Super Famista 4

Debug mode
When Pro Action Replay code or Game Genie code  is active on bootup, debug mode is enabled. The string PS will appear in the lower right corner of the Namco screen.

General instructions:
 * Hold Select and press Start to perform a soft reset that also quickly bypasses the Namco screen.
 * Press Select on controller 1 or 2 to freeze frame. Then press X on controller 1 or 2 to advance frame-by-frame.  Press Select again to resume.
 * In pitcher/batter view, hold R shoulder button and press A to end the half-inning.
 * In field view, hold R shoulder button and press A to end the game.
 * In field view, hold R shoulder button and move the d-pad to control a baseball in play. For easy home runs, simply put the ball in the seats.

Hold one of the following buttons during bootup:
 * R - default? unused?
 * A - add debug display to the top of the screen. This is saved to SRAM, and will be in effect even after a reboot.
 * B - remove debug display
 * Y - unknown management screen
 * X - enter TEST MODE

STADIUM TEST


This displays the map for each stadium. Use the d-pad to scroll the screen, A button to toggle pitcher/batter view, and L and R shoulder buttons to cycle through stadiums. Press Start to exit.

TEAMDATA DISP


This displays team stats. Use the d-pad to scroll the screen, A button to switch pages, and L and R shoulder buttons to cycle through teams. Press Start to exit.

Error messages
When debug mode is active, if the below memory addresses contain a non-zero value, error messages appear on the Namco screen.


 * - LEAGUE DAT ERROR
 * - ORIPL DAT ERROR
 * - OPTION DAT ERROR

Unknown debug mode check
The programming at SNES address checks if the debug mode is active, but the following branch has a distance of zero, suggesting that the programming for this particular debug function was deleted.

Build date
When Pro Action Replay code or Game Genie code  is active on bootup, the build date December 20, 1994 appears on the Namco screen:



Version differences
A grand total of four bytes were changed between the version 1.0 and 1.1 releases, three of which are just updates to the internal header. Only a single byte in the actual gameplay was changed.

hex offset/version 1.0/version 1.1

007FDB: 00 01 //internal header, version 007FDC: CC CA //internal header, checksum 007FDE: 33 35 //internal header, checksum 021CD9: 0D 0E //unknown

The SNES address for the last difference is. It's likely a bug fix related to progression in season mode.