Dead Connection
Dead Connection |
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Developer: Taito This game has unused graphics. |
Dead Connection is...well, let's let the arcade flyer describe it:
"It's America in 1950. The mafia runs rampant throughout the country. Drugs flood the streets and criminals strike with impunity. Amid the decadence stand four detectives determined to stop the evil dead in its tracks.
Philip Lloyd, James Chandler, Eddie Carlton and Gary Cougar each brings his own special expertise to the project. Their task is to uncover the secrets of illegal ledgers, counterfeit money and dubious briefcases which will serve as evidence.
With the team hot on the heels of Nelojia[sic], the man who calls the shots, the veil of darkness is about to be lifted."
TL;DR: Kill everyone, steal their stuff.
Contents
Debug Functions
Exception Handler
This game has a basic exception handler that displays the exception name, the values of the program counter, stack pointer, and data/address registers, and the internal task number at the time of the crash.
Test Mode Menu
Place the following code in MAME's deadconx.xml cheat file and enable it to replace the normal service mode with a test menu:
<cheat desc="Test Mode Menu"> <script state="run"> <action>maincpu.mw@0C8C8=3A36</action> </script> <script state="off"> <action>maincpu.mw@0C8C8=CC66</action> </script> </cheat>
Use 1P Joystick to navigate the menu and 1P Start to select a test. "Return to Game" will reset the game; be sure to turn the Service Mode dip switch off before selecting this to avoid being sent back to the menu.
Please note that in most of these tests, any input on the 1P Joystick will produce a loud explosion sound. Maybe turn the volume down.
Mask Character Test
Displays the contents of the "Mask", or HUD, graphics ROM.
Controls
- 1P Joystick: Scrolls through character set.
- 1P Button 1 / Button 2: Changes the current palette.
- 1P Start + 2P Start: Exits to main test menu.
Object Character Test
Displays every assembled sprite graphic in the game.
Controls
- 1P Left / Right: Adjusts current frame number by 1.
- 1P Up / Down: Changes the "Zoom" number, which doesn't have any effect on the sprite in the release version.
- 2P Left / Right: Adjusts current frame number by 100.
- 2P Up / Down: Changes the "ROM Assign" number, which is used to load different sprite banks. The appropriate sprite bank for each frame is as follows:
- 0000 to 1411: Common (00)
- 1412 to 1676: Obj E (04)
- 1677 to 1990: Obj F (05)
- 1991 to 2176: Obj G (06)
- 2177 to 2439: Obj H (07)
- 2440 to 2694: Obj I (08)
- 2695 to 2953: Obj J (09)
- 2954 to 3065: Obj K (0A)
- 3066 to 3148: Obj L (0B)
- 3149 to 3239: Obj M (0C)
- 3240 to 3273: Obj N (0D)
- 3274 to 3279: Obj O (0E)
- 3280 to 3286: Obj P (0F)
- 1P Start + 2P Start: Exits to main test menu.
Screen Character Test
Displays the game's assembled foreground and background graphics.
Controls
- 1P Left/Right: Scrolls between screen blocks.
- 1P Start + 2P Start: Exits to main test menu.
Map Make
Choosing this option will first display a round select menu. Press 1P Joystick to change the round and 1P Start to load that round.
After that, the user will be taken to another menu that lets them choose between editing the code or height values for each layer of a given round.
The map maker codes checks input for 2P Button 3, which isn't used anywhere else and isn't normally referenced in MAME. Put this code in deadconx.xml to replace those checks with ones for 2P Start:
<cheat desc="Map Make Fix - 2P Input"> <script state="run"> <action>maincpu.mw@1786E=0007</action> <action>maincpu.mw@17A80=0007</action> <action>maincpu.mw@17ADE=0007</action> </script> <script state="off"> <action>maincpu.mw@1786E=0006</action> <action>maincpu.mw@17A80=0006</action> <action>maincpu.mw@17ADE=0006</action> </script> </cheat>
Controls
- 1P Up / Down: Moves the cursor.
- 1P Button 1: Loads data for the selected option.
