disassemblies・digital archaeology・data preservation
Articles with tag `Debug Tool`
Riot City - English Version, Debug Tools, and "Good" Ending

Every now and then I strike gold: not another tile viewer or a meaningless data viewer, but something that is really interesting and unique. Riot City was such a gold mine: an English localization for a game that supposedly was onlty released in Japan, and an alternate, spicy ending! Oh, and I guess there’s some data viewers in there too…
Rockman 2: The Power Fighters - Debug Mode and Secret Test
Alien vs Predator: Debug Tools and Alternate Staff Credits

We’re back on our CPS2 jam, and we’re looking at Alien vs Predator this time. Buried in its code are a bunch of debugging tools and an alternate staff roll. Compared to the mess that was Progear no Arashi, things were pretty straightforward this time, but there’s still a fair bit of technical complexity we need to cover, so let’s get into it.
Progear no Arashi - Debug tools and Code Weirdness
Daraku Tenshi / Fallen Angels - Part 1 - Debug Tools and Hidden Code

Let’s take a look at a fighting game with a troubled development history, questionable aesthetic choices, cut characters and hidden debug tools. No, we’re not talking about Tōki Denshō this time. It’s Psikyo’s 1998 fighting game, Daraku Tenshi: The Fallen Angels! In part 1, we’ll look at the game’s hidden development tools and other code mysteries, then in Part 2 we’ll discuss the game’s decimated storyline.
CPS2 Debug Switches and the Games That Love Them
Segasonic the Hedgehog - Debug Tools and So Much More
A bunch of debug tools in Rayforce / Gunlock
Nostradamus - Stage Select and Loc Test Audit Data
Aurail - Invincibility and level select
Twinkle Star Sprites - Debug Options and Dueling Cakes
Blocken - Debug Functions and Graphics Viewer
Mahou Keibitai Gunhōki (aka Mystic Riders) - Debug Tools with Stage Select
Naname de Magic - Debug Tools and Graphics Viewer
Magical Speed - Hidden Debugging Menu & Unused Graphics

Today we look at Magical Speed, a simple but surprisingly fun Allumer game based on the card game Speed. Turns out there’s a hidden debug menu in the code that’s super simple to re-enable, and lots (LOTS) of unused graphics.
Pururun - Test Menus, Unused Data, and Prototype Versions
Namco Classics Collection - Dev messages and debug tools galore
Recalhorn - Object Debugger and Unused Strings

Platformer arcade games are a bit rare, so it’s a shame that Recalhorn (that’s ree-cal-horn, according to the katakana) never got past the location test stage. The graphics are quite nice, even beautiful in some backgrounds, and while the gameplay isn’t ground-breaking, it’s classic and solid. But other people have written better reviews than I ever could, so let’s just jump into what I found…
Phantasm / Avenging Spirit - Dev credits, level select, pause, debug tools, art viewers
Raimais: Pause, level select, invulnerability... and unseen endings!

Just a quick article this time around after Zerochan, who is writing an exhaustive Raimais guide, asked me to take a look at the game and see if I could find any debug leftovers. Do level select and invulnerability count? Yes they do! I’ll even throw in a bonus (possibly-)never-before-seen game ending!
Rod-Land and R&T - Prototype, location test code, stage editor, and more...

Ah, Rod Land, the colorful and popular Jaleco platformer known mostly for its home computer ports, especially on the Amiga. The arcade version is the original, though, and has the most content and best graphics.
It’s been more than two years since I first started taking the game apart. I was new to disassembling code at that point and was making pretty slow progress on understanding what I was finding. Every few months I would pick it back up and chip away at it some more, but never formalized anything into an article.
Well, I decided to finally power through it about a month ago, and here we are. This is the most thorough disassembly I’ve done to date, and this article covers all the interesting bits.
Quiz Sailor Moon - Disabled data viewers and Game pause/reset
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…
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…
Mouja - Unused Test Menu, Debug Functions, Easter Eggs, and More...

Whoa! The website (in its current form) just passed its one year anniversary! I figured after a year it was FINALLY time to give the design a little refresher with better support for mobile devices, so I spent some time redoing the layout with Bootstrap as well as fixing up some of the design. I think it came out pretty well. Aside from that, I’ve also been hacking on a new game…
Akuu/Air Gallet - Stage select, invincibility, region select and more
Another SECRET MENU! - Dungeons & Dragons: Shadow Over Mystara
Nebulas Ray Developer Credits and Enabling All Namco Nb 1 Test Options

I seem to be running into this a lot lately, where standard test mode options are disabled or missing from test menus. Honestly, while it’s always gratifying to dig out unused code and make it dance, these finds are kind of boring. But at least this game has some hidden developer credits. Those are always interesting!
Disabled Test Options in Bakuretsu Breaker / Explosive Breaker
Pocket Fighter / Super Gem Fighter - Secret Menu (finally) re-enabled!

