the cutting room mirror

Transformers: Beast Wars Transmetals (Nintendo 64)

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Transformers: Beast Wars Transmetals is a 1-on-1 fighting game based on the Beast Wars franchise. It's kinda like if Virtual-On was played from a side view...and also was bad. Substantial changes were made when the game was brought to North America, where it was initially only available as a Blockbuster exclusive. A PlayStation game of the same name was also released, but it's an entirely different game.

Debug Menu#

TBWTN64-debugmenu1.png TBWTN64-debugmenu2.png

A simple debug menu can be enabled with the following GameShark code. Press L then A button while in the options menu to enable the first debug menu. Press R then A to enable the second. Pressing START will return the menu to normal.

Version

GameShark code

USA

D11CB740 0010
800AB547 0030
D11CB740 0020
800AB547 0060
D11CB740 1000
800AB547 0020

JP

D11C8EF0 0010
800AAF6B 0030
D11C8EF0 0020
800AAF6B 0060
D11C8EF0 1000
800AAF6B 0020

The first debug menu's Debug dip option doesn't appear to work anymore. It will take a few attempts to activate the flags in this menu as well, as the inputs sometimes don't get read. It is unclear what the second debug menu is. It doesn't display properly and will glitch the screen slightly when exiting.

(Source: Original TCRF research)

Development Text#

Present at 0xDC468 in the ROM is a build date which is the same in both versions.

99/02/18 Ver

Present at 0xCFF08 and 0xE2D30 in the ROM are some graphics-related messages.

KLCStage2::Render Gfx[ 0x%08x - 0x%08x ] size(%08x)
KLCEffect() Create effect over numbers !! High[%d/%d] Low[%d/%d]
KLCEffect() No ADD count EFT_AIR(%d) [%d]
KLCEffect() No ADD count EFT_CHE(%d) [%d]
KLCEffect() No ADD count EFT_MEG(%d) [%d]
KLCEffect() No ADD count EFT_OPT(%d) [%d]
KLCEffect() No ADD count EFT_RAT(%d) [%d]
KLCEffect() No ADD count EFT_TAR(%d) [%d]
KLCEffect() No ADD count EFT_TER(%d) [%d]
KLCEffect() No ADD count EFT_WAS(%d) [%d]
KLCEffect() No ADD count EFT_GLB(%d) [%d]
KLCEffect() No SUB count EFT_AIR(%d) [%d]
KLCEffect() No SUB count EFT_CHE(%d) [%d]
KLCEffect() No SUB count EFT_MEG(%d) [%d]
KLCEffect() No SUB count EFT_OPT(%d) [%d]
KLCEffect() No SUB count EFT_RAT(%d) [%d]
KLCEffect() No SUB count EFT_TAR(%d) [%d]
KLCEffect() No SUB count EFT_TER(%d) [%d]
KLCEffect() No SUB count EFT_WAS(%d) [%d]
KLCEffect() No SUB count EFT_GLB(%d) [%d]
KLCEffect::Render Gfx[ 0x%08x - 0x%08x ] size(%08x)
KLCWeapon() Create weapon over numbers !!
KLCWeapon::Render Gfx[ 0x%08x - 0x%08x ] size(%08x)
*** ROM Read RCP IntDL: Rom(%x) to Ram(%x) size(%x)
*** ROM Read MycharaBuf: Rom(%x) to Ram(%x) size(%x)
### Frame Buffer Address [ 1:0x%08x 2:0x%08x 3:0x%08x ] size(0x%08x)

Present at 0xDC478, 0xDE258, and 0xDEC9C in the ROM is text for a possible debug mode.

