The Blues Brothers (SNES)
The Blues Brothers |
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Developer: Titus This game has unused text. This game has a prototype article This game has a notes page |
The SNES version of The Blues Brothers is an extremely bizarre, incredibly long platformer (which, despite the copious use of gradients, is not a port of the Amiga version of the original The Blues Brothers game) where you beat up giant snails and anthropomorphic garbage trucks in a pastel colored forest as an ultra-musclebound Jake and Elwood Blues. Seriously.
Also features the "Yeah!" from Lyn Collin's infamous "Yeah! Woo!" sample (also known as the Action 52 title theme).
"Rock-rock-rock-rock and roll!!"
Contents
Sub-Pages
Prototype Info |
Notes |
Change Palette Code
Before | After |
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Hold Down + Left, B, X, L, R on controller 1 and Up + Right, L, A on controller 2 to activate the cheat (similar to the button combination used in the NES game). It can be entered at any time as it's part of the controller read routine. On menu screens (Titus logo, title screen, character select screen, etc.) it will set the background palette to index $08, the same palette set used on the license text screen. This code also once included a level skip cheat, as seen in the prototype, but this was disabled for the retail build. You can, however, reactivate it with the following game enhancer codes:
Region | Pro Action Replay | Game Genie |
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Japan | 809C250F | DEB4-4F07 |
USA | 809C3D0F | DEB7-4707 |
Europe | 809C250F | DEB4-4F07 |
During gameplay, press Start on controller 2 to skip to the next stage.
Debug Text
This needs some investigation. Discuss ideas and findings on the talk page. |
Programming for a debug menu begins at SNES address $828006, and a level editor at SNES address $828BF4. Unfortunately, the long jumps to $828000 and $828003 that lead to these addresses along with initialization code for the menus appear to be missing. It's currently unknown if it's possible to get these menus working with what's available. Debugging code seems to occupy most of bank $82.
Version Differences
This needs some investigation. Discuss ideas and findings on the talk page. |
Five changes were made to the game engine/programming in bank $80, the first bank. From the looks of it, the USA version contains bug fixes and was released later than the Japanese and European versions (which have an identical bank $80 except for the necessary internal header changes.)
Difference 01
Relates to loading palette set index when starting stage.
USA Japan/Europe $80/80E4 AD BA 1F LDA $1FBA [$80:1FBA] $80/80E7 8D 00 07 STA $0700 [$80:0700] //Palette set index $80/80EA E2 30 SEP #$30 $80/80E4 E2 30 SEP #$30 $80/80EC 20 41 83 JSR $8341 [$80:8341] $80/80E6 20 3B 83 JSR $833B [$80:833B] $80/80EF 20 DD FA JSR $FADD [$80:FADD] $80/80E9 20 CB FA JSR $FACB [$80:FACB] ... ...
Difference 02
USA Japan/Europe $80/8CAE 22 46 F2 8F JSL $8FF246[$8F:F246] $80/8CA8 22 46 F2 8F JSL $8FF246[$8F:F246] $80/8CB2 A9 81 00 LDA #$0081 $80/8CB5 8D 00 42 STA $4200 [$80:4200] $80/8CB8 28 PLP $80/8CAC 28 PLP $80/8CB9 58 CLI $80/8CBA 60 RTS $80/8CAD 60 RTS
Difference 03
USA Japan/Europe $80/919D 9C 64 1E STZ $1E64 [$80:1E64] $80/91A0 A9 0A 00 LDA #$000A $80/9190 A9 0A 00 LDA #$000A $80/91A3 8D EC 1E STA $1EEC [$80:1EEC] $80/9193 8D EC 1E STA $1EEC [$80:1EEC] $80/91A6 9C EE 1E STZ $1EEE [$80:1EEE] $80/9196 9C EE 1E STZ $1EEE [$80:1EEE] $80/91A9 A9 02 00 LDA #$0002 $80/9199 A9 02 00 LDA #$0002 $80/91AC 8D BC 16 STA $16BC [$80:16BC] $80/919C 8D BC 16 STA $16BC [$80:16BC] $80/91AF A9 00 00 LDA #$0000 $80/919F A9 00 00 LDA #$0000 $80/91B2 8D BE 16 STA $16BE [$80:16BE] $80/91A2 8D BE 16 STA $16BE [$80:16BE] ... ...
Difference 04
USA Japan/Europe $80/9B58 AD 0C 06 LDA $060C [$80:060C] $80/9B5B CD 0E 06 CMP $060E [$80:060E] $80/9B5E D0 4D BNE $4D [$9BAD] $80/9B60 A5 16 LDA $16 [$00:0016] $80/9B48 A5 16 LDA $16 [$00:0016] $80/9B62 05 18 ORA $18 [$00:0018] $80/9B4A 05 18 ORA $18 [$00:0018] $80/9B64 89 00 10 BIT #$1000 $80/9B4C 89 00 10 BIT #$1000 $80/9B67 F0 1C BEQ $1C [$9B85] $80/9B4F F0 1C BEQ $1C [$9B6D] ... ... $80/9BAD 60 RTS $80/9B95 60 RTS
Difference 05
USA Japan/Europe $80/EF80 20 2A F8 JSR $F82A [$80:F82A] $80/F82A 48 PHA $80/F82B DA PHX $80/F82C 5A PHY $80/F82D 08 PHP $80/F82E E2 30 SEP #$30 $80/F830 A9 80 LDA #$80 $80/F832 0D 0C 06 ORA $060C [$80:060C] $80/F835 8D 00 21 STA $2100 [$80:2100] $80/F838 A9 00 LDA #$00 $80/F83A 8D 00 42 STA $4200 [$80:4200] $80/F83D 28 PLP $80/F83E 7A PLY $80/F83F FA PLX $80/F840 68 PLA $80/F841 60 RTS $80/EF83 20 F2 F7 JSR $F7F2 [$80:F7F2] $80/F7F2 48 PHA $80/F7F3 DA PHX $80/F7F4 5A PHY $80/F7F5 08 PHP $80/F7F6 E2 30 SEP #$30 $80/F7F8 AD 12 42 LDA $4212 [$80:4212] $80/F7FB 30 FB BMI $FB [$F7F8] $80/F7FD AD 12 42 LDA $4212 [$80:4212] $80/F800 10 FB BPL $FB [$F7FD] $80/F802 28 PLP $80/F803 7A PLY $80/F804 FA PLX $80/F805 68 PLA $80/F806 60 RTS $80/EF98 78 SEI $80/EF86 78 SEI $80/EF99 A7 02 LDA [$02] $80/EF87 A7 02 LDA [$02] $80/EF9B E6 02 INC $02 [$00:0002] $80/EF89 E6 02 INC $02 [$00:0002] $80/EF9D D0 02 BNE $02 [$EFA1] $80/EF8B D0 02 BNE $02 [$EF8F] ... ...
The Blues Brothers series
| |
---|---|
DOS | Jukebox Adventure |
NES | The Blues Brothers |
SNES | The Blues Brothers (Prototype) |
Game Boy | Jukebox Adventure |
Nintendo 64 | Blues Brothers 2000 (Prototypes) |
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