AI Shogi 3
AI Shogi 3 |
---|
Developers: A.I,
I4 This game has hidden development-related text. |
AI as in Artificial Intelligence; not to be confused with the Japanese word Ai, which means Love.
Contents
Debug Menu
A debug menu that is very similar to Densha de GO! 64, Doraemon 3: Nobita no Machi SOS! and Bomberman Hero remains in this game. Apply the below code to enable it. With the code on, press and hold the L button whenever a screen transition starts occurring to appear in this menu.
Enable Debug Menu D00E68A5 0020 800E68AF 005A
The ID this game uses for the debug menu is exactly the same as the debug menu ID in Doraemon 3: Nobita no Machi SOS!.
YSS GAME TEST
This menu allows you to set the CPU level and map background to play in. You can also watch two CPUs play a match.
MENU TEST
Like its name, this allows you to view the various menus in the game. The first option does not appear to work.
ADD DATA VIEW
A graphic viewing option.
SAMPLE TEST
Displays various things on-screen, such as the enemies from Bomberman Hero. These models were also used as test models in Densha de GO! 64.
CONTROLLER PACK TEST
This option allows you to test various controller pack functions. This screen is exactly the same as the one found in Doraemon 3: Nobita no Machi SOS!.
SHOCK TEST
This, presumably, is a rumble pack test option.
Development Text
Present at 0x5F8D4 in the ROM are some error messages and debug displays.
ERROR : texcb nothing objcbClearTex - ERROR #1 objcbClearTex - ERROR #2 texanimInit - ERROR ERROR : hmfcb nothing objcbClearHmf - ERROR #1 objcbClearHmf - ERROR #2 Used CB error! <%02x> next = %08x back = %08x parent= %08x bros = %08x child = %08x instCB= %08x type=%02x prio=%02x flag=%02x nchild=%02x id=%02x ERROR : niffcb nothing objcbClearNiff - ERROR #1 objcbClearNiff - ERROR #2 ERROR : dynbgcb nothing dynbgClear - ERROR #1 dynbgClear - ERROR #2 dynbgInit - ERROR ERROR : spbgcb nothing objcbClearSpbg - ERROR #1 objcbClearSpbg - ERROR #2 spbgInit - ERROR ERROR : spspcb nothing objcbClearSpsp - ERROR #1 objcbClearSpsp - ERROR #2 spspInit - ERROR ERROR : splinkcb nothing objcbClearSplink - ERROR #1 objcbClearSplink - ERROR #2 objcgClear - ERROR #1 objcgClear - ERROR #2 CB=%d px=%f py=%f pz=%f sx=%f sy=%f sz=%f rx=%f ry=%f rz=%f matrixSet=%d CMD%d type=%d data=0x%08x status=%d Objcb Size Byte : %d, 0x%x px = %03d , 0x%02x py = %03d , 0x%02x pz = %03d , 0x%02x sx = %03d , 0x%02x sy = %03d , 0x%02x sz = %03d , 0x%02x rx = %03d , 0x%02x ry = %03d , 0x%02x rz = %03d , 0x%02x matrix = %03d , 0x%02x mtxTSR = %03d , 0x%02x mtxXYZ = %03d , 0x%02x matrixSet = %03d , 0x%02x type[%d] = %03d , 0x%02x typedata[%d] = %03d , 0x%02x status = %03d , 0x%02x Warning : glist size over --> glist Size = 0x%x %8d.%04d %04d %04d %04d %04d %08X : .%02X %c %02x
Present at 0x60860 in the ROM are a few more error messages.
diskSetrLoad - ERROR diskSetLoadNML - ERROR diskSetLoadECD - ERROR diskLoad - ERROR diskLoadNML - ERROR diskLoadECD - ERROR
Present at 0x60CA4 in the ROM is text for a possible debug menu for testing the Controller Pak and Rumble Pak.
CONTROLLER NUMBER = %d RETRY CONNECT CONTROLLER PAK MAKE NOTE TEST WRITE TEST READ TEST DELETE TEST SAMPLE = MAKE 16 NOTE SAMPLE = MAKE 123 PAGE = Va Pl In Er %dp=%2d %2d %2d %2d CONTROLLER %d --> SHOCK TEST TOTAL TIME=%d ON TIME=%d OFF TIME=%d
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