Oh man, I am EXCITED! Pocket Fighter was one of the first games I tried picking at when I started hacking old arcade games around the end of last year. I could clearly see from the raw dump alone that there was something hidden away here (it doesn’t get more blatant than a string reading “SECRET TEST”). I tweeted when I found the the entry routine early on, but I could never quite coax the game into loading it properly. Until now…*suspenseful music*
Debug Leftovers in Dark Seal 2 / Wizard Fire

I’m still alive! It’s the busy season at work, so between that and working on other projects, I haven’t been doing much digital archaeology research. Tonight I spent some time doing just that.
So! Dark Seal 2 (known as Wizard Fire in the west) is a fantasy themed beat-em-up. And apparently it has a variety of debug functions remaining…
Panel & Variety Akamaru Q - All sorts of test options!

Life is finally returning to normalcy (whatever that is) after moving into my new house. And that means back to hacking old games in my spare time! Today we’ll look at Akamaru Q Joushou, a game you probably haven’t bothered with unless your Japanese is pretty good. At its heart, it’s a quiz game, but it also has a variety of simple action and word games as well to make things interesting. It has one hell of a collection of debugging tools… and a very interesting developer easter egg!
Object menu, debug tools and more in Kyukyoku Sentai Dadandaan (Monster Maulers)! - Part 2

In Part 1 we examined the disabled Tool Menu, and now we’ll look at the variety of debugging tools left in, plus a couple mysteries. And then I’ll finally be done with this game… for now.
Object menu, debug tools and more in Kyukyoku Sentai Dadandaan (Monster Maulers)! - Part 1

Kyukyoku Sentai Dadandarn, meaning Ultimate Battle Squad Dadandarn and called Monster Maulers in the West, is Konami’s homage to/parody of the sentai genre of TV shows, movies and comics. It’s a solid game and pretty fun; Hardcore Gaming 101 has a good review. And I got way more than I bargained for when I started taking the game apart: so much more that I’ll be making splitting this into two posts. Here we go…
Hidden Menu in Miyasu Nonki No Quiz 18kin

Yet another adult arcade quiz game, this time with some pretty well-drawn and amusing artwork by eromanga artist Miyasu Nonki! A while back I found the text for an alternate test menu, with object and background checks. I could never really track it down properly with the standard MAME disassembly. Maybe I just wasn’t trying hard enough, because when I gave it another go yesterday, this time in IDA, I was finally able to find the routine as well as the non-hacked method for activating it.
Level Select and More in Magical Error wo Sagase

I noticed this menu a while back in Magical Error wo Sagase, a puzzle game where you search for differences between two images. In the past I was able to load the routine, but I guess the stack wasn’t set up properly, and it would reset the game immediately after the text appeared. I took a second look at the disassembly tonight and had much better success.
Unused Menus in Land Maker

I was pretty unhappy that Land Maker, one of my favorite arcade puzzle games, was one of the few Taito F3 games that did not have the Taito code implemented. Despite that, I still had a hunch there may be some leftovers worth investigating. And I was right! I wouldn’t be making a post otherwise…
The Taito Code

Around 1988, Taito began implementing a standard level select code into many of their arcade games. The code was not available to normal players, as it requires the use of the Service button, inside the cabinet. Considering the timing required to press Start and Service in quick succession, it may not have been for cabinet owners either, but instead for the developers who had direct access to the hardware and who may have had those special buttons mapped to something more accessible for testing.
Indeed, some games have more than just level selects, including basic map or object editors and viewers. Some menus allow you to select level numbers well beyond what actually exist in the game, loading non-existant game data when selected. Some menus are very plain, while others obviously had some work put into them. Besides the obvious bonus of easily exploring the game levels without so much work, the menus themselves are sometimes a fascinating look at the developer’s side of the game.
Level Select in Riding Fight

Well, that’s enough mahjong for now… Let’s try something a little more exciting! Like the title screen implies, Riding Fight is a FRONT VIEW SPEED ACTION GAME featuring a couple of hoverboard-mounted radical dudes from the future who punch everything in their path. And it turns out it has a level select screen!
Hidden Options in Niyanpai and Musōbana
Tinkle Pit leftover demo screen and level select (and more!)

I’ve been playing around with the MAME debugger recently. I loaded up Tinkle Pit, a cute, simple (at first…) maze game and started playing around with altering memory values. I found what appeared to be the value for the current game mode, and after poking it for a bit, I came across an odd screen…



