LV%d %s(%d %d)
NO %d ACT %2d
KEYS %d%d %d%d%d%d
SndObjFull
CantCreate
MoveTask
----
= HEAD =
= TAIL =
TestTask
 Master 
FadeCTRL
POKEMON GREEN
YajiEfct
Grid BG 
DataINIT
Chuui   
flagEdit
 Window 
WF sub  
Debug Window
GameClear: 
Mini Game: 
Debug dip: 
 TAKARA 
 Title  
Grid BG 
KANBAN  
KeyCheck
  title 
BAM Logo
 TAKARA 
 LOCOMO 
Gen Logo
Nintendo
Star BG 
STRmastr
Star BG 
BW Logo 
RMB stop
Star BG 
BW Logo 
  Push  
RMB stop
Mode Sel
KeyWatch
RMB stop
RMB stop
Option  
RMB stop
Option  
RMB stop
Game opt
SND opt 
stg Disp
stg Key 
RMB stop
STG show
CH show 
Grid BG 
Cansel  
RMB stop
GET daze
Grid BG 
Result  
RMB stop
WinCam  
Winner  
STRmastr
RMB stop
Star BG 
STRmastr
CpyRight
1 or 2 ?
P1 disp
ICON    
P1 ctrl 
YajiDisp
P1 disp
ICON    
P1 ctrl 
Yaji 1P 
P2 disp
P2 ctrl 
Yaji 2P 
P1 disp
P2 disp
ICON    
 1P sub 
 2P sub 
TeamIcon
 fuda 1P
ICON    
disp 1P 
 KEY 1P 
TeamIcon
 fuda 2P
disp 2P 
 KEY 2P 
TeamIcon
 fuda 1P
 fuda 2P
ICON    
display 
KEY task
OMAKE   
OMAKE   
1 or 2 ?
MiniGame
setsumei
 Panel  
Grid BG 
TimeDisp
 Panel  
P master
DAN GAN 
 Panel  
disk    
Grid BG 
maisuu  
EEPscore
NEWscore
continue
GET daze
 Rotate 
Rol ctrl
YajiDisp
Zu disp 
Zu ctrl 
Com L.1
Com L.2
Com L.3
Com L.4
Com L.5
Stage 1
Stage 2
Stage 3
Stage 4
Stage 5
Stage 6
Stage 7
Stage 8
Stage-8
Stage10
COLOR 1
COLOR 2
COLOR 3
COLOR 4
FR:%2u
Motion
CL:Cancel
Motion %d
Rate %4.2f
Frame %4.1f
Y %4.0f
Ang. %1.1f
Dist. %3.0f
View
CL:Cancel
1P %s %s %s
2P %s %s %s
Stage %s
GB1:H%d:E%d:ER%d:%c%c %s
GB2:H%d:E%d:ER%d:%c%c %s
ROM End : 0x%06X (%d.%dMB)
Start:Set
L    :Cancel
CL   :ViewMode
CR   :MotionMode
CU   :FrameCounter
CD   :Go Menu

Note the included lines "POKEMON GREEN" and "GET daze", Pokémon's Japanese tagline.

Present at 0xD3A401 in the ROM is the string

= End of ROM =

which indicates the end of the actual data in the ROM. Everything after it is just padding.

(Source: Ferrox)

Regional Differences#

To do:
Explain how the Japanese version determines its stat changes based on the connected Game Boy game

Japan

USA

file:TBWTN64U-title.png

When the game was brought over to North America, the title was changed from Transformers: Beast Wars Metals 64 to Transformers: Beast Wars Transmetals and it received a completely different logo on the title screen and English voice over.

The English version adds story content where there was none in the Japanese version, including arcade mode endings for every character.

Because the English release has no save battery, all the content that was unlockable in the Japanese version (including colors and bonuses) is unlocked by default. It also sets the difficulty to Very Hard by default, as opposed to Normal in the Japanese version.

One of Cheetor's alternate color schemes was removed in the English version. In exchange, four "secret characters" were added to the English release, which are accessed by holding Z while selecting certain characters' colors. Each of these characters (Tigatron, Ravage, Blackarachnia, and Starscream) are palette swaps of other characters with their own voice lines and endings.

In the English version, characters can only move about half as far away from each other as they can in the Japanese version, restricting the combat. According to Chris Tang, who worked on the localization as part of GenAzea, this change was made near the end of development without their knowledge.

The Japanese version has Transfer Pak support. Connecting to any game to Player 1 or Player 2's controller will alter that player's default health and Energon Resistance Gauge in positive or negative ways based on the connected game. The only special exception is Kettou Transformers Beast Wars: Beast Senshi Saikyou Ketteisen, which doubles both stats and unlocks the secret boss Megatron X as a playable character. Megatron X can also be unlocked in both versions of the game with the following GameShark codes:

Version

GameShark code

USA

80101CFD FFFF

JP

801002FD FFFF

Debug text indicates Super B-Daman: Fighting Phoenix was supposed to provide a similar stat boost, but does not in the final version because the game is searching for the "SUPERBDAMAN" header when the game's actual header is spelled "SUPER B DAMAN".