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Dig & Spike Volleyball

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Title Screen

Dig & Spike Volleyball

Also known as: Volleyball Twin (JP)
Developer: TOSE
Publishers: Hudson Soft (US), Tonkin House (JP)
Platform: SNES
Released in JP: November 27, 1992
Released in US: December 1993

DebugIcon.png This game has debugging material.

So very stubbly.
This page is rather stubbly and could use some expