NBA Live 96 (Game Boy)

A fairly accurate Basketball game for the (Super) Game Boy.

Planned Super Game Boy Soundtrack
A super Game Boy soundtrack was planed. Probably because of time and how other games were in development during the same time, chances were not possible.

The DATA_SND is listed at. The SOU_TRN unfortunately was not implemented for this game as this listing was likely added very early on during development. 790009000BADC202C909D01AA9018D00 790B09000B42AFDBFF00F0052073C580 791609000B032076C5A9318D00426868 79210900016000000000000000000000 79000800034C00090000000000000000

Unused Super Game Boy Functions
Two Super Game Boy functions are unused. No one knows what purpose the JUMP Super Game Boy packet could have served.

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 does nothing since bytes 4-6 are set to zero. Examples of setting JUMP bit 6 to can be seen in Space Invaders and Nekketsu! Beach Volley dayo Kunio-kun.

Unknown
While listed as an unknown Super Game Boy packet, when bit is set to , palettes are switched back to default when directed to by the game, and since palettes are disabled by the game, this is unnecessary and leftover from a probable early idea to merely have them switch back instead of disabling them as seen in Kirby's Dream Land 2, Donkey Kong (Game Boy), Donkey Kong Land and others. Controller settings may have been disabled for any number of reasons. Loaded after PAL_SET with all bits set to.