Power Boat
Power Boat |
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Based on: Road Fighter (NES) This game has uncompiled source code. |
A somewhat advanced bootleg hack of Road Fighter that appears on several plug & plays.
Revisions and Uncompiled Source Code
There are two known revisions of the Power Boat ROM: a 64k version (seen on the "NX-85 TV Game Console") and a 256k version (seen on several Power Joy systems). Despite the great difference in size, both games play identically; the 256k version is merely poorly compiled, with most of its data being blank.
In the 256k ROM, a large chunk of source code is present at address #5D28:
€,$7C DB $28,$18,$B6 DB $1E,$18,$4 DB $46,$4,$4 DB $1E,$18,$4 DB $1E,$4,$7 DB $78,$24,$7 DB $5A,$18,$F1 DB $3C,$4,$4 DB $1E,$4,$66 DB $1E,$18,$8 DB $50,$4,$4 DB $14,$4,$4 DB $28,$18,$93 DB $28,$18,$7 DB $1E,$18,$4 DB $22,$24,$8 DB $22,$18,$4 DB $28,$18,$B5 DB $14,$18,$F3 DB $14,$24,$4 DB $14,$4,$8 DB $2A,$18,$B5 DB $1E,$4,$79 DB $19,$18,$4 DB $28,$4,$4 DB $19,$18,$7 DB $14,$4,$4 DB $19,$24,$7C DB $1E,$18,$93 DB $28,$18,$F0 DB $5A,$18,$B5 DB $64,$4,$4 DB $1E,$4,$4 DB $1E,$18,$4 DB $1E,$18,$93 DB $32,$4,$7 DB $14,$1A,$7C DB $2D,$18,$4 DB $3C,$4,$B6 DB $23,$18,$F0 DB $1E,$4,$8 DB $14,$18,$4 DB $64,$18,$4 DB $3C,$24,$4 DB $5A,$18,$B6 DB $C8,$4,$4 D_FE7B: DB $1E,$18,$4 DB $3C,$18,$4 DB $4B,$4,$6 DB $23,$40,$F3 DB $1E,$34,$7C DB $32,$18,$66 DB $4B,$18,$4 DB $4B,$24,$4 DB $A,$4,$8 DB $37,$4,$4 DB $8,$2C,$4 DB $20,$18,$79 DB $1E,$4,$4 DB $1E,$34,$7C DB $3C,$18,$B5 DB $28,$18,$B DB $32,$4,$79 DB $14,$2C,$F1 DB $A,$24,$4 DB $1E,$34,$7C DB $1E,$4,$B5 DB $1E,$18,$B6 DB $14,$18,$93 DB $32,$18,$66 DB $3C,$18,$B6 DB $3C,$4,$4 DB $14,$2C,$4 DB $2D,$18,$66 DB $23,$24,$F0 DB $1E,$18,$B5 DB $1E,$34,$7C DB $3C,$18,$B5 DB $3C,$4,$B5 DB $3C,$2C,$4 DB $2D,$24,$4 DB $F,$2C,$4 DB $1C,$2C,$8 DB $28,$18,$B6 DB $1A,$24,$4 DB $14,$2C,$4 DB $1E,$18,$B5 DB $11,$18,$B5 DB $25,$2C,$79 DB $1E,$34,$7C DB $28,$4,$F1 DB $F,$4,$8 DB $14,$2C,$7C DB $2D,$18,$93 DB $1E,$18,$93 DB $12,$2C,$79 DB $2D,$2C,$B5 DB $2D,$18,$B6 DB $28,$18,$4 DB $A,$4,$B5 DB $1E,$18,$66 DB $19,$24,$79 DB $1E,$34,$7C DB $2D,$18,$79 DB $14,$4,$4 DB $11,$18,$F0 DB $37,$4,$4 DB $A,$2C,$4 DB $F,$18,$A7 DB $11,$4,$4 DB $19,$2C,$B5 DB $1C,$1A,$7C DB $A,$4,$8 DB $3C,$18,$79 DB $1E,$4,$79 DB $D,$4,$4 DB $1E,$18,$4 DB $1B,$4,$B5 DB $44,$4,$F3 DB $1E,$34,$7C DB $25,$18,$B5 DB $3C,$18,$79 DB $28,$4,$B DB $14,$18,$8 DB $1E,$18,$93 DB $1E,$18,$93 DB $F,$4,$4 DB $1E,$20,$7C DB $14,$2C,$4 DB $1E,$18,$4 DB $3C,$18,$B5 DB $28,$4,$B5 DB $1E,$18,$B5 DB $C8,$4,$F0 DB $C8,$2C,$4 DB $FF,$FF,$FF,$FF,$FF,$FF,$FF DB $FF,$FF,$FF,$FF,$FF,$FF ********************CARTON MESSAGE DATA**************** GAME_TBL: ;//"GAME" DB $58,$17,$0,$60 DB $3 DB $11,$1D,$15 STAGE_TBL: ;//"STAGE" DB $70,$23,$0,$58 DB $4 DB $24,$11,$17,$15 OVER_TBL: ;//"OVER" DB $68,$1F,$0,$60 DB $3 DB $26,$15,$22 GOAL_UP_TBL: ;//"GOAL"UP_HALF DB $80,$CA,$0,$74 DB $5 DB $CB,$CC,$CD,$CE,$CF GOAL_DOWN_TBL: ;//"GOAL"DOWN_HALF DB $88,$DA,$0,$74 DB $5 DB $DB,$DC,$DD,$DE,$DF PAUSE_TBL: ;//"PAUSE" DB $80,$E1,$0,$70 DB $3 DB $E2,$E3,$E4 CHECK_SUM: LDX #8 LDY #0 CHECK_SUM_LOOP LDA $8065,Y EOR $8065+1,Y STA CHECK_SUM_VALUE INY BNE CHECK_SUM_LOOP DEX BNE CHECK_SUM_LOOP LDA CHECK_SUM_VALUE ; STA $1000 ; JMP $1015 CMP #$19 BEQ CHECK_OK LDA #0 STA ZL_0 STA PROCESS_STATE STA MAIN_CAR_STATE CHECK_OK RTS BT_PAM_TBL1: INCLUDE ALLBT.ASM BT_COR_TBL1: INCLUDE ALLBTCOR.ASM BT_PAT_TBL1: INCLUDE ALLBTPAT.ASM BT_PAM_TBL2: INCLUDE BT.ASM BT_COR_TBL2: INCLUDE BTCOR.ASM BT_PAT_TBL2: INCLUDE BTPAT.ASM BT_PAM_TBL3: INCLUDE BT1.ASM BT_COR_TBL3: INCLUDE BTCOR1.ASM BT_PAT_TBL3: INCLUDE BTPAT1.ASM SHOW_PROGRAM: INCLUDE METHOD.ASM INCLUDE METHOD_1.ASM INCLUDE METHOD_2.ASM INCLUDE METHOD_3.ASM INCLUDE METHOD_4.ASM INCLUDE METHOD_5.ASM INCLUDE METHOD_6.ASM INCLUDE METHOD_7.ASM INCLUDE METHOD_8.ASM MUISIC_PROGRAM: INCLUDE KL_MUSIC.ASM BASE_MUSIC_INDX: INCLUDE BOAT.MAM INCLUDE BOAT.MID INCLUDE MUSIC.DEF ORG $FF00 RESET1: SEI CLD LDX #$FF TXS LDA #6 STA $8000 LDA #$1C STA $8001 LDA #7 STA $8000 