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Bomberman Generation

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Title Screen

Bomberman Generation

Developer: Game Arts
Publishers: Hudson Soft (JP), Majesco (US), Vivendi Universal Games (EU)
Platform: GameCube
Released in JP: June 27, 2002
Released in US: June 3, 2002
Released in EU: December 6, 2002


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article

Hmmm...
To do:
  • Regional differences. (e.g. different button icons)
  • More prerelease info.

Bomberman Generation is the first GameCube Bomberman game and sequel to the Nintendo 64 games. Bomberman (and occasionally Max) must try to reclaim the Bomb Elements scattered across Planet Tentacalls (yes, really) before the Hige Hige Bandits & Crush Bombers get their hands on them.

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info

Debug Mode

Most versions include a complete debug mode, enabled using the /sys/system.ini file referenced below. The one exception is the Europe release, which disables the debug overlay when starting the game. The extra line in the European code prevents this, so that the debug mode can be used on that version as well.

Gecko Codes

The following Gecko codes adjust the /sys/system.ini file at runtime.

  • Enable Debug Mode: enables all debug functionality
  • Initial Debug Mode: defaults the debug overlay to on instead of off
  • Debug Controller Number: set which controller (replace x on the second line with 0-3) is the debug controller

With two controllers available, only the first code is necessary to access debug mode. When not using the "Debug Controller Number" code, the debug controller is the one in port 2. The display will default to off, but can be toggled at will using the debug controller.

Enable Debug Mode Initial Debug Mode Debug Controller Number
Japan (Demo)
207E8E08 20300909
007E8E09 00000031
E0000000 80008000
207E8E44 3D203009
007E8E46 00000031
E0000000 80008000
207E8E7C 3D203109
007E8E7E 0000003x
E0000000 80008000
Japan
207F3F68 20300909
007F3F69 00000031
E0000000 80008000
207F3FA4 3D203009
007F3FA6 00000031
E0000000 80008000
207F3FDC 3D203109
007F3FDE 0000003x
E0000000 80008000
USA
207FDDE8 20300909
007FDDE9 00000031
E0000000 80008000
207FDE24 3D203009
007FDE26 00000031
E0000000 80008000
207FDE5C 3D203109
007FDE5E 0000003x
E0000000 80008000
USA (Rev 1)
207FC6A8 20300909
007FC6A9 00000031
E0000000 80008000
207FC6E4 3D203009
007FC6E6 00000031
E0000000 80008000
207FC71C 3D203109
007FC71E 0000003x
E0000000 80008000
Europe
2083D508 20300909
0083D509 00000031
E0000000 80008000
00303357 00000080
2083D544 3D203009
0083D546 00000031
E0000000 80008000
2083D57C 3D203109
0083D57E 0000003x
E0000000 80008000

Controls

Normal Game

Note: When using the port 1 controller as the debug controller, all debug inputs require the Y button to be held at the same time. Setting the debug controller to any other slot does not have this requirement.

  • Y and B simultaneously: show/hide the debug overlay
  • D-pad or analog stick Up/Down: navigate the debug menu
  • D-pad or analog stick Left/Right: toggle debug menu options
  • R: confirm selection
  • L: cancel selection
  • Z: dim gameplay screen (makes debug menu easier to read)

When Collision is set to OFF in the Gimmick > Party menu, an additional input is added on the port 1 controller:

  • D-pad Up/Down: adjust player's 'y' height

Battle Game

In the battle game, the port 1 controller controls all debug functionality regardless of debug controller setting.

  • L+X: frame advance mode
    • X: advance frame
    • Start: resume normal gameplay
    • Z: dim gameplay screen

Menus

  • GRAPHIC
    • PERFORMANCE: memory load stats
    • CAMERA: camera settings
    • LIGHT: lighting settings
    • DISP: toggle rendering various actors, collision info, etc.
    • EFFECT: fade effects?
    • OBJECT: position and other stats for currently loaded objects
    • BG
    • PARTICLE: modify particle effects
    • ICON: empty
    • TEXTURE: empty
  • GIMMICK
    • HTA: toggle various collision type displays
    • PARTY: toggle player display, collision, free movement and stats (e.g. bomb level, invulnerability)
    • CHARACTER: stats about other characters
    • CHARACTER MOVE: control character (player and other) movement, doesn't seem to work
    • OCC
    • OCCS
    • CAMERA SCRIPT: test and edit scripted camera movements
    • MAP_JUMP
  • HARD
    • MEMORY[BYTE]: view memory separated into bytes
    • MEMORY[WORD]: " words (2 bytes)
    • MEMORY[LONG]: " longwords (4 bytes)
    • MEMORY[BIN]
    • MEMORY[RBIN]
    • CARD: memory card stats
    • PAD: port 1 controller values
    • PERFORMANCE2
  • MUSIC
    • SOUND MGR
    • SOUND
    • MOS
  • SCNR
    • SCNR CONTROL
    • SCNR MUSIC TBL
    • SCNR MEMORY[HEX]
    • SCNR MEMORY[BIN]
    • SCNR MEMORY[TYPE HEX]
    • SCNR MEMORY[TYPE BIN]
    • SCNR FLG DATA
(Source: Original TCRF research)

Leftover Development Configuration Files

Hmmm...
To do:
Find out if changing any of the other flags affects the game in any way. Also, fix this thing up and clarify many of the things here.

