Digital archaeology, game disassemblies and more

Oedo Fight (Blood Warrior) - Leftover debug tools and more

I've had this article half-researched and half-written for more than a year now, just sort of laying around. I've lacked the interest in finishing it because, frankly, the game is pretty awful. Well, after months of Donpachi and Dodonpachi, it's time to take a short break with something easy.

Enjoy, I guess?

Dodonpachi - Debug tools, level select and more

And now for the article many people have been waiting for: Dodonpachi! Unfortunately, I didn't make it in time for the 20th anniversary of the game on February 5th, but oh well; better late than never right? This game seems to have a larger following than it's predecessor, so I'm sure shmup fans will enjoy the re-enabled debugging tools available to play around with. There's not much else to say, so here we go!

Donpachi - Debug tools and more

Happy New Year! As promised, here is the writeup on the classic Cave shooter, Donpachi. I've decided to do something a little bit different here. Instead of spending so much time writing out the technical details of my findings, I'm instead just providing an overview and MAME cheats to access them. I'll do the same with the Dodonpachi which will follow later. Later this year I'll finish up with a detailed technical article about both games. I'm doing it this way in part because the two games share a lot of code (as DDP was clearly built off of DP), and in part because I'll never get this article out the door in time otherwise. I think there's a bunch of interesting things here that fans of the game will want to play with, so I'd like to get it published sooner than later.

With all that said, here we go...

Happy New Year!

Sure, 2016 was a steaming pile of disappointment in many ways, but for me personally, it was actually pretty amazing. It was because things were so great that the site didn't get much love this past year...

Disabled debug functions in Neo Bomberman

It's been a while, hasn't it? Some major events have happened in my life, namely planning a trip to Japan later this year and finally returning to college, which have stolen much of my attention. But I still enjoy disassembling and researching old software, and there's still a backlog of content to finish writing and post, so the site is definitely not dead!

And speaking of backlogs, a few months back my friend AJ on twitter asked that I take a look at Neo Bomberman for the NeoGeo after spotting some suspicious text strings. I started the initial disassembly right away, but didn't give it a serious examination until recently...

Revisiting the Chrono Trigger Pre-release Leftover Dialogue

Originally written November 2013

Eight years ago (!), we were starting to really dig into the Chrono Trigger Pre-release Demo ROM. I was making it a project to dump all of the dialogue from this Demo version for comparison to the final. I wanted to do a full translation and hoped to find exciting differences in the story. I never finished the translation or comparison, but thankfully the Chrono Compendium completed that project fantastically. While identifying the text blocks and dumping them, we found early on that there was leftover dialogue data from previous versions of the game. Unfortunately, the text was broken: the hiragana and katakana were readable but the kanji was wildly incorrect. That broken text has never been given a thorough examination, until recently when, on a whim, I picked up the project again and documented what I found...