A few things I noticed.
The "CAPCOM TEST DATA" string belongs in a referenced table for all the speeches every character makes when they win a match. For some reason, the table with all the pointers to each string has the pointer to the "CAPCOM TEST DATA" string repeated three times near the end of the table.
The "T.NagawaS.MizutaniY.UmakosiA.Watanabe" strings are technically used, but not really utilized by anything. The game loads this string at FFF300 but besides the function itself nothing else looks at that region in RAM (except for the main game loop, which simply clears it). The text itself seems to be loaded shortly before all the sound driver stuff, so maybe the two are related. As for the names themselves The function that loads the strings is located at B4E8 in the ROM. The function itself (afaik) is only called in two places.
The game mode array ($1800) has one unused pointer that isn't a duplicate located at 3F90. I tried everything to jump to this but the game doesn't seem to utilize anything. Anyone wanna have a look? The ID for the entry should $4 (the Sega screen is $0). The game mode id's are utilized at EE02 in RAM.
As far as the likely hood of this game being some Chinese/homebrew port, it doesn't look like it at all. The game doesn't seem to do a traditional checksum check, and yet it has a function for when the checksum check fails (that makes the screen red and loop endlessly). To me it seems more like a half assed pirate attempt on a legitimate proto (the glitched tm on the Sega logo is suspect). The header also has "腕相撲", which is Japanese for "Arm Wrestling". The title screen doesn't have any company copyright, which I think is standard policy for every licensed Sega game. I'll have to see if there might be some null'd out data for the title screen.
As far as this game being a modified version of the Special Champion Edition, or the likeliness of it being a prototype of that port - it seems that this is a completely different game altogether judging by some quick glimpses at both of the game's code. For instance, the Turbo port uses an ID that represents the placement of a particular game mode in a big jump table for every game screen. The Special Champion Edition does it completely different where it seems that the address of the game mode is moved to a place in RAM (BFEA or BFE8) and then jumps...or something to that effect.
Turbo:
ROM:000003E2 loc_3E2: ; CODE XREF: Reset+18Cj
ROM:000003E2 andi #$F8FF,sr ; AND Immediate
ROM:000003E6 move.w (RAM_GameMode).w,d0 ; Move Data from Source to Destination
ROM:000003EA andi.l #$7C,d0 ; '|' ; AND Immediate
ROM:000003F0 lea (GM_Array).w,a1 ; Load Effective Address
ROM:000003F4 movea.l (a1,d0.w),a1 ; Move Address
ROM:000003F8 jsr (a1) ; Jump to Subroutine
ROM:000003FA bra.s loc_3CA ; Branch Always
ROM:000003FA ; End of function Reset
ROM:000003FA
Special Champion Edition:
ROM:0000826E loc_826E: ; CODE XREF: Reset+220j
ROM:0000826E move.w d0,-(sp)
ROM:00008270 move.w sp,(word_FFFFBFEA).w
ROM:00008274 move.w a0,(word_FFFFBFE8).w
ROM:00008278 move.b #$10,(a0)
ROM:0000827C movea.l 4(a0),a1
ROM:00008280 movea.l $C(a0),a4
ROM:00008284 move a4,usp
ROM:00008286 andi #$DFFF,sr
ROM:0000828A jmp (a1)
ROM:0000828A ; End of function Reset
I don't even think the sound driver in the two games are the same either. It really does look like one version was developed by a completely different group than the other. The Turbo edition does game mode changes like traditional Sega games do (like Sonic 1, SoR1, Castle of Illusion, etc) whereas the other version does things very differently. Also, look at where the "Reset" function appears in both ROMS. In Turbo, the "Reset" function immediately follows the ErrorTrap functions which follows the header, like every other Sega developed Megadrive game. In Champion, The Reset function appears about $8000 bytes after the header, and actually PRECEDES the ErrorTrap functions. Very different.
I played through the majority of Turbo with Exodus and managed to hit almost everything besides some small details in movesets and such. You can download the .idc file here for use in Ida Pro to see for yourself:
http://www.mediafire.com/download/m955t6dmappaasu/sf2_turbo_beta.idc
Oddly enough, it looks like the majority of the rom's data is uncompressed. I don't know if the Champion Edition compresses any of it's data, but I'd assume so.
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