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04-24-22 06:53:35 AM
Jul - The Cutting Room Floor - Tecmo Bowl New poll - New thread - New reply
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rabidabid
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Posted on 03-02-11 10:45:09 PM Link | Quote
There are a couple weird/neat things about this game that should probably be looked into or something.

Error Screen

(crappy television picture taken circa 2005)

One day I started this game up and noticed the graphics were a little glitchy. I decided to wiggle the cartridge around while the game was still on and this screen came up. I think I was at the title screen. The values on the screen would change every second or so. I haven't been able to recreate it since.


Strange Passwords
There's a fairly well-known password out there, 397BFFA5, which causes the game to act weird. The field turns gray, the players turn invisible and run at hyper speed. The game essentially ends when you're asked to pick an offensive play. All the plays are blank and your players can't do anything. The other players can't tackle them and the clock won't stop the game because the ball is still in play.

This password was published in the official Nintendo Player's Guide: Top Secret Passwords (as "Invisible Team"). I thought this was the only password until I saw this YouTube video. This video uses a different password, 3C3F7FA5, with similar effects. It leads me to believe there could be many more passwords that can do the same stuff. The person who made the video seems to have an understanding of how the game's password system works, but hasn't been on YouTube in several months. See the video description and comment he left on the video for detailz.

The Game Boy version of the game must use the same password system because both of these passwords work there too... albeit with much more playable results - you're actually capable of finishing a game.
Rick
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Posted on 03-03-11 04:13:12 AM Link | Quote
Nice find on that debugger thing, or so it seems! I don't think I could really jump into the game's code to figure it out, but I'm sure that's something one of these computer literate people could do.

I also have to wonder if the "Invisible Team" is a deleted team, garbage data, or what. That sure doesn't make a lot of sense if that is valid. Isn't there usually a checksum in passwords to prevent against screwy stuff like that?

I'm going to throw my hat for the "deleted team" theory, kind of like how Sheeva is still available in SNES UMK3 as an oversight.

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Rachel Mae

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Posted on 03-03-11 05:21:54 AM Link | Quote
Originally posted by Rick
Isn't there usually a checksum in passwords to prevent against screwy stuff like that?
Checksums are generally intended only to prevent players from entering random characters. Most games don't bother performing further validity checks if the checksum is good.

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Rachel Mae

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Posted on 03-03-11 06:25:21 AM Link | Quote
Hmm, does this look familiar?



Apparently that's the game's BRK handler, which the vast majority of NES games don't have. You can see it in FCEUX by clicking "Step Into" in the debugger and entering $FFEF in the PC box (or any other address containing the value 00). The addresses displayed automatically increment by 0x40 every 23 seconds or so.

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Rick
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Posted on 03-03-11 02:19:00 PM Link | Quote
It's interesting there that in rabidabid's photo, it's Bank 1, but in your screenshot it's Bank 2.

I'm sure it probably doesn't mean anything, though. So what exactly is this used for? Is it like the crash debugger thing in Zelda: Ocarina of Time or something, or am I getting it wrong again?

...I really hate my lack of programming knowledge.

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Joe
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Posted on 03-03-11 08:53:46 PM Link | Quote
It's a RAM dump, which is about the closest you can get to a crash debugger on the NES.

Technically you can't have a crash debugger on the NES because the CPU hard locks when it crashes. (Some crash-inducing opcodes cause something like an infinite loop, where it still accesses memory, while others cause the CPU's internal timing system to stop. Either way, you can't make a crash debugger run afterwards.)

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rabidabid
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Posted on 03-04-11 12:17:25 AM Link | Quote
Nice! I tested it out and mostly got screens that say Bank 1 but I occasionally got a Bank 2 screen too.

Seeing how Cah4e3 found a screen in Tecmo Super Bowl too, it got me curious about the SNES and Genesis versions of Tecmo Super Bowl. I did a search for "error" in a hex editor and found a bunch of error messages.

