Hero Hero Kun

A magical adventure in school with name-your-own furies. Do not get burned by the hot sun.

Debug Mode


Game Genie code will start the game in an extensive debug menu offering CHR viewing, sound tests, the ability to warp to any point and level in the game, among other items. START makes the menu item selection. A and B selects the next and previous screens in sub-menus. Text for the SAMPLE MENU is also found at in the ROM.

BATTLE


Sets various battle parameters.

GAME
Returns you to the SAMPLE MENU TITLE.

MAP
Returns you to the SAMPLE MENU TITLE.

SPR


Basic sprite viewing.

PICTURE


Displays various pictures.

MESSAGE


Tests in-game messages.

FACE


Displays primary character faces.

BGM


Plays all background music. Select Stops the song.

SE


Plays all sound effects. Select Stops the sound.

TUUSHIN


Cycles through various character cutscenes.

THE END
Enters the ending cutscene.

ST FACE


Displays secondary character faces.

MAP CHECK


Free-movement mode viewing of all in-game maps.

CANDY


Displays in-game scenery. There are no puppies.

T GOTOH


Tests all events and warps to any area in the game including the debug menu.

Unused GBC Only Palette


Game Genie code will load the Game Boy Color only message when played using a Game Boy Color. The black and white palette is unused because you would never see this message when playing the game on a Game Boy Color console. Black is shown when a palette is unspecified. The black and white palette may have been used for testing purposes.

Planned Super Game Boy Support
There are two MLT_REQ with bits  and  Super Game Boy packets that are used to tell the game that it is running on a Super Game Boy via requesting input from two controllers which only the Super Game Boy can process and detect. Both packets will load because the Super Game Boy flag is enabled (set the bit to ) in the game's header. Super Game Boy features were planned and probably not implemented due to space constraints.

Unused Super Game Boy Commands
A Super Game Boy border and palette was planned as suggested by the presence of a full listing of Super Game Boy commands located at.

59000000000000000000000000000000 - PAL_TRN A9000000000000000000000000000000 - ATTR_TRN B9020000000000000000000000000000 - MASK_EN B9030000000000000000000000000000 - MASK_EN B9000000000000000000000000000000 - MASK_EN 99000000000000000000000000000000 - CHR_TRN 99010000000000000000000000000000 - CHR_TRN A1000000000000000000000000000000 - PCT_TRN 11000000000000000000000000000000 - PAL12 795D08000B8CD0F46000000000000000 - DATA_SND 795208000BA9E79F01C07EE8E8E8E8E0 - DATA_SND 794708000BC4D016A5CBC905D010A228 - DATA_SND 793C08000BF012A5C9C9C8D01CA5CAC9 - DATA_SND 793108000B0CA5CAC97ED006A5CBC97E - DATA_SND 792608000B39CD480CD034A5C9C980D0 - DATA_SND 791B08000BEAEAEAEAEAA901CD4F0CD0 - DATA_SND 791008000B4C2008EAEAEAEAEA60EAEA - DATA_SND