Talk:Beyond Oasis

"Interestingly, the song names and codes are the same as in Crusader of Centy. " This is very interesting because Crusader of Centy's US final, SK final, and prototype have data chunks from Beyond Oasis, despite that game having been developed, completed, and released months before (by a different developer, Nextech/Nex Entertainment, no less). I'm going to make a page on this, but later, as I've been asked to see if the prototype has music data left over (the sound driver it loads does nothing, so this will be hard) Would the sound effects really be from Streets of Rage 3? The other two use different sound drivers. The demos desynching is a result of timing errors, but that only the first attract screen shows is interesting. Does something like that happen with Phantasy Star IV, which uses the same SRAM mapper? - Andlabs 15:16, 2 October 2011 (EDT)
 * I really wish I knew more on this matter, but I just got the info from this guide. I'm really looking forward to see what's the deal with the shared contents between the 2 games. The sound effects seem to be from the original SoR, not either of the sequels. But then again, I played SoR3 for about 5 minutes, and only completed SoR2 once. I played a lot of SoR1, so I know the sounds are familiar. If they're used in SoR3 or not, I can't say that for sure. As for the demos, I'll check. For Beyond Oasis, regardless of version, I know that in Gens only the first plays, and on Kega every demo plays. The JP and US version desync, and at different times on each emulator, and the EU version runs everything just fine. (BTW, a demo can be forced on BO by holding down+right and pressing Start on the main menu, though this has no effect on the issues.) {EspyoT} 16:59, 2 October 2011 (EDT)
 * OK. What I can tell you is that the Soleil prototype has the credits (I think) and the Crusader of Centy US/Ragnacenty South Korea final has the Best Records screen code. - Andlabs 18:48, 2 October 2011 (EDT)

About that Debug Mode
Apparently, an early prototype contained at least a map teleporting feature (Click this and go to 2:23). I recall there some other proto versions of this released by drx, but I think those were localization prototypes. --From: divingkataetheweirdo 23:51, 31 March 2012 (EDT) Well, the strings for those locations are in the final game, that's for sure. I wonder if it's possible to re-enable it... Anyway, I think drx' protos are different from the one in that video. {EspyoT} 06:48, 1 April 2012 (EDT)

Memory address of the weapons menu.
I tested these memory addresses that may be useful to investigate the contents of the Demo. Slot 1 is the default sword.


 * 00FF0D82 Item Slot 2
 * 00FF0D83 "Ammo" Slot 2
 * 00FF0D84 Item Slot 3
 * 00FF0D85 "Ammo" Slot 3
 * 00FF0D86 Item Slot 4
 * 00FF0D87 "Ammo" Slot 4
 * 00FF0D88 Item Slot 5
 * 00FF0D89 "Ammo" Slot 5
 * 00FF0D8A Item Slot 6
 * 00FF0D8B "Ammo" Slot 6
 * 00FF0D8C Item Slot 7
 * 00FF0D8D "Ammo" Slot 7
 * 00FF0D8E Item Slot 8
 * 00FF0D8F "Ammo" Slot 8

I needed a list of values ​​for the weapons, I know that 02 is Sword and 06 is Bow. --Porcino (talk) 09:08, 23 February 2014 (EST)