disassemblies・digital archaeology・data preservation
Articles with tag `Unused Content`
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…
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 2 - Cut Characters and Storylines

We’ve looked at secrets of the game’s data in part 1. Now let’s look at what didn’t even make it past the planning stage, at what could have been…
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.
Magical Crystals - Debug functions, unused content and the Kaneko ToyBox system

Sometimes you begin disassembling some code thinking, “well, there’s not much here, this won’t take long to research and write about,” and then it spirals out of control and takes up all your free time for multiple weeks.
Anyway, here’s more than you ever wanted to know about what’s hidden away inside Magical Crystals!
Segasonic the Hedgehog - Debug Tools and So Much More
A bunch of debug tools in Rayforce / Gunlock
Original Strider Hiryuu arcade title screen
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
Tōki Denshō - Disabled Test Options, Unused Strings and a Cut Character

Tōki Denshō - Angel Eyes is an enigmatic fighting game from Tecmo and the second (and last) game on their proprietary Tecmo Motherboard System hardware. It was quickly overshadowed by Dead or Alive and sunk into relative obscurity. It would be a stretch to call the game good, but some of its aspects, like the jarring mix of 2D and pre-rendered 3D sprites, make it oddly fascinating. While I don’t normally stray too far from the code, I branched out quite a bit to research this article and it’s been an interesting journey…
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!
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!
Rezon - ASCII Art and Usage Display

Rezon is a fun little shooter with a couple interesting leftovers (maybe one is an easter egg?). Sadly, neither finds are as amazing as the game’s ending.
English Text in Kōtetsu Yōsai Strahl

I’m pretty burnt out on tackling Super Gem Fighter / Pocket Fighter right now. I took a little break and did some more research on something quite interesting I had found a while back: English text in Koutetsu Yousai Strahl, a horizontal shooter and a favorite among shmup fans.
EDIT 2018-11-28: As of MAME 0.203, there is a world region dump of Strahl. It contains the English text that was found in the Japanese version, making this article relatively useless. Oh well.
Unused Ending in Momoko 120%

The MAME hacking continues! Momoko 120% is a platform shooter with an interesting history. I’ve always enjoyed it and have begun a full disassembly of the code, partially to learn Z80 assembly and also, as always, to look for any bits of leftover or unused data. And find something I did!