- 2P Start: Loads the next menu...
...the template menu. This should load a blank template, but in the final game this is identical to the previous menu.
Controls
- 1P Up / Down: Moves the cursor.
- 1P Button 1: Loads data for the selected option.
Normal | Fixed |
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Unfortunately, no matter what option is selected, the map editor is pretty broken. When the map first loads, it copies the round's collision and height data from ROM, then tries to make a duplicate of that data by writing to ROM addresses 0x60000 to 0x6437F. This obviously isn't possible in the release version, which is read-only. When the game tries to display collision and height data, it again loads from the same range, 0x60000 to 0x6437F. This space is occupied by other, unrelated data in the final game, leading to the garbled mess in the screenshot above.
The following MAME code will make the game copy and write temp collision and height data to RAM instead:
<cheat desc="Map Make Fix - RAM Write"> <script state="run"> <action>maincpu.md@178E4=0010B000</action> <action>maincpu.md@17AAA=0010B000</action> <action>maincpu.mw@17CC0=0010B000</action> <action>maincpu.mw@17E0E=0010B000</action> </script> <script state="off"> <action>maincpu.md@178E4=00060000</action> <action>maincpu.md@17AAA=00060000</action> <action>maincpu.mw@17CC0=00060000</action> <action>maincpu.mw@17E0E=00060000</action> </script> </cheat>
Note that this still won't allow the user to save their changes to ROM.
Controls
- 1P Joystick: Moves the cursor.
- 1P Button 1 / Button 2: Adjusts the selected tile.
- 2P Left / Right: Changes the value of the second color of the first FG/BG palette (10).
- 2P Start: Loads the save menu.
The save menu would allow the user to save or discard changes, but, as previously mentioned, the retail game can't save anything so both options are identical.
- 1P Up / Down: Moves the cursor.
- 1P Button 1: Chooses the selected option.
Screen Position Check
A basic test of the five background layers and object graphics. The game places a red square on each layer and a cursor at the top-left corner.
Controls
- 1P Joystick: Moves the "Object" cursor.
- 1P Start + 2P Start: Exits to main test menu.
Haikei Display Test
Like "Map Make", choosing this option will bring up a round select menu. Controls are identical.
This displays the Screen0 layer for each round. There's no code to load the other two layers.
Controls
- 1P Button 1: Exits to Round Select menu.
- 1P Start + 2P Start: Exits to main test menu.
Partial 4 Player Support
There are a few pieces of evidence that the game was initially going to support up to four players, with the most obvious being the 3P and 4P input columns in the game's test mode.
Another remnant can be seen by modifying the player ID bytes. They are normally set to 00 for 1P and 01 for 2P, but they can be set to 0x0002 (3P) or 0x0003 (4P) by putting the following codes in MAME's deadconx.xml cheat file:
<cheat desc="Change 1P ID"> <parameter> <item value="0x0000">1P</item> <item value="0x0001">2P</item> <item value="0x0002">3P</item> <item value="0x0003">4P</item> </parameter> <script state="run"> <action>maincpu.pw@10348A=param</action> </script> <script state="off"> <action>maincpu.pw@10348A=0x0000</action> </script> </cheat>
<cheat desc="Change 2P ID"> <parameter> <item value="0x0000">1P</item> <item value="0x0001">2P</item> <item value="0x0002">3P</item> <item value="0x0003">4P</item> </parameter> <script state="run"> <action>maincpu.pw@103532=param</action> </script> <script state="off"> <action>maincpu.pw@103532=0x0001</action> </script> </cheat>
Changing the bytes loads unique 3P and 4P cursors in the player select. Note that actually moving the cursors requires a custom build of MAME to support 3P and 4P input.
Don't get too excited, though. Besides the cursors, there's nothing else implemented for 3P and 4P:
- The player initialization subroutine at 0x1BA26 lacks the code to support 3P and 4P initialization.
- The first port will always use 1P input and the second port will uses 2P input, regardless of their player IDs.
- There are no special 3P or 4P markers.
