disassemblies・digital archaeology・data preservation

Articles with tag `Input Code`

Daraku Tenshi / Fallen Angels - Part 1 - Debug Tools and Hidden Code

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.

┇Disassembly / Analysis
🖉 by Ryou

Panel & Variety Akamaru Q - All sorts of test options!

 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!

┇Disassembly / Analysis
🖉 by Ryou

The Taito Code

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.