1\equates.asm 1 1 1 9
[shared-]
pmark=c:\rugcol~1\mikes.asm 27 7760
;write c to hl
extern cont ;get keypad info in a and cnt1
extern cnt1 ;key pad info byte
extern mikesbyte ;My Code is running flag... For Vblank etc...
extern vblank_fl ;V-Blank done flag
extern map_base
extern mapx
extern mapy,mapbytewidth
extern oldmap
extern updatescroll
extern dump_the_scroll
extern dostrips
extern font
extern mapno
extern sprites
extern dodma
extern objbase
extern no_objs
extern init_sprites
extern Sprite_handle
extern sprites_done
extern bnkvl
extern scorestring
extern leveldone?
extern objsrequired
extern objsheld
extern objsreq
extern resetgame
extern smtomm1
extern smtomm2
extern birdfly1
extern birdfly2
extern birdfly3
extern birdfly4
extern dart
extern walk1
extern balloon1
extern balloon2
extern balloon3
extern balloon4
extern balloon5
extern balloon6
extern balloon7
extern balloon8
extern gameover
extern nick
extern gardenballblock
extern set_song
extern set_fx
extern lastone
extern swing6
extern SND_TUNE_BONUS
extern SND_TUNE_ENDGAME
extern SND_TUNE_THEME
extern colour_flag
extern write_all_palette
extern bankcallcode
extern workspace
extern fade_out_colour
extern colourtitle_init
extern colourtitle_handler
extern reset_colour_overides
extern set_colour_overide
extern tommypal
extern chuckiepal
extern lilpal
extern philpal
extern angelicapal
extern farldir
extern birdpal_tab
extern handlepallistmike
include newmac.asm
; include macros.asm
include equates.asm
include gameequs.asm
; segment at de60-df00 'MRAM'
MRAM group
org 0:$de00
include mikesloram.asm
; longs
; segment 'code'
code group
;put any bank 0 code you need in here
screen_base equ $9800
mikes_bank equ 29
amount_scores equ 6
bytes_per_score equ 6+1
score_bytes equ amount_scores*bytes_per_score
bytes_per_name equ 7+1
name_bytes equ amount_scores*bytes_per_name
; %print "--------------------"
; %print "My Code bank0 start ADDR - $",$
;My Code entry conditions...
;
;'level_counter' is used as a condition for what to do...
;
; Set to -1 - Is after a switch on and no levels have been played
; set to 0-xx - Level number just played, set the Process accordingly
mikes
ld a,0
call set_song
xor a
ld (deb_cnt1),a
ld (old_cnt1),a
ld (dma_oam_flag),a
ld (bgp),a
; ld (col_scheme),a
ld (flash_timeon),a
ld a,mikes_bank
call stbnk
ld a,1
ld (mikesbyte),a
ei
xor a
ld (scx),a
ld (scy),a
call wait_vblank
call mikes_seedrnd
call Dump_charsets
;'process_no' set below on the following conditions,
;
;'just_bonus' = <> 0 the Bonus screen is shown and jumps back to Brian's
;
;then...
;
;'level_counter' = -1 then this is the first pass through, Displays title
; etc... then jumps to Brian's
; = 0-127 then the Bonus -> Reveal- > Description screens
; are shown then jumps back to Brian's
;
;;;;;;;;;;Get Rid;;;;;;;;;;;;;;
; ld a,8
; ld (process_no),a
; ld a,2
; ld (retries),a
; xor a
; ld (leveldone?),a; If = 0 then dead...
; ld (level_counter),a
; ld a,'0'
; ld (scorestring+3),a
; ld a,'9'
; ld
|
The Rugrats series | |
|---|---|
|
Game Boy (Color) |
The Rugrats Movie • Time Travelers • Rugrats in Paris • Totally Angelica |
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Windows |
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PlayStation |
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Nintendo 64 |
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GameCube, PlayStation 2 |
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Game Boy Advance |
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Adobe Shockwave |
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All Grown Up! | |
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Windows |
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Game Boy Advance |
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Adobe Flash |
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Adobe Shockwave |
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See Also | |