LDA #$1D STA $8001 LDA #0 STA $8000 LDA #BANK_BG_PPU STA $8001 LDA #1 STA $8000 LDA #BANK_BG_PPU+2 STA $8001 LDA #2 STA $8000 LDA #BANK_CARTON_PPU+0 STA $8001 LDA #3 STA $8000 LDA #BANK_CARTON_PPU+1 STA $8001 LDA #4 STA $8000 LDA #BANK_CARTON_PPU+2 STA $8001 LDA #5 STA $8000 LDA #BANK_CARTON_PPU+3 STA $8001 LDA #1 STA $A000 JMP RESET ORG $FFFA DW INT ;;;;LFFFC- 10 C0 DW RESET1 ;;;;LFFFE- 68 DW INT �$18,$4 DB $A,$40,$F0 DB $23,$18,$4 DB $F,$18,$79 DB $2D,$2C,$66 DB $1E,$40,$4 DB $14,$2C,$4 DB $A,$18,$4 DB $1E,$18,$B5 DB $41,$18,$4 DB $A,$18,$8 DB $1E,$2C,$66 DB $1E,$4,$4 DB $50,$4,$F1 DB $B,$18,$4 DB $E,$2C,$4 DB $19,$18,$B5 DB $23,$40,$4 DB $23,$18,$66 DB $19,$2C,$A7 DB $19,$4,$B5 DB $C,$18,$4 DB $12,$2C,$4 DB $14,$40,$4 DB $1E,$4,$4 DB $F,$18,$79 DB $F,$40,$F0 DB $F,$2C,$66 DB $23,$4,$8 DB $14,$18,$B DB $14,$2C,$4 DB $1E,$18,$93 DB $1E,$4,$4 DB $8,$40,$4 DB $16,$18,$B5 DB $A,$2C,$93 DB $64,$2C,$93 DB $23,$18,$66 DB $28,$4,$F3 DB $A,$2C,$66 DB $2D,$2C,$B5 DB $14,$40,$4 DB $A,$4,$4 DB $C,$18,$93 DB $8,$2C,$79 DB $F,$4,$8 DB $23,$18,$A7 DB $3C,$2C,$6 DB $F,$4,$4 DB $5,$40,$F0 DB $14,$18,$B5 DB $46,$40,$A7 DB $20,$2C,$66 DB $A,$4,$4 DB $E,$40,$4 DB $1A,$18,$B5 DB $1E,$2C,$79 DB $46,$18,$79 DB $28,$2C,$B DB $A,$4,$4 DB $1E,$18,$93 DB $28,$40,$A7 DB $28,$2C,$8 DB $14,$2C,$93 DB $28,$2C,$79 DB $14,$18,$93 DB $32,$18,$B5 DB $A,$2C,$8 DB $34,$18,$F3 DB $3F,$2C,$97 DB $17,$2C,$93 DB $1D,$18,$B5 DB $3C,$40,$A7 DB $D,$18,$B DB $4B,$4,$4 DB $A,$40,$66 DB $F,$2C,$79 DB $23,$18,$A7 DB $37,$18,$B5 DB $32,$18,$A7 DB $1E,$40,$93 DB $28,$18,$7C DB $96,$18,$B5 D_FDBB: DB $1E,$4,$4 DB $5A,$18,$4 DB $5A,$4,$F2 DB $4B,$18,$8 DB $F,$4,$4 DB $2D,$4,$4 DB $19,$18,$4 DB $26,$4,$B5 DB $1E,$18,$4 DB $5A,$24,$7C DB $55,$4,$7 DB $2F,$4,$6 DB $17,$4,$8 DB $3C,$18,$F0 DB $35,$4,$4 DB $16,$18,$4 DB $46,$4,$4 DB $32,$18����������������;/* NOWC = 0 .IF NOWC ;*/ ; #define MUSIC_CTRL_YUE_QI_ZHONG_LEI0 0X94 #define MUSIC_CTRL_YUE_QI_ZHONG_LEI1 0X95 #define MUSIC_CTRL_YA_SUO_FANG_SHI 0X96 #define MUSIC_CTRL_BU_YA_SUO_FANG_SHI 