SNES version (starting at 0x16C2):

ERR 00 DATA RANGE OVERFLOW yADDRESS)zERR DATA y ERR 01 DATA RANGE UNDERFLOW yADDRESS)zERR DATA y ERR 02 SPRITE MAX ERROR yADDRESS)zERR DATA y ERR 03 yADDRESS)zERR DATA

Genesis version (starting at 0x3FBDE):

GMSG REQUEST NUMBER ERROR !

Genesis version (starting at 0x4182):

MSG A 8X8 OVER FLOW MSG A 16X OVER FLOW MSG B 8X8 OVER FLOW MSG B 16X OVER FLOW MSG W 8X8 OVER FLOW MSG W 16X OVER FLOW CONTE NUMBER ISERROR ADDRESS IS



Also, for kicks I opened up the GB version of Tecmo Bowl and found this:

TECMO BOWL VER 1.0 6-19-91 (C) COPYRIGHT 1991 (P) TECMO LTD. 18005 S. ADRIA MARU LANE CARSON CALIF. 90746 U.S.A. (213) 329-5880


As for the password stuff, I imagine they went through some crunch time and had to cut some teams out, but the password system was already finished and designed for 16 teams, so they left it as-is thinking nobody would find out.
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Posted on 03-04-11 02:53:50 AM Link | Quote
Do you think there are any others leftovers from back when you think the game had 16 teams, or are those passwords it?

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Rick
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Posted on 03-04-11 04:29:12 AM Link | Quote
Could be. A better chance would be to check out the Tecmo Bowl proto, but I'm unaware of any differences aside from the title screen.

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rabidabid
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Posted on 03-04-11 04:45:28 AM Link | Quote
Heck, it could just be a simple programming mistake on the password system designer's end, and they never intended to have more teams.
andlabs
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Posted on 03-04-11 05:40:49 AM Link | Quote
For the Genesis version there is an error vector at the top of ROM; this vector is predefined by Motorola and part of the 68000. Here's the vector (as well as the Genesis's IRQs). Later I could try to see what Tecmo Super Bowl does on various errors, though they may just do what most other games do and freeze...
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Posted on 03-05-11 12:32:01 AM Link | Quote
Originally posted by rabidabid
Heck, it could just be a simple programming mistake on the password system designer's end, and they never intended to have more teams.
Not so much a mistake, but more a side effect of working with binary data. The team IDs in the password are probably 4 bits, which gives you 16 values to choose from, regardless of how many are actually valid. The "unused teams" are most likely just fetching garbage data from beyond valid table boundaries.

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andlabs
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Posted on 03-05-11 02:34:04 AM (last edited by andlabs at 03-04-11 11:37 PM) Link | Quote
Looked into the Genesis one. The error vectors all just store the error number and the instruction (and data, for errors that have accompanying data like address error — using a word or longword access on odd addresses) in memory and hang, waiting for a debugger or something to examine those memory addresses. The trap vectors are used by the main program to do mundane tasks like queue subroutines to jump to for code flow (I've seen other games like Maten no Soumetsu do this too).

"MSG A 8X8 OVER FLOW" and the like sound like errors used by the plane map generator for when the game somehow asks to make plane maps (the MD has three planes — the scrollable Plane A and Plane B and optional, nonscrollable/nontransparent Window) larger than they should be, with 8x8 talking about individual tiles... or something along those lines; I'm not sure how this game does art by how quickly I examined the small amount of code I did examine =P
CaH4e3
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Posted on 03-08-11 02:02:19 PM Link | Quote
Originally posted by Waffle Ryebread
Originally posted by rabidabid
Heck, it could just be a simple programming mistake on the password system designer's end, and they never intended to have more teams.
Not so much a mistake, but more a side effect of working with binary data. The team IDs in the password are probably 4 bits, which gives you 16 values to choose from, regardless of how many are actually valid. The "unused teams" are most likely just fetching garbage data from beyond valid table boundaries.


you absolutely right
Here is a complete passgen, you can see there is 4 extra unused teams to select but no one even cares about checking boundaries...
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Posted on 03-08-11 02:38:45 PM Link | Quote
The same "basic validation only" phenomenon occurs in a lot of other games, too, notably Metroid.

Interesting BRK handler, though.

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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md