Bomberman ii game genie
Source: nensondubois. The Bomberman series. Navigation menu Personal tools English Create account Log in. Namespaces Page Discussion. Views Read View source View history.
This page was last edited on 17 May , at Content is available under Attribution 3. Unlike the used bosses, however, she lacks a dialog sprite.
Two unused text portraits for Bomberman. The second one is identical to the used one except for the more complex shading. There is a test border, a battle border and associated battle palettes that can only be seen when played using a Super Game Boy 2.
This command will also load when there is an error forming the picture data for the battle border and character transfers for the normal border. A small unusual listing exists that was likely used by the developers during testing to decide which enhancements they were going to add.
The battle mode which can only be accessed when played using a Super Game Boy 2 as a link cable is required and two SNES consoles, two Super Game Boy 2 units and two copies of Bomberman Quest to play, and since the Super Game Boy 2 was only released in Japan, the border is completely unused in the US and European versions of the game.
The palette setting for the battle mode menu is also completely unused in European and US releases. Game Genie code CFEE-2A9 will allow you to enter battle mode following a transmission error message showing the unused palette. The unused palette is located at 0x1B This border will not display if an error is tripped when using a real Super Game Boy 1 or 2.
If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support! Supposed to be a sprite test, but not working. This routine heavily depends on external screen update routines that once resided inside the main loop. However, these are now inside the gameplay loop only. So this menu prepares the sprite data of one sprite at 0x40 by 0x40 of the currently selected kind, but this data is never converted to an active OAM sprite, so the screen stays blank.
The "normal game" border is missing one of its graphics banks and thus a major portion of the border graphics although the tilemap is complete. An additional option is accessible with the Japanese version, but only on a regular Game Boy. This relied on a cart's built-in infrared receiver and that there were two carts close to each other.
This was used for exchanging and creating user-created maps. There is no Japanese version with this enhancement. If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support! From The Cutting Room Floor. Source: Andrew Rae for finding the debug text, nensondubois for activating the Debug Menu and additional unused text, Laternenschein for adding patch and additional info. Source: Ragey. The Bomberman series. Navigation menu Personal tools English Create account Log in.
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