0X97 #define MUSIC_CTRL_LEI_XING 0X90 //90 91 92 93 #define MUSIC_CTRL_XIANG_DU 0XB0 #define MUSIC_CTRL_ZHAN_KONG 0XA0 #define MUSIC_CTRL_JIAN_BIAN 0XA1 #define MUSIC_CTRL_JIAN_RUO 0XA2 #define MUSIC_CTRL_ZENG_QIANG 0XA2 #define MUSIC_CTRL_CHAN_DOU0 0XA3 #define MUSIC_CTRL_CHAN_DOU1 0XA4 #define MUSIC_CTRL_BU_LIAN_XU_FA_YIN 0XF2 #define MUSIC_CTRL_LIAN_XU_FA_YIN 0XF1 #define MUSIC_CTRL_GUN_DONG 0XF3 #define MUSIC_CTRL_JIE_SHU 0XFF #define MUSIC_CTRL_ZHUAN_ZI 0XFE #define MUSIC_CTRL_TIAO_ZHUAN 0XF0 #define MUSIC_CTRL_CHONG1 0XD0 #define MUSIC_CTRL_FENG_ZHI1 0XF8 #define MUSIC_CTRL_FENG_ZHI2 0XF7 #define MUSIC_CTRL_FENG_ZHI3 0XF6 #define MUSIC_CTRL_YING_JIAN_SHU_JU 0XF5 #define MUSIC_CTRL_CHONG2 0XE0 #define MUSIC_CTRL_CHONG3 0XC0 #define MUSIC_CTRL_HAN_ZI 0XFA #define MUSIC_CTRL_FAN_ZI 0XF9 #define MUSIC_CTRL_YIN_SE 0XFC #define MUSIC_CTRL_ZHENG_JI_PIAN 0XFB #define MUSIC_CTRL_FU_JI_PIAN 0XFB #define MUSIC_CTRL_XING_GE 0XFD #define MUSIC_CTRL_AD 0XF4 ;/* .ENDIF ;*/ ;/* MUSIC_CTRL_YUE_QI_ZHONG_LEI0 = $94 MUSIC_CTRL_YUE_QI_ZHONG_LEI1 = $95 MUSIC_CTRL_YA_SUO_FANG_SHI = $96 MUSIC_CTRL_BU_YA_SUO_FANG_SHI = $97 MUSIC_CTRL_LEI_XING = $90 MUSIC_CTRL_XIANG_DU = $B0 MUSIC_CTRL_ZHAN_KONG = $A0 MUSIC_CTRL_JIAN_BIAN = $A1 MUSIC_CTRL_JIAN_RUO = $A2 MUSIC_CTRL_ZENG_QIANG = $A2 MUSIC_CTRL_CHAN_DOU0 = $A3 MUSIC_CTRL_CHAN_DOU1 = $A4 MUSIC_CTRL_LIAN_XU_FA_YIN = $F1 MUSIC_CTRL_BU_LIAN_XU_FA_YIN = $F2 MUSIC_CTRL_GUN_DONG = $F3 MUSIC_CTRL_JIE_SHU = $FF MUSIC_CTRL_ZHUAN_ZI = $FE MUSIC_CTRL_TIAO_ZHUAN = $F0 MUSIC_CTRL_CHONG1 = $D0 MUSIC_CTRL_FENG_ZHI1 = $F8 MUSIC_CTRL_FENG_ZHI2 = $F7 MUSIC_CTRL_FENG_ZHI3 = $F6 MUSIC_CTRL_YING_JIAN_SHU_JU = $F5 MUSIC_CTRL_CHONG2 = $E0 MUSIC_CTRL_CHONG3 = $C0 MUSIC_CTRL_HAN_ZI = $FA MUSIC_CTRL_FAN_ZI = $F9 MUSIC_CTRL_YIN_SE = $FC MUSIC_CTRL_ZHENG_JI_PIAN = $FB MUSIC_CTRL_FU_JI_PIAN = $FB MUSIC_CTRL_XING_GE = $FD MUSIC_CTRL_AD = $F4 ;*/ �DB $8 DB $15 DB $8 DB $C DB $8 DB $6 DB $5 DB $8 DB $9 DB $12 DB $9 DB $8 DB $5 DB $5 DB $9 DB $12 DB $9 DB $11 DB $9 DB $12 DB $9 DB $7 