Kolibri 32x debugger?

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.
 
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).
 
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.
 
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.
 
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. =\
 
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.
 
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.
 
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.
 
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