Titanic is an awful platformer loosely based on the movie of the same name. "Loosely" as in "the ship somehow magically gets fixed in the game's ending".
Revisional Differences#
Titanic |
Sunken Ship |
|---|---|
A variant titled Sunken Ship was produced for plug & play devices. Sunken Ship uses English text for Jack and Rose's names in the menu, and does not feature cutscenes (which were likely added in post to the Nanjing version); otherwise, it is largely identical to the standalone cartridge release.
Unused Graphics#
English graphics bank ($04B010) for the player selection screen, which is also seen in Sunken Ship. Interestingly, Sunken Ship itself has unused graphics here, as this bank has graphics for the ending, which instead uses graphics from a bank two banks after this one ($04D010).
Unused Screens#
FCEUX cheat 02AA?00:?? (where "??" is one of the below) will replace the first level with one of these screens. The code 01FD?C7:A6 will remove the HUD (may crash the game).
Cutscene#
ID: 0C
A cutscene with Rose and Jack on the bow of the Titanic, based on the iconic scene from the movie. The graphics in the Nanjing release are overwritten by the opening cutscene (as seen on the right), but are fully intact in the Sunken Ship version, confirming that both versions were based on a common ancestor Dragon Co. project, which has still not showed up to this day.
Title Screen#
ID: 0D
A title screen that appears to be based off the poster from the movie's original theatrical release. The graphics for this screen are also no longer present with the exception of the "START" text, which is displayed in a thicker font than in the currently dumped versions' title screen(s) and also blinks.
Development Text#
There’s a large amount of text scattered throughout the ROM left by the game’s compiler, starting at $018010 and ending at $03BFF3.
$018010:
Name
Global Value
Global Filename
Global Symbol Name
Global Value
Filename :
Can't Create Symbol Table File.
No Symbol Records in File : Put the 'SYMBOLS' Assembler Directive in the Source File.
Error Opening File For Microtek Format
Error Opening File For Zax Format
Error Writing Debug Information - Disk May Be Full
Multiple Defined Global Symbol : Found in Files ' ' & '
Library Filename : Can't Find File : %s
Error Reading Global Symbols in : %s
Not Enough Memory
Symbol Table Buffer Section Overflow
Can't Open File : %s
Error Reading Library : %s
Error Reading External Symbols in : %s
Maximum File Count Exceeded : %s
$0183A4:
*** STACK OVERFLOW ***
0123456789abcdef
$019553:
TIT01.obj
$02E753:
TIT00.hex
$02E785:
TIT00.map
$02E7B7:
TIT00.sym
$02F5CD:
TEMP.AA
$038302-$0383A2:
-C
TIT00
-HZD
FCODE
DATA
PAGE0
$038F4C-$03908A:
D:\Tit
D:\Tit
Tit
dll
Tit
dll
$03975E-$03BFF3:
AtLeft
AtRight
SetDirectO
StructOK
IncSnapFail
earPreIndex
NO_MAIN
AutoLoop
SetOther
NextMotion
Snap
FaceToRight
SetSpriteY
Snap
XMirror
archPGT
Mul06
Mul06#1
Mul06Ok
archPaletteOk
IncSnapFail
Right
EXIT
ET_00
_GetNextSnap
ActIn
NextSnap
SetActer
NextMotion
eck240
NextActer
LOOP
ToUp
kipPage#1
ToDown
SkipPage#2
kipP
ModifySprYExit
archNext
J_HURT2
NOR
EXIT
OP1
YKEY
DECSnapFail
C1
RIGHT
LEFT
EXIT
T_TOP_00
J_HURT2
NOR
ST_1
NO_ST
EXIT
CHECK
J_HURT
J_HURT2
NOR
EXIT
OrgX2
YKEY
LE240
DECSnapFail
EXIT
Meet
J_HURT
NO
NO_C_Y
EXIT
YKEY
LE240
DECSnapFail
C1
YKEY
EXIT
LE240
DECSnapFail
RANDOM
MainProc#30
MainProc#31
MainProc#32
MainP
CODE
ADDR0
ADDR1
ADDR2
ADDR3
ADDR4
ADDR5
ADDR6
PR_MEET
DATA
SPR_INDEX1
PNT_PEARL2
ARRAY_INDEX
DISPLAY_DIO
L8DB1
L8DB5
L8DB
L91A4
PAGE0
COLOR_ADDR
SAVE_SPR_XY
SAVE_SP
XZ_MUSIC_ADDRESS
PScreenControl
learAllSnap
BANK_8000
SetBottomY
OPTION1
OPTION2
OPTION4
PRGBControl
PStatue
Directory
DirectorDirectory
PSpritePri
PaletteRefTable
Struct11Bank
Struct21Bank
PosY
_ResetKeyEntry1