DB $12 DB $11 DB $12 DB $14 DB $12 DB $11 DB $12 DB $7 DB $12 DB $13 DB $12 DB $14 DB $12 DB $13 DB $12 DB $E1 ;ÖØ2 DW _Çú3_CHNL_ADR_¸±¸è DB $F0 ;Ìøת DW _Çú3_CHNL_ADR_START DB $FF ;½áÊø ;ͨµÀ = $4 ;»ù×¼_1 = $5F ;ÿÅÄÖжÏÊý = $30 ;³õʼÒôÉ« = ¹Ä_4 _Çú4: DW _ÒôÉ«_ADR_¹Ä_4 _Çú4_CHNL_ADR_START: DB $F2 ;²»Á¬Ðø·¢Òô DB $3 DB $16 DB $16 DB $16 DB $F0 ;Ìøת DW _Çú4_CHNL_ADR_START DB $FF ;½áÊø _Çú_MUSIC_ASCII: DW $1F18 DW $2418 DW $2318 DW $6018 DW $2618 DW $1F0C DW $1C0C DW $240C DW $230C DW $260C DW $1D0C DW $210C DW $280C DW $2430 DW $200C DW $290C DW $2D0C DW $2F0C DW $2B0C DW $300C DW $340C DW $2C0C DW $5F18 ;Ãû³Æ: ¿ª´¬ ;ͨµÀ = $5 ;»ù×¼_1 = $14 ;ÿÅÄÖжÏÊý = $4 ;³õʼÒôÉ« = µ¥»É¹Ü_16 _¿ª´¬5: DW _ÒôÉ«_ADR_µ¥»É¹Ü_16 _¿ª´¬5_CHNL_ADR_START: DB $FE ;ת×Ó DW _¿ª´¬5_CHNL_ADR_INIT DB $0 DB $1 _¿ª´¬5_CHNL_ADR_INIT: DB $93 ;ÀàÐÍ DB $A1,$10 ;½¥±ä DB $A2,$81 ;¼õÈõ DB $A4 ;²ü¶¶1 DB $F2 ;²»Á¬Ðø·¢Òô DB $FF ;½áÊø _¿ª´¬_MUSIC_ASCII: DW $1406 DW $6002 ;Ãû³Æ: ¾¯¸æ ;ͨµÀ = $5 ;»ù×¼_1 = $46 ;ÿÅÄÖжÏÊý = $F ;³õʼÒôÉ« = µç¸ÖÇÙ_03 _¾¯¸æ5: DW _ÒôÉ«_ADR_µç¸ÖÇÙ_03 DB $0 DB $FF ;½áÊø _¾¯¸æ_MUSIC_ASCII: DW $281E ;Ãû³Æ: JIANGLI ;ͨµÀ = $5 ;»ù×¼_1 = $3C ;ÿÅÄÖжÏÊý = $10 ;³õʼÒôÉ« = GUITA1 _JIANGLI5: DW _ÒôÉ«_ADR_GUITA1 _JIANGLI5_CHNL_ADR_START: DB $0 DB $1 DB $1 DB $1 DB $FF ;½áÊø _JIANGLI_MUSIC_ASCII: DW $2308 DW $2C08 ;Ãû³Æ: ±¬Õ¨ ;ͨµÀ = $5 ;»ù×¼_1 = $46 ;ÿÅÄÖжÏÊý = $1 ;³õʼÒôÉ« = µ¥ÒôÉ«_01 _±¬Õ¨5: DW _ÒôÉ«_ADR_µ¥ÒôÉ«_01 DB $FE ;ת×Ó DW _±¬Õ¨5_CHNL_ADR_INIT DB $FC ;ÒôÉ« DW _ÒôÉ«_ADR_µ¥ÒôÉ«_03 DB $F3,$82 ;¹ö¶¯ DB $FE ;ת×Ó DW _±¬Õ¨5_CHNL_ADR_SUB1 DB $B2 ;Ïì¶È DB $FE ;ת×Ó DW _±¬Õ¨5_CHNL_ADR_SUB1 DB $BA ;Ïì¶È DB $FE ;ת×Ó DW _±¬Õ¨5_CHNL_ADR_SUB1 DB $BD ;Ïì¶È DB $FE ;ת×Ó DW _±¬Õ¨5_CHNL_ADR_SUB1 DB $BE ;Ïì¶È DB $FE ;ת×Ó DW _±¬Õ¨5_CHNL_ADR_SUB1 DB $FF ;½áÊø _±¬Õ¨5_CHNL_ADR_SUB1: DB $0 DB $1 DB $2 DB $FF ;½áÊø _±¬Õ¨5_CHNL_ADR_INIT: DB $93 ;ÀàÐÍ DB $F3,$0 ;¹ö¶¯ DB $A0,$0 ;Õ¼¿Õ DB $A1,$10 ;½¥±ä DB $A2,$81 ;¼õÈõ DB $B0 ;Ïì¶È DB $94 ;ÀÖÆ÷ÖÖÀà DB $A3 ;²ü¶¶0 DB $F2 ;²»Á¬Ðø·¢Òô DB $FF ;½áÊø _±¬Õ¨_MUSIC_ASCII: DW $1C04 DW $2104 DW $2804 ;Ãû³Æ: ÔÝÍ£ ;ͨµÀ = $5 ;»ù×¼_1 = $C ;ÿÅÄÖжÏÊý = $8 ;³õʼÒôÉ« = GUITA1 _ÔÝÍ£5: DW _ÒôÉ«_ADR_GUITA1 DB $0 DB $1 DB $2 DB $1 DB $2 DB $3 DB $FF ;½áÊø _ÔÝÍ£_MUSIC_ASCII: DW $C04 DW $1004 DW $1304 DW $1808 ;Ãû³Æ: ¹ý¹Ø ;ͨµÀ = $1 ;»ù×¼_1 = $20 ;ÿÅÄÖжÏÊý = $18 ;³õʼÒôÉ« = GUITA1 _¹ý¹Ø1: DW _ÒôÉ«_ADR_GUITA1 DB $0 DB $1 DB $2 DB $3 DB $4 DB $5 DB $6 DB $7 DB $6 DB $4 DB $5 DB $7 DB $8 DB $9 DB $FF ;½áÊø ;ͨµÀ = $2 ;»ù×¼_1 = $20 ;ÿÅÄÖжÏÊý = $18 ;³õʼÒôÉ« = GUITA1 _¹ý¹Ø2: DW _ÒôÉ«_ADR_GUITA1 DB $A DB $B DB $6 DB $7 DB $C DB $D DB $D DB $D DB $C DB $6 DB $7 DB $D DB $E DB $9 DB $FF ;½áÊø ;ͨµÀ = $4 ;»ù×¼_1 = $5A ;ÿÅÄÖжÏÊý = $18 ;³õʼÒôÉ« = ¹Ä_4 _¹ý¹Ø4: DW _ÒôÉ«_ADR_¹Ä_4 DB $F DB $10 DB $11 DB $11 DB $12 DB $11 DB $12 DB $11 DB $12 DB $11 DB $11 DB $11 DB $13 DB $FF ;½áÊø _¹ý¹Ø_MUSIC_ASCII: DW $2712 DW $2906 DW $270C DW $250C DW $240C DW $220C DW $200C DW $1F0C DW $2018 DW $6018 DW $2012 DW $2206 DW $1D0C DW $1B0C DW $1B18 DW $6012 DW $6106 DW $610C DW $600C DW $6118 ;Ãû³Æ: OVER ;ͨµÀ = $5 ;»ù×¼_1 = $18 ;ÿÅÄÖжÏÊý = $8 ;³õʼÒôÉ« = GUITA1 _OVER5: DW _ÒôÉ«_ADR_GUITA1 DB $0 DB $1 DB $2 DB $3 DB $4 DB $3 DB $5 DB $FF ;½áÊø _OVER_MUSIC_ASCII: DW $1F04 DW $1C04 DW $1804 DW $1304 DW $1004 DW $C08 MUSIC_DATA_INDX: DB 0,0,0 ;Çú DB $11 DW _Çú2 DB 2 DW _Çú3 DB 3 DW _Çú4 DB 255 DW _Çú_MUSIC_ASCII ;¿ª´¬ DB $4 DW _¿ª´¬5 DB 255 DW _¿ª´¬_MUSIC_ASCII ;¾¯¸æ DB $4 DW _¾¯¸æ5 DB 255 DW _¾¯¸æ_MUSIC_ASCII ;JIANGLI DB $4 DW _JIANGLI5 DB 255 DW _JIANGLI_MUSIC_ASCII ;±¬Õ¨ DB $4 DW _±¬Õ¨5 DB 255 DW _±¬Õ¨_MUSIC_ASCII ;ÔÝÍ£ DB $4 DW _ÔÝÍ£5 DB 255 DW _ÔÝÍ£_MUSIC_ASCII ;¹ý¹Ø DB $10 DW _¹ý¹Ø1 DB 1 DW _¹ý¹Ø2 DB 3 DW _¹ý¹Ø4 DB 255 DW _¹ý¹Ø_MUSIC_ASCII ;OVER DB $4 DW _OVER5 DB 255 DW _OVER_MUSIC_ASCII _ÒôÉ«_ADR_µ¥»É¹Ü_16: DW _ÒôÉ«_ADR_µ¥»É¹Ü_16_SORT DW _ÒôÉ«_ADR_µ¥»É¹Ü_16_VAL DW _ÒôÉ«_ADR_µ¥»É¹Ü_16_F _ÒôÉ«_ADR_µ¥»É¹Ü_16_SORT: DB $40 DB $FF _ÒôÉ«_ADR_µ¥»É¹Ü_16_VAL: DB $4 DB $4 DB $5 DB $6 DB $7 DB $8 DB $FF _ÒôÉ«_ADR_µ¥»É¹Ü_16_F: DB $0 DB $0 DB $FF DB $FF DB $0 DB $0 DB $1 DB $1 DB $80,$0 _ÒôÉ«_ADR_µ¥ÒôÉ«_01: DW _ÒôÉ«_ADR_µ¥ÒôÉ«_01_SORT DW _ÒôÉ«_ADR_µ¥ÒôÉ«_01_VAL