Several INI configuration files can be found in the directory /root/sys, which were used to control the game's environments during development. The files are in Japanese in all releases of the game.

/root/sys/flag.ini

; システムフラグ 
; 2種類の書式があります.
;	書式1
;		(フラグナンバー)=(値)
;	   この場合,フラグナンバーには10進の値を指定します.
;	書式2
;		(バイトオフセット),(ビット)=(値)
;	  この形式では「何バイト目の何ビット目」で指定します.バイトオフセ
;	 ットは16進("0x" なし),ビットは 0 ~ 7 で指定します.
;  書式1・2ともに値には 1 または 0 を指定します.
; ※ system.ini より後に読み込まれるので,こちらのほうが優先度が高くなります.
; ※ビットナンバーの範囲チェックはしていません.間違えればワークを破壊します.
; ※例によって,';', '#' 以降はコメントとなります.
; 
; ※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※
; ※※※※※※   flag.ini は ノーマルゲーム直接起動のときのみ有効です ※※※※※※
; ※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※


[SYSTEM]
;80 = 0		; 形式1でのモンスター表示禁止
;18,7=0		; 形式2でのペリフェラルロック


[SCNR]

[MAP]
;1   = 1		; エリア 1110 クリア

;32  = 1		; ワールド 1 クリア

[MINIGAME]
;1   = 1		; ミニゲーム 01 をクリアした  ; ボンジージャンプ

[CHARBOM]
;1   = 1		; ステゴドン-キック

;21  = 1		; 水ボム

;25  = 1		; 水風船

[ITEM]
;1   = 1		; イナズマカード 01 -MAP1110

;101 = 1		; ハートの器 1   -MAP1110

[GAME]

[LOCAL]
; System Flags
; There are 2 formats:
;	Format 1
;		(Flag Number)=(Value)
;	   In this case, Flag Number is set to a decimal value.
;	Format 2
;		(Byte Offset),(Bit)=(Value)
;	  In this case, which bit of which byte is set. Byte offsets
;	 are hexadecimal numbers (without "0x"), the bit is a number between 0 - 7.
;  Formats 1 / 2 together set 1 or 0 to the value.
; ※ This file loaded after system.ini, therefore it has a higher priority.
; ※ No checks are done for the bit number's range. If it's wrong, the game will crash.
; ※ As usual, stuff after ';' or '#' is a comment.
; 
; ※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※
; ※※※※※※       flag.ini is only valid                    ※※※※※※
; ※※※※※※       when directly starting a normal game.     ※※※※※※ 
; ※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※


[SYSTEM]
;80 = 0		; Format 1, Prevents monsters from spawning
;18,7=0		; Format 2, Peripheral lock


[SCNR]

[MAP]
;1   = 1		; Area 1110 Clear

;32  = 1		; World 1 Clear

[MINIGAME]
;1   = 1		; Cleared minigame 01  ; Bungee Jump

[CHARBOM]
;1   = 1		; Stegadon Kick

;21  = 1		; Water Bomb

;25  = 1		; Water Balloon

[ITEM]
;1   = 1		; Lightning Card 01 -MAP1110

;101 = 1		; Heart Container 1   -MAP1110

[GAME]

[LOCAL]

SYSTEM has a couple of variables used throughout the game, while MAP refers to the Overworld and CHARBOM refers to the Character Set used.

/root/sis/normal.ini

[START_OPTION]
start_map   = 1110	; 開始マップ                    (0000~ffff)
start_point = 0000	; 開始マップ出現位置インデックス(0000~ffff)
			; 1000 キャラボンバトルからの帰還用出現ポイント
			; 2000 ミニゲーム        〃      
			; 3000 キャラボン合成       〃      
			; 4000 属性ボム合成        〃      


[BOMBERMAN]
LIFE  = 12		; ライフゲージ初期値(1~ )
BOMB  = 1 		; ボム初期値        (1~6)
SPEED = 0		; 移動速度          (0~9)
LEVEL = 0		; 火力初期値        (0~4)
FALLMOTIONCOUNT = 11	; 落下モーション移行までのフレーム数
BOMJUMPCOUNT    = 4	; ボムジャンプの発生する落下フレーム数

CAMERASPEED = 100		; カメラ回転速度(0.01°単位) 数値を大きくすると早く、小さくすると遅くなる(1~)
				; 以前の設定は[200]でした。
CAMERABOOST = 200		; 高速カメラ回転モード用倍率(%)
CAMERABOOSTTHRESHOLD = 150	; 高速カメラ回転モード倍率適用閾値(0~150)
				;	LRボタンの入力がこの値以上になると高速カメラ回転モードになります.

###########################################
[DEBUG]
# 各項目は 0=OFF,1=ON

INVINCIBLE  = 0		;自キャラ無敵モードの On/Off 切り替え
ALLMAPAVAIL = 0		;全マップ選択可能 On/Off 切り替え
			;※ system.ini で ENABLEDEBUG = 0 のときは無効
[START_OPTION]
start_map   = 1110	; Starting Map                    (0000~ffff)
start_point = 0000	; Starting Map Spawn Location Index (0000~ffff)
			; 1000 Spawn Point for returning after a Charabom battle
			; 2000 Minigame              
			; 3000 Charabom Fusion             
			; 4000 Elemental Bomb Fusion              


[BOMBERMAN]
LIFE  = 12		; Initial Life Gauge Amount(1~ )
BOMB  = 1 		; Initial Bomb Amount        (1~6)
SPEED = 0		; Movement Speed         (0~9)
LEVEL = 0		; Initial Fire Power Amount        (0~4)
FALLMOTIONCOUNT = 11	; Number of frames until transitioning to the falling motion
BOMJUMPCOUNT    = 4	; Number of frames until falling when bomb jumping occurs

CAMERASPEED = 100		; Camera Rotation Speed (Units of 0.01°) Faster when the value is larger, slower when it's smaller (1~)
				; Last Setting was [200]
CAMERABOOST = 200		; Factor for fast camera rotation mode (%)
CAMERABOOSTTHRESHOLD = 150	; Fast Camera Rotation mode factor threshold (0~150)
				; When the L/R Button input's value is greater than this value, it starts the fast camera rotation mode

###########################################
[DEBUG]
# 0=OFF,1=ON for every entry

INVINCIBLE  = 0		;Toggle for Player Invincibility Mode
ALLMAPAVAIL = 0		;Toggle to unlock all maps 
			;※ Invalid when ENABLEDEBUG = 0 in system.ini

This one is very interesting, including several options for enabling debug features. These include making Bomberman invincible, selecting what level he starts on, unlocking all levels, and changing the number of lives available.

/root/sys/system.ini

[INITIALIZE]
PROGRAM_NUM =  3		; 起動プログラム設定
				;	 0	ブート              
				;	 1	タイトル            
				;	 3	ハドソンCIムービー(製品版はここから)
				;	10	オープニングデモ    
				;	11	ノーマルゲームデモ  
				;	12	バトルゲームデモ    
				;	21	ワールド選択        
				;	22	ノーマルゲーム      
				;	24	エンディング        
				;	30	バトルゲーム        
				;	31	バトルミニゲーム    
				;	40	キャラボンバトル    
				;	41	キャラボン合成      
				;	42	ボム合成            


DEMO_MODE   = 0			; 店頭デモモード設定(0:通常,1:店頭デモ)

VIBRATION   = 1			; コントローラ振動 (0:なし,1:あり)
ROTATION    = 0			; 0:Rでカメラ右回り 1:Rでカメラ左回り

[DEBUG]
ENABLEDEBUG      = 0		; デバッグ許可      (0:不許可,1:許可)
INITIALDEBUGMODE = 0		; 起動デバッグモード(0:OFF,1:ON)
DEBUGCONTROLLER  = 1		; デバッグパッド    (0~3:パット番号)
[INITIALIZE]
PROGRAM_NUM =  3		; Program Boot Settings
				;	 0	Boot              
				;	 1	Title            
				;	 3	Hudson CI Movie (Final build starts from here)
				;	10	Opening Demo   
				;	11	Normal Game Demo  
				;	12	Battle Game Demo 
				;	21	World Select        
				;	22	Normal Game   
				;	24	Ending        
				;	30	Battle Game        
				;	31	Battle Minigame    
				;	40	Charabom Battle    
				;	41	Charabom Fusion      
				;	42	Bomb Fusion            


DEMO_MODE   = 0			; Storefront demo mode setting (0:Normal Mode, 1:Demo Mode)

VIBRATION   = 1			; Controller Rumble (0:Off , 1: On)
ROTATION    = 0			; 0:R rotates camera clockwise 1:R rotates camera counterclockwise

[DEBUG]
ENABLEDEBUG      = 0		; Allow debugging (0:No , 1:Yes)
INITIALDEBUGMODE = 0		; Boot Debug Mode (0:OFF,1:ON)
DEBUGCONTROLLER  = 1		; Controller used for debugging    (0~3: Pad Number)

Even more interesting is this one, which seems to be able to select different debug modes and test screens. DEMOMODE appears to turn on or off a Demo, VIBRATION turns on or off Rumble Support, while the bottom three enable some sort of debug modes, or possibly flags to allow the game to boot into debug mode. DEBUGCONTROLER sets which controller handles debug mode (controller 2 by default). ENABLEDEBUG allows the debug mode to run, while INITIALDEBUGMODE turns said debug mode on.


(Translation: Shirobon)