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Tintin in Tibet (SNES)

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Debug Mode#

Press and hold Down, R, L, X, A, Select one at a time at the first screen that appears upon starting the game, or use the Pro Action Replay (PAR) code 7E020602 to activate a debug mode which can be accessed during gameplay by pressing the Select button.

  • Compteur anim (anim counter) is a running counter that increments once every frame when the game isn't paused.
  • Tableau lets you select a new level using the D-Pad and warp there with B.
  • Visu VRAM lets you view the currently loaded sprite graphics.
  • Type de sol (ground type) shows which type of terrain Tintin is standing on (the most common being 000A for standard floors and 0000 for midair).
  • Immortalite, when toggled on (marche) and off (arrêt), grants invincibility and unlimited time.
  • Niveau de difficulte (difficulty level) switches between easy (facile), medium (moyen), and hard (dur) difficulty.

tibet-paledit.png

Selecting Reglage couleurs (color adjustment) and then exiting the menu will enable a palette editor.

  • Left/right: select color to edit.
  • B + Left/Right: select previous/next palette group (out of 16).
  • A + Left/Right: adjust current color's red component.
  • Y + Left/Right: adjust current color's green component.
  • X + Left/Right: adjust current color's blue component.

Pressing L or R returns to the game.

tibet-collision.png

Affichage (display) collisions, when enabled, adds an in-game collision display. Points are drawn around each sprite to indicate the size and position of its bounding box.

tibet-cputime.png

Enabling invincibility also enables this CPU usage meter, which dims a portion of the screen to reflect how much CPU time is currently being used by the game.

(Source: Original TCRF research)

The remaining text is a build date (31 July 1995) and "Fred", referring to programmer Frederic Jay. A similar credit appears in Spirou.

Region Lockout#

If the game detects it is running on a North American or Japanese console, it will lock up on this screen, set to the game over background music.

(Source: Original TCRF research)

Cartridge Header#

Starting at file offset 0x017FC0 is an almost fully-intact cartridge header and vector table from the Super Bomberman 2 ROM. It's not known why it's actually there, or if there is any other leftover data from that game in there.

(Source: Original TCRF research)