DW _ÒôÉ«_ADR_µ¥ÒôÉ«_01_F _ÒôÉ«_ADR_µ¥ÒôÉ«_01_SORT: DB $0 DB $FF _ÒôÉ«_ADR_µ¥ÒôÉ«_01_VAL: DB $F DB $FF _ÒôÉ«_ADR_µ¥ÒôÉ«_01_F: DB $7F _ÒôÉ«_ADR_µ¥ÒôÉ«_03: DW _ÒôÉ«_ADR_µ¥ÒôÉ«_03_SORT DW _ÒôÉ«_ADR_µ¥ÒôÉ«_03_VAL DW _ÒôÉ«_ADR_µ¥ÒôÉ«_03_F _ÒôÉ«_ADR_µ¥ÒôÉ«_03_SORT: DB $80 DB $FF _ÒôÉ«_ADR_µ¥ÒôÉ«_03_VAL: DB $F DB $FF _ÒôÉ«_ADR_µ¥ÒôÉ«_03_F: DB $7F _ÒôÉ«_ADR_µç¸ÖÇÙ_03: DW _ÒôÉ«_ADR_µç¸ÖÇÙ_03_SORT DW _ÒôÉ«_ADR_µç¸ÖÇÙ_03_VAL DW _ÒôÉ«_ADR_µç¸ÖÇÙ_03_F _ÒôÉ«_ADR_µç¸ÖÇÙ_03_SORT: DB $C0 DB $FF _ÒôÉ«_ADR_µç¸ÖÇÙ_03_VAL: DB $F DB $E DB $C DB $B DB $A DB $9 DB $8 DB $8 DB $8 DB $7 DB $7 DB $7 DB $6 DB $6 DB $6 DB $6 DB $5 DB $5 DB $5 DB $4 DB $4 DB $4 DB $4 DB $4 DB $3 DB $3 DB $3 DB $3 DB $3 DB $3 DB $3 DB $3 DB $3 DB $3 DB $2 DB $2 DB $2 DB $2 DB $2 DB $2 DB $2 DB $2 DB $3 DB $2 DB $2 DB $2 DB $2 DB $2 DB $2 DB $2 DB $2 DB $1 DB $1 DB $1 DB $1 DB $1
This is followed by further source code at address #FD64:
DW INT E- 68 C0 $FB FB F5 B F5 2 93 D1D0) NUMBER SIC_ADR) ====== = ARTON ASC
Unused Graphics
The Shanghai Paradise logo is present in the CHR data; this is presumably used in the original cartridge release of the game, but said version has yet to be found.
- Pages missing developer references
- Games developed by Inventor
- Pages missing publisher references
- Games published by Shanghai Paradise
- Unlicensed NES games
- Pages missing date references
- Games released in 1997
- Games released in June
- Games with uncompiled source code
- Games with unused graphics
- Games with revisional differences
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with revisional differences
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused graphics
Games > Games by developer > Games developed by Inventor
Games > Games by platform
Games > Games by publisher > Games published by Shanghai Paradise
Games > Games by release date > Games released in 1997
Games > Games by release date > Games released in June
Games > Unlicensed games > Unlicensed NES games
The Cutting Room Floor > Unimportant Awards > NES games