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Deadly Arts

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Title Screen

Deadly Arts

Also known as: G.A.S.P!! Fighters' NEXTream (EU/JP)
Developer: Konami Computer Entertainment Osaka
Publisher: Konami
Platform: Nintendo 64
Released in JP: March 26, 1998
Released in US: October 7, 1998
Released in EU: September 1, 1998


DevTextIcon.png This game has hidden development-related text.
RegionIcon.png This game has regional differences.


Development Text

Some development related text can be found throughout the ROM.

0x355050

L1:%d L2:%d
P1:%d P2:%d
episode %d vs %02X stage %2d rec%04X
episode number error(%d)
1st(%2d):%2X-%2X
winner side:%d winner:%d color:%d
P:%d E:%d stage%d
stage loaded(%d)
MAIN STEP out of range:%d

0x355201

A:ptr %x,%x
B:ptr %x
can't Read romUnpress NO [%04x] over _ENDSIZESegmentRomNo

0x37E3A0

SELECT
W-RATE
rank-- point %d time %d
**input name %x %x %x
STEP_WINDOW_CLOSE %d %d
data.pn = %d kind %d %d
calc rank2
----time %d  point %d mode %d
----rank time %d  point %d
plkind %d, battletimer %d
data.pn = %d kind %d %d
in namein nameinPlNum %d***

0x381DC4

NGAEA4
set PAK ID:.%02X
PAK ID zero check
OK:first access
check PAK ID #%d
same ID on #%d
 #%1d[%2X]
FOUND R-PAK
NO PAK
TRANS ERROR
NOT R-PAK
done
#%1d 
FOUND CONTROLLER PAK
PAK NOT EXIST 
CHANGED PAK 
BROKEN ID!
UNKNOWN PAK EXIST 
%1d %2d TRANSFER ERROR
%1d %2d NOPACK
%1d %2d PACK CHANGED
%1d %2d FAT ERROR
%1d %2d %4X %8X %2X %6d
editdata  CRC Error(org:%08X now:%08X)
editsave CRC %8X
height %f width %f
check :besttime len(%d) bestplay len(%d), vs len(%d)
syssave CRC %8X
syssave CRC Error(org:%08X now:%08X)
sysfile create
autosave:notepos %02X
done
check#%d

0x38E2A0

??? PROGRAM ERROR
UNKNOWN ERROR

0x38E474

PAK#%1d %dnotes %dpages free
get empty note:%02X
get extension:%02X
new file allocate
create new file
ofs:%6d r/w:%6d rest:%6d
done
remove source file
status changed
last editnote %02X
edit data load error
get ext:%02X
last editnote %02X
edsave:no data
pak_w.from:[%02X]
repair %d:%08X
check retry

0x3F7540

st_wk.status %x
shift set %d
 Throw NG !!
change side
G canseled1
G canseled2
Mae %x
 motion set %dp:%d %d
 THROW status : %dp,%d,%d,%d //
making %d
init:0 
making %d
process set
Dobj set
Dobj Get
init_end
init_sub
dobj
Mtx:%x
size_set
pointer_set
black_exit
init_trans
mmaked at %s
10:34:16
Waza %d,%d,%d
size %d,%x,
Waza thrown:%d
%dNeutral/ani_step=%d
First Attack!! pl%d
OK
NG
Time %d
head: %d
hit %x,%x
dy_jump %f
down_time %d
atari %d
atari size over %d
head%d
R punch%d
R elboe%d
R shoulder%d
L punch%d
L elboe%d
L shoulder%d
R kick%d
L kick%d
sd %x
hit! %d, [%d %d]
hit %d
Player Change!!
 kind %d
step0
step1
step-%d
nage-nuke2
nage-nuke
Damaged !!
 wakeup : %d 
Dmg:%d/.%d
waza max [%d] : %d. %d. %d.  :  %d
Pri.%d
W %x,%x,%x
delete !!
Error %d
Replay 1 
black wait %d
 decode end
Replay End !!
max_stage %d %d. stage %d%d
buffer %x
end address %x:%d
 replay_ptr[%d][%d] = %x  kind %d
Replay Max !!
    address : %x
count %d
    address8 : %x
    address1 : %x 
   l address : %x
   l address8 : %x
   l address1 : %x
step 0 %x: %x 
step 1 :
model dma end
can't Read romUnpress NO [%04x] over _ENDSIZESegmentRomNo
First Attack %d
Tech(waza):%d/%d
Tech(renzoku):%d/%d
Tech(obj):%d/%d
Pena(wait)%d:%d/%d
Pena(back)%d:%d/%d
Pena(same)%d:%d/%d
Judge1 : %x,%x,%x,%x,%x,%x
Judge2 : %x,%x,%x,%x,%x,%x
LargePenary
Large attack
First attack hit
First attack 
First move 
Randam 
Round End Adjust
st status %x
First unhit attack %d !!
First Move %d !!
combo_sum %d
time:%d ave.%3.4f
waza_var %d
pena_sum %d
life_sum %d
waza_sum %d/%d
nage_sum %d anti_sum %d
extra point %d
throw sum:%d
wall sum:%d
------ TRY NAGE
------ TRY OIUCHI
------ TRY MAAI
------ TRY COUNTER
------ TRY GUARD
------ TRY STEP
------ TRY GUARD
>%d ---WAZA CHANGE KIND %d
stagehit BACK  JUMP!
stagehit FRONT JUMP!
AIR CHECK !! %d 
ANITI JUMP MOVE!!
player change called
player change call ok!
------ TRY UKEMI
------ TRY DAMAGE GUARD
------ TRY NAGENUKE
------ TRY QUICK CURE
eri move %d %f
not nowKind return %d
/////pl_backup %x  color %d 
step 4.1
step 4.4
asa %d  rootPtr %x %f  root2Ptr %x %f
now_frameQ %3.2f %3.2f

0x4548C0

available mem:%8X
timer set %d
metamo phase#2 %d
metamo phase#3 %d
metamo phase#4 %d
step0   401
step1   501
change 2p! 2
change 2p! 1
finish!!!!!!!!!!!!!!!!!!!!
preserve enemy info:%02X
R%1d life %d %d
round end status %8X resttime %4d
DOUBLE K.O.
DOUBLE RINGOUT
ringout player exist
replaystep abort
replaystep end
%02X %02X
all end 
tag first player(edit):%02X
updated secret flag 
internal flag:%08X
secret flag:%08X
winpose start
winpose end
passed
winner %4dwin %4dlose ave. %7d
loser  %4dwin %4dlose ave. %7d
accident end (%02X) %02X-%02X:
straight bonus %05d
vsCPU P%1d #%2d: time:%7d point:%7d acd %02X continue %3d
game exit(%02X)
continue %d times
set retry flag %02X(%02X) %02X(%02X)
(Source: Ferrox)

Regional Differences

Europe/Japan USA
GASPFightersNextream-title.png DeadlyArts-title.png
  • When the game was released in North America, the title was changed from G.A.S.P!! Fighters' NEXTream to Deadly Arts.
  • The title screen was completely redesigned.
  • The "PUSH START" text uses a different font.