- The game only tracks the status of 1P and 2P. If both 1P and 2P are dead or abesent, gameplay immediately stops and the game over & continue countdowns will trigger, regardless of whether 3P and/or 4P are still alive.
Location Test Screen
Put the following code in deadconx.xml and then beat any round to bring up a location test screen:
<cheat desc="Location Test Screen"> <script state="run"> <action>maincpu.mw@0D264=0001</action> <action>maincpu.mw@0D374=50CE</action> </script> <script state="off"> <action>maincpu.mw@0D264=0008</action> <action>maincpu.mw@0D374=52BE</action> </script> </cheat>
High Score Names
There are three special high score names, two of which reference the Taito game Pulirula:
JIR | Prints a graphic of Zak in the bottom-left corner. |
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KAT | Prints a graphic of Mel in the bottom-left corner. |
SEX | Name is replaced with "AH." |
Unused Graphics
General
Two sprites for the EPA's lesser-known equivalent of the "Winner's Don't Use Drugs" screen. Even if the region bit at 0x7FFFE is forced to 02 (US), these sprites won't pop up in attract mode.
Frame IDs: 3274-3277
Large sprites of an apple, fedora, and a Tommy gun. All three sprites use sprite bank 0E. The only other sprite in this bank is the brick wall used in the "Push 1P or 2P Button" screen, so it likely would have been used there or in some other attract mode screen.
An animation of a miniature detective running in panic, getting shot and falling to the ground. What fun! These sprites are the only ones in sprite bank 0F, which is never loaded in normal gameplay.
Early |
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Final |
Frame IDs: 0786 (Philip), 0793 (James), 0799 (Eddie), 0805 (Gary)
There are an early set of character mugshots in the game data. The early mugshots are opaque and use the same color background as the 32x32 window they're placed in, while the final mugshots are transparent. The mugshots were later slightly touched up and reshaded.
Frame IDs: 0787-0791 (Philip), 0794-0798 (James), 0800-0804 (Eddie), 0806-0810 (Gary)
The early mugshots have a set of animations for firing, getting hit, and panting at low health. In the final game, the mugshots are static.
Graphics for a barefisted melee attack. In the final game, the player either pistol-whips opponents or uses their weapon as a club depending on the weapon they're carrying.
Frames for the player pulling themselves over a ledge, an action that simply never comes up in the final game.
Frame IDs: 1155-1161 (North), 1166-1172 (West), 1176-1183 (South)
After dying, the player's hat was supposed to fall off and roll to the ground.
Frame IDs: 0677-0684, 0690-0697, 0703-0710 (Briefcase carrier), 0853-0859 (Briefcase)
Animations of the suspenders-wearing enemy carrying a briefcase. If the enemy was shot, the briefcase would fall to the ground, open up and reveal large stacks of cash. The player could then collect the item for a point bonus.
Frame ID: 0865
This baggie filled with a mysterious, possibly illegal substance is the only other unused item.
Two unused yellow arrows. The pointy kind, not the shooty kind.
These hubcaps would have popped off of one of the many black cars seen in the game.
Frame IDs: N/A
Graphics for a small detective and taiyaki. These are loaded with the Zak & Mel heads, but there are no high score names to display these on-screen.
Round 1
The hotel's concierge has a turning animation, but in the final game he always faces straight-on.
The concierge also has an unused crawling animation...
...as does the lady in the black suit.
A small brown briefcase. It fall down. Ha ha.
The hotel desk has a bullet-ridden graphic, but the thing is completely impervious to bullets in the final game.
Round 3
Raw | Chair |
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Frame IDs: 2786-2788
The woman in the purple gown has an animation for getting out of her chair which would have been used at the start of the round. In-game, though, she goes from sitting down to running away instantly.
An animation of grass by one of the restaurant's windows caving in...
Normal | Lit |
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Frame IDs: 2941-2946
...which would be used in conjunction with this animation of a big hole opening up in the restaurant.
This is how it would appear in-game. The position matches with where the car ends up at the start of the round; the floor was probably supposed to buckle under the weight of the car before collapsing.
Normal | Lit |
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Frame IDs: 2947-2952
These wood sprites would surround the above holes.
Frame IDs: 1423-1428, 1432-1435
Numerous sprites of a woman in a pink gown in distress. This is the same woman that is seen taken hostage in the Round 3 ending cutscene - it seems that the developers were planning on having an in-engine cutscene of her being taken hostage, but scrapped it for whatever reason.
Round 4
Frame ID: 3028
This streetlight can be shot 'til the cows come home, but it'll never break.
Another unused animation for the hostage in the pink gown; this one would be used for jumping out of the car at the end of the round. Lady can't catch a break.
Round 5
Frame IDs: 2966-2969 (Crate), 3050-3061 (Debris)
The hanging crate, responsible for many a burn in this round, has an unused animation where it bursts open and its contents fall to the ground. Either it was possible for it to be targeted at some point, or it would have broke the first time it hit the ground. Makes more sense than being able to burst into flames over and over.
Frame IDs: 3001-3003 (Green), 3021-3023 (Red)
Both the red and green conveyor belts have multiple states of disrepair, but they can't be targeted or damaged in the finished game.
Busted-up version of a railing that can't be targeted in-game.
The boss of this round has a climbing animation, but in the final game he's climacophobic and stays on the ground.
Round 6
More unused graphics of a purple-gowned woman looking at things. This time it would be the firebombing that happens at the start of the round. In the final game she just holds on one of her dancing frames until she runs away.
Frame IDs: 1619-1621 (Small), 1625-1627 (Large)
Two unused sets of splashes that are both smaller and larger, respectively, than the one used in the game.
Frame IDs: 1628-1630
A ripple effect for use in the water. Maybe the pool was originally deep enough for the player and/or enemies to drown?
An unused folding beach chair that people would be able to shoot up. Take that, beach towel!
Red and yellow balls that would have floated in the pool, waiting to be burst open by player and enemy alike.
The bridge on the left side of the screen can't be damaged, leaving these broken variants unused.
At one point, the marble flower planter could be kicked and rolled by the player like the statues in Round 1. They're more fragile in the final game and simply break instead.
Round 7
Used | Full |
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Frame IDs: 2157-2171
Fezari had a more elaborate smoking animation: He would light up the cigarette, smoke it for a bit, puff out a bit of smoke, and then throw the cigarette to the ground. Only the three smoking frames are using in the normal game.
Frame IDs: 2149-2153 (Animation 1), 2154-2156 (Animation 2), 2175-2176 (Animation 3)
Even more idle animations for Fezari: Twirling a gun(?) around, adjusting his hat, and taking a look at his surroundings.
The phone booth has frames for opening and/or closing. Looks like it was planned for either the player or an enemy to use the booth as cover.
Damaged variants of the fountain base's mask sprites.
They would be used as such. The interior of the fountain can be damaged, but not the base.
Round 8
Frame ID: 3186-3187 (Lit), 3189-3190 (Broken)
Right and left-facing lamps what could be busted.
This pillar is impervious to damage, so stop trying.
Unused Audio
Music
ID | Track | Comments |
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6C | The prologue track is 85 seconds long, but it only plays for 46 seconds in-game. | |
70 | This presumably would have been used when a second player entered the game. | |
71 | The Round 1 intro song is cut off about two seconds before it can finish. |
Track 6E | |
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Track 79 |
An early version of the "Time Over" track is stored in slot 69. The final version, which removes the beeping intro, is slotted in 79.
Sound Effects
ID | Sound |
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0E | |
15 | |
25 | |
26 | |
2B | |
35 | |
36 | |
49 | |
51 | |
52 | |
5D | |
68 | |
7A | |
7D | |
7F | |
80 | |
81 |
These sound effects...they aren't used. One of them is someone shouting "Oh my God!" so that's pretty fun.
Regional Differences
Japan | World |
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The only difference between the Japan set and other sets is the text at the start of the prologue. For some reason, the year was changed from 1952 to 1953.
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