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Cyber Troopers Virtual-On: Oratorio Tangram (Arcade)

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Title Screen

Cyber Troopers Virtual-On Oratorio Tangram

Developer: Sega AM3
Publisher: Sega
Platform: Arcade (Model 3 Step 2.0)
Released in JP: March 15, 1998


DevTextIcon.png This game has hidden development-related text.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.


Cyber Troopers Virtual-On Oratorio Tangram is the second in the series to use Sega's Twin Stick.

Unused Sound

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Other unused Sound may exist and should be investigated.

If any of the listed Sounds are used, please delete them.
We have not been able to confirm the Sound mainly for communication games.

Also check Ver 5.66.

There are numerous unused BGM and SEs in the game.

Sound set ID&Name Notes
VOICE 34 v_fym Voice for VIRTUAROID selection screen of Fei-Yen series

Voice present only in Model 3 games, never appeared in other media in the series, so we do not know what the VIRTUAROID looks like.

VOICE 35 v_fyb Voice for VIRTUAROID selection screen of Fei-Yen series

This is Fei-Yen the bunny VIRTUAROID selection SE, which was later presented as a high-end CG

VOICE 37 v_bra Voice for VIRTUAROID selection screen of BRADTOS
VOICE 38 v_tan Voice for VIRTUAROID selection screen of TANGRAM
VOICE 43 vf_fact unknown

Believed to be unused stage voice.

SYSTEM SE 35 siren_00
GAME BGM 21 approach3 BGM used in OMG for communication battles
FIELD BGM 17 tangram2 Unused Tangram Battle BGM

Development Text

Present at 0x34C59C in the main CPU.

[           ]       [X ->     ]  [Y ->     ]
[WEAPON EDIT]       [X -> Tate]  [Y -> Yoko]
* EDIT *
No.[%4d]
     [ %30s ]
 Name[ %30s ]
LOCK_X [%s]  
ON 
OFF
LOCK_Y [%s]  
1->2   [%s]  
2->1   [%s]  
HM_Near[%s]  
BOMB   [%s]  
Hane   [%s]  
N_LOCK [%s]  
FIRE_angX      
FIRE_angY      
FIRE_angXmaxUP 
FIRE_angXmaxDWN
FIRE_angYmax   
Speed_BASE1    [%4d.%03d]
Speed_MAX1     [%4d.%03d]
Speed_MIN1     [%4d.%03d]
Accel1         
Accel_STIME1   [%4d]
Accel_Cnt_MAX  [%4d]
1->2_Cnt_MAX   [%4d]
Speed_BASE2    [%4d.%03d]
Speed_MAX2     [%4d.%03d]
Speed_MIN2     [%4d.%03d]
Accel2         
Accel_STIME2   [%4d]
Accel_Cnt_MAX2 [%4d]
HomingX1       
HomingY1       
HomingCnt_MAX1 [%4d]
HomingX2       
HomingY2       
HomingCnt_MAX2 [%4d]
HomingXN       
HomingYN       
HomingN_r      [%4d.%03d]
Count_MAX      [%4d]
Kinsetsu       [%4d.%03d]
Hane_Keisu     [%4d.%03d]
Gravity        [%4d.%03d]
Gauge_MAX      [%4d]
Gauge_Cost     [%4d]
BOM_Power      [%4d]
BOM_Stab       [%4d]
BOM_React      [%+4d]
Power_BASE     [%4d]
Power_MAX      [%4d]
Power_MIN      [%4d]
Power_Dec      
Balance_BASE   [%4d]
Balance_MAX    [%4d]
Balance_MIN    [%4d]
Balance_Dec    
React_BASE   [%4d]
React_MAX    [%4d]
React_MIN    [%4d]
React_Dec    
Damage [%18s]
ColiType       [%15s]
Coli_X         
Coli_Y         
Coli_Z         
Radius         [%4d.%03d]
Radius_X       [%4d.%03d]
Radius_Y       [%4d.%03d]
BombColiType   [%15s]
BOM_Radius     [%4d.%03d]
BOM_Radius_X   [%4d.%03d]
BOM_Radius_Y   [%4d.%03d]

Present at 0x34CE08 in the main CPU.

[                    ]
[WEAPON PRIORITY EDIT]
       %10s   
 Name[ %10s ]
      NTBFFSBB NTBFFSBB NTBFFSBB NTBFFSBB NTBFFSBB NTBFFSBB   
      RRRDDDDD RRRDDDDD RRRDDDDD RRRDDDDD RRRDDDDD RRRDDDDD   
          D D      D D      D D      D D      D D      D D    
                                                              
      STAND    JUMP     CROUCH   HORIZ    RIZE     DECENT     
%6s
     +--------+--------+--------+--------+--------+--------+  
 W PW|                                                     |  
 W DF|                                                     |  
 B PW|                                                     |  
 B DF|                                                     |  
 WATR|                                                     |  

Present at 0x3541F5 in the main CPU.

DownSide
 UpSide
 H:Both3
 H:Both2
 H:Both1
 H:Right3
 H:Right2
 H:Right1
 H:Right
 H:Left3
 H:Left2
 H:Left1
 H:Left
 Bend
 Down
 Special
 Lose
 Win
 In_Fight
 Temble
 Fire
 Guard
 Turn
 Jump
 Slide
 Shit
 Dash
 Walk
 Neutral
 H:Both
DD
UU
RR
LL
BB
FF
 Quick
 Throw
 Type2
 Type1
 Paralell
 [Special]
 [Hyper]
 ->
 TakeOff
 Ready
 [Break]
 [Turbo]
 [Jump]
 [Space ]
 [Ground]
A 
BH
Motion Test.
M:
Normal
Hold  
F:%3d / 
%3d
N:%3d / %3d
gf:
1
0
gm:
gp:
[%s]
P1:%08x
P2:%08x
[ GAMMA EDITOR ]
   X[%3d]
Data[%3d]
[   %02x:   ]
[SPACE MOVE]
[%3d.%d]
Np1[%f]
Np2[%f]
[FOG EDITOR]
fog_N[%+f] fog_d[%+f]
fog_F[%+f] fog_l[%+f]
R[%02x]G[%02x]B[%02x]
LX[%04x]LY[%04x]AMB[%02x]
(Source: Original TCRF research)