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Kolibri 32x debugger?
Tony Hedstrom - Jan 24, 2005
   Tony Hedstrom Jan 24, 2005 
I found what appears to be an undocumented (and apparently disabled) debugger in the Kolibri 32x ROM. I was hoping someone with more 68k knowledge than myself might be able to shed some more light on this.

Here is what I've found so far...

Kolibri 32x

Button sequence: Starts at $B5320 (9 bytes long)

Debugger text: Starts at $957D4

Pointers for debugger text: Starts at $95A1D

Here is the debugger text:

WEAPON SELECT: %d...FIELD: %d %s....SOUND NUMBER: %d...-PARAM(C-RESET)-....lower speed: %d....higher speed: %d....startspeed : %d....vjmp accel. : %d....Camera Xpos : %d....Camera Ypos : %d....Slowgame tim: %d....Shield reptim:%d....trn wh. shot: %d....unlimited l.: %d....easy game : %d....Stage reset C+St

Since Kolibri is based on the Ecco the Dolphin engine, I'm guessing that you need to pause the game while the bird is turning (so that he's facing you) to enter the button sequence (just like in Ecco 2).

I've noticed that there are lots of talented people in this forum, so I was hoping someone might be able to look at the ROM and figure out if it's possible to get the debugger up and running, or supply any info that might help me figure it out.

Thanks.

Tony Hedstrom.

   ICEknight Jan 24, 2005 
Hey, that's very interesting! It reminds me of the hidden menu in Garfield, which I also have no idea on how to access...

Do you know which values are assigned to each button in that sequence? I was just trying to find the codes inside some other ROMs, but I didn't know the button values needed to find them (assuming they're the same in these games).

   Borisz Jan 25, 2005 
What hidden menu in garfield?

   Tony Hedstrom Jan 25, 2005 
ICEKnight, here's the info you wanted...

Up = 01

Down = 02

Left = 04

Right = 08

A = 40

B = 10

C = 20

START = 80

That should apply to most Genesis/32x games.

With some games, you can shorten the button sequence by adding a 00FF or FFFF wherever you want it to end. You can do this with a Game Genie code, or by hacking the ROM.

Tony.

   ICEknight Jan 26, 2005 

  
Originally posted by Tony Hedstrom@Tue, 2005-01-25 @ 12:25 PM

ICEKnight, here's the info you wanted...

Up = 01

Down = 02

Left = 04

Right = 08

A = 40

B = 10

C = 20

START = 80

That should apply to most Genesis/32x games.

[post=128371]Quoted post[/post]


Hmmm... Those are the same codes I was using, but sadly they don't work for Vectorman. Oh well, thanks anyway!


  
What hidden menu in garfield?


The menu I've never been able to find:

Code:
  
Unknown 3 Button 6 Button Activator Mouse Team Player Level View Cinematic Music SFX GFX EXIT Joy 1 Play Demo Buffer Size

There's also every level/scene name stored in ASCII inside the ROM, I guess those were used in this menu as well.

   Borisz Jan 26, 2005 
Tried fiddling around with a level select PAR code, to see if it can warp you to unused places?

   ICEknight Jan 27, 2005 
I haven't been able to find any PAR/GG codes for this game...

I think this might be because it stores the variables in some wierd way, or at least that's what it looked like when I tried to hack the bgm menu. =\

   Tony Hedstrom Jan 28, 2005 
Here's some new stuff I found in the Garfield ROM...

Passwords start at $1462E.

3 bytes for each password, followed by a hex number that

the game uses for that level (different than the numbers

used in the password screen).

3 of these passwords are undocumented (I could only find 4

of the 7 passwords on the internet).

The 3 bytes determine which game character to use for

each slot in the password screen (use the chart below).

The number in parentheses is the level number.

05 04 07 (0A)

07 01 03 (0C)

04 02 05 (0D)

02 04 00 (0F)

03 00 02 (10)

07 04 01 (12)

03 03 00 (14)

Here's the chart that determines which game character

to use for each number:

00 = Cat (Arlene)

01 = Garfield

02 = Boy (Jon)

03 = Dog (Odie)

04 = Bear

05 = Chicken

06 = Mouse

07 = Old Lady (Erma?)

08 = Insect (Termite?)

As you can tell, I don't know the names of all the

characters in the game, but you should be able to

figure out which is which.

Tony.

EDIT: BTW, the RAM address (PAR code) for level select

is FFEE22. Example: FFEE22:000A lets you start on a

different level (not sure which one). PAR codes work on Gens.

   ICEknight Jan 29, 2005 

  
Originally posted by Tony Hedstrom@Fri, 2005-01-28 @ 01:09 AM

Here's some new stuff I found in the Garfield ROM...

Passwords start at $1462E.

3 bytes for each password, followed by a hex number that

the game uses for that level (different than the numbers

used in the password screen).

3 of these passwords are undocumented (I could only find 4

of the 7 passwords on the internet).

The 3 bytes determine which game character to use for

each slot in the password screen (use the chart below).

The number in parentheses is the level number.

05 04 07 (0A)

07 01 03 (0C)

04 02 05 (0D)

02 04 00 (0F)

03 00 02 (10)

07 04 01 (12)

03 03 00 (14)


Heh, I wish I could have found these before trying every single combination in the password screen. Still, this is some nice info to have, thanks!


  
EDIT: BTW, the RAM address (PAR code) for level select

is FFEE22.  Example: FFEE22:000A lets you start on a

different level (not sure which one).  PAR codes work on Gens.

[post=128529]Quoted post[/post]


Neat! I've tried many different level values and none of them seemed to bring any special menu, sadly. However, there's some "This level under construction" messages I had never been able to find. Here's the list of all the values I've tried at the moment:

Code:
  
00-SEGA Interactive screen 01-Title screen 02-Life lost 03-Continue 04-Game Over 05-Password display 06-SEGA logo 07-Commercial Break 08-Cavecat demo 09-SEGA logo 0A-Graveyard boss 0B-Boat level 0C-Jungle 0D-Jungle boss 0E-Cavecat 0F-Cavecat 2 10-Cavecat boss 11-Catsablanca 12-Catsablanca boss 13-Cleofatra 14-Cleofatra boss 15-Final boss 16-TV land 17-Commercial Break 18-Whack a mole 19-Intro 1A-TV land 1B-Demo 1C-Password display 1D-SEGA logo 1E-Help screen 1F-Demo 20-SEGA logo 21-SEGA logo 22-??? 23-Cavecat 2 24-Help screen 25-Garbled Cavecat boss (no solid floors) 26-SEGA logo 27-Options screen 28-Garbled cavecat level (no solid floors) 29-SEGA logo 2A-Scene "???" This level under construction 2B-??? 2C-SEGA logo 2D-SEGA logo 2E-Scene "a Logo" This level under construction 2F-Same as 25 30-Graveyard 31-Same as 13 32-??? 33-??? 34-Same as 25 35-Credits 36-??? 37-SEGA logo 38-SEGA logo 39-SEGA logo 3A-Title screen and Scene "" This level under construction 3B-??? 3C-Scene "" This level under construction 3D-Password entry 3E-SEGA logo 3F-Continue 40-Scene "" This level under construction 41-SEGA logo 42-Scene "ga logo" This level under construction 43-Scene "Sega Logo" This level under construction 44-SEGA logo 45-SEGA logo 46-Some cavecat level, exits immediately 47-Scene "???" This level under construction 48-Scene "Sega logo" This level under construction 49-SEGA logo 4A-SEGA logo 4B-Garbled continue screen 4C-??? 4D-??? 4E-Title screen 4F-??? [...] F0-Scene "Sega Logo" This level under construction F1-SEGA logo F2-Scene "" This level under construction F3-Scene "Sega Logo" This level under construction F4-Same as 46 F5-SEGA logo F6-SEGA logo F7-Same as 28 F8-??? F9-Title screen FA-SEGA logo FB-SEGA logo FC-SEGA logo FD-Scene "word" This level under construction FE-SEGA logo FF-Scene " Sega Logo" This level under construction

Strangely enough, these values aren't the same the password screen uses when loading levels. These are the values I've tested in there:

Code:
  
00-SEGA logo 01-SEGA Interactive logo 02-Graveyard 03-Life lost 04-Continue 05-Game Over 06-Ending 07-Commercial Break intro 08-Title screen 09-Demo 0A-Graveyard 0B-Graveyard boss 0C-Pirates 0D-Jungle 0E-Jungle boss 0F-Cavecat 10-Cavecat2 11-Cavecat boss 12-Catsablanca 13-Catsablanca boss 14-Cleofatra 15-Cleofatra boss 16-Final boss 17-TV land 18-Commercial Break 19-Whack a mole 1A-Opening 1B-Demo 1C-Level title 1D-Password display 1E-Options 1F-Help screen 20-Credits 21-??? 22-SEGA Interactive logo 23-SEGA logo 24-??? 25-??? 26-SEGA logo 27-Garbled Scene "Sega logo" This Level under construction 28-SEGA logo 29-Scene "on Occured!" This Level under construction 2A-Title screen, goes immediately to graveyard boss 2B-Graveyard 2C-??? 2D-Title screen 2E-??? 2F-Garbled Cavecat boss (no solid floors) 30-SEGA logo 31-SEGA logo 32-SEGA logo 33-SEGA logo 34-Cavecat boss 35-Same as 2F 36-Ending 37-Ending 38-Same as 2F 39-SEGA logo 3A-SEGA logo 3B-Some cavecat level, exits immediately 3C-SEGA logo 3D-SEGA logo 3E-SEGA logo 3F-SEGA logo 40-Title screen and Scene "" This Level under construction 41-??? 42-??? 43-??? 44-SEGA logo 45-SEGA logo 46-Scene "" This Level under construction 47-Same as 2A 48-Graveyard boss 49-??? 4A-Scene "???" This Level under construction 4B-??? 4C-??? 4D-Title screen 4E-Same as 2A 4F-Garbled continue screen 50-Garbled Scene "truction Occured!" This Level under construction 51-Scene " Streets" This Level under construction 52-SEGA logo 53-SEGA logo 54-Incomplete ending 55-SEGA logo 56-Shorter SEGA Interactive logo, goes to SEGA logo 57-Garbled title screen, goes to SEGA logo after a while 58-Same as 57 59-Same as 57 5A-Same as 56 5B-SEGA logo 5C-??? 5D-??? 5E-??? 5F-??? 60-??? 61-??? 62-SEGA logo 63-??? 64-Scene "" This Level under construction 65-??? 66-??? 67-SEGA logo 68-SEGA logo 69-SEGA logo 6A-??? 6B-Password icons and Scene " Game Win" This Level under construction 6C-Garbled Scene "" This Level under construction 6D-Same as 2A 6E-SEGA logo 6F-Doesn't leave the password screen 70-Scene "???" This Level under construction 71-Scene "???" This Level under construction 72-Cavecat boss 73-???

An interesting thing to note is that there's a garbled title screen that lets the music end before returning to the SEGA logo, as opposed to the normal title screen that doesn't last for too long and exits to the demo mode. This could be a leftover from the prototype title, although for some reason it uses the same moving objects as the final.

So it looks like the level values were rearranged after the lost levels were removed, as they seem to be in the right order without any gaps between them (there should be at least a gap for Catsablanca's train level).

Now if only it was possible to alter the music value each level uses, perhaps we could at least check if they left some of the lost tunes in there.

   Tony Hedstrom Jan 30, 2005 
For anyone who's interested... someone found out how to activate the Kolibri debugger. I tried it, and it does work. You can get the details from the forums at Eidolon's Inn.

Tony.