Nosferatu

A game that was announced early in the SNES' life but was delayed for years. Prince of Persia meets Super Castlevania IV. Too bad about the controls...

Button Codes
Beat the game on Hard mode, and when The End is displayed, press Start for a screen which lists button codes available in the game:



There's one more code that's not listed, a restore health cheat. It uses the same button combination as Crystal Full (the controller values stored at SNES address ), and is also entered while the game is paused. The difference is an additional check for in memory address. The game must be paused while doing a high kick (away + Y button) for the cheat to work.

Stage Select Debug Instruction
A small piece of debugging code remains for the stage select cheat. At SNES address is an instruction that is always branched over which automatically sets the value for a successful code entry ( in X register). Use Pro Action Replay code to restore the debug behavior.

Debug
NOSFERATU tittle  configuration 0 1 2 3 4 5 6 7 8 9 a b c d e f no yes Level Move Run Walk Jump Attack Sideways Climb Squat Pause x y l r up down select start normal easy undead auto walk walk .2 run Status Playback Recording Demo Mode Music Sound full short nothing stereo mono replay Area Life Soul Charge Crystal Credits , Pallet Color Red Green Blue Group Animation Pattern Rev. Reset Version Cpu Ppu1 Ppu2

At SNES address is a block of ASCII text, a lot of which is debug related. The main entry point for the debug code is possibly. Other important looking code blocks are and. Currently, it's unknown how to get the menu(s) to display and function correctly.

The very last strings in the text block are: and the programming which reads these registers and displays it to the screen is located at.

Boss Battle Unused Programming Leftovers
During boss battles, the game loads pointers from two tables beginning at SNES address and. However, all 14 of them lead to, an "empty" subroutine which only contains the RTS command to exit.

(coiin/mireba)
On bootup the string (coiin/mireba) is copied from SNES address to  in RAM. Its only purpose seems to be as a RAM initialization test. "Mireba" is "would see" or "if (something is) seen".