NHL 2000 (Game Boy Color)

NHL 2000 could have been the only Game Boy Color game in the 2000s to contain a Super Game Boy soundtrack...except something went terribly wrong. The music is still quite good, though.

Planned Super Game Boy Soundtrack
Every Super Game Boy song from A Bug's Life remains inside the game, probably because Tiertex was going to give NHL 2000 an enhanced soundtrack for the Super Game Boy. Probably because of time and how other games were in development during the same time, chances were not possible. A Bug's Life Super Game Boy music data is located at.

The unused SOU_TRN command is located at along with the required DATA_SND listing. 49000000000000000000000000000000 790009000BADC202C909D01AA9018D00 790B09000B42AFDBFF00F0052073C580 791609000B032076C5A9318D00426868 79210900016000000000000000000000 79000800034C00090000000000000000

Unused Super Game Boy Functions
Several Super Game Boy functions are unused, possibly for time constraints or the game was subject to a vicious development cycle.

SOUND
A single unused SOUND packet can be found in the listing located at.

Game Genie code will replace the loaded command ATTR_TRN with SOUND. Additional codes will allow you to play any internal Super Game Boy sound and or currently loaded sample or BGM in ARAM.

JUMP
Used to set the SNES Prgram 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 all bytes 4-6 are zero. shows a JUMP Super Game Boy Packet that is loaded during startup though it is never called and doesn't have any function. Unlike Olympic Summer Games (Game Boy), the JUMP is never actually loaded. Examples of JUMP can be seen in Nekketsu! Beach Volley dayo Kunio-kun and GB Memory. Game Genie code will replace PAL_PRI with JUMP and will enable the function. This code still needs to be tested to see if loading JUMP in the wrong place will hang the Super Game Boy BIOS, otherwise an alternate access method will need to be made.

PAL_PRI
When PAL_PRI bit is set to, palettes are switched back to default when directed to by the game. Kirby's Dream Land 2, Donkey Kong (Game Boy), Donkey Kong Land and other titles set the palette software docking bit. 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 to.

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. NHL 2000 has the Super Game Boy command packet with bit set to  though never called or loaded. 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.

Madden NFL 2000


Madden NFL 2000 and NHL 2000 share the Super Game Border verbatim as well as approximately 68 percent of the code.