Hercules (Game Boy)

One of the better games that the infamous Tiertex developed.

Unused Music
There are two unused songs; both likely to have been used. The second unused song is a Super Game Boy enhanced exclusive for when the game is played using a Super Game Boy. There are also several Super Game Boy test tracks.

Unused Song 1
Game Boy Unused Song

Super Game Boy Unused Song 1

What may have been intended for a Level Theme 3. Gameshark code will play the first unused song anywhere, or by using the Game Genie  code when played on a Game Boy will also play the first unused song at the title screen. Game Genie code will disable the Super Game Boy soundtrack and will play the standard soundtrack when the code enabled.

Modify bits at  to  or by using the Game Genie codes  in conjunction with setting music to OFF, the first unused song will play anywhere, or by pausing the game if music is set to ON when played using a Super Game Boy. Alternatively, you can play replace the Super Game Boy title screen music by altering the bits at,  or by using the Game Genie codes. May have been scrapped because the song is lacking a sense of urgency.

Unused Song 2
Possibly could have served for a Super Game Boy exclusive ending sequence or could have been implemented into the Game Boy version's soundtrack to be used as a standard ending, neither of which ever made the cut. Reasons for omitting a Game Boy version of the song are probably related to time and or space issues. Modify bit at to  or use the Game Genie code  to hear the second unused song at the title screen.

Super Game Boy Test Songs
Each song is referenced twice in the game's code and were likely used for testing the length of each song. Test song 4 abruptly stops because there is no more room in the bank.

Unused Super Game Boy Functions
Several Super Game Boy functions are unused. No one knows what purpose the JUMP function could have served or intended, might have been the original method used to send the Super Game Boy music score.

SOUND
A single packet can be found in the listing located at  and is never used.

Game Genie code will replace the loaded command PAL_PRI with SOUND. Additional codes will allow you to play and internal Super Game Boy sound and or internal BGM flag.

JUMP
Used to set the SNES Program Counter to a specified address. Alternatively, the JUMP can be used to set a new address for the SNES NMI handler, the NMI handler remains unchanged if bytes 4-6 are zero. The command is located at. Examples of setting JUMP bit 6 to can be seen in Space Invaders and Nekketsu! Beach Volley dayo Kunio-kun. Game Genie code will replace the loaded command PAL_PRI with JUMP. This code needs to be tested to see if it will indefinitely hang the Super Game Boy BIOS, so an alternate code may be needed.

ICON_EN
Super Game Boy command packet disables in-game palette and or controller selection schemes which can be disabled by the game developer; however border selection cannot be disabled. Palette disabling would serve games like Uno 2: Small World where custom Super Game Boy palettes are required in order to play. Games may have overlayed the action window with a custom SNES object or in certain instances where switching away from the intricate palette set would make certain elements of the game look glitched-out or distorted. Disabling controller menu selection schemes could have been used to prevent the player from abusing the A-button and cheating in certain games, or may benefit the player preventing them from skipping over answers in quiz games such as Tokimeki Memorial Pocket: Culture-hen: Komorebi no Melody and Tokimeki Memorial Pocket: Sports-hen: Koutei no Photograph, the only two games that solely disable controller selection schemes.

Alternatively, palettes can be set to revert back to the game's enhanced palette by using Super Game Boy command packet and bit set to. Hercules has the Super Game Boy command packet with bit set to  though not called. Game Genie codes will replace the loaded command PAL_PRI with ICON_EN setting the bit to, disabling palette and controller selections, as suggest by the other Tiertex games that disabled features.

PAL_PRI
PAL_PRI. Command, when bit is set to , palettes are switched back to the enhanced palette when directed to by the game if a palette or attribute change is set. Kirby's Dream Land 2, Donkey Kong (Game Boy), Donkey Kong Land and other games are examples of setting the palette priority docking bit to the software. Loaded after PAL_SET with all bits set to. Game Genie code will set the loaded PAL_PRI command to. Game Genie codes will load and set the unused PAL_PRI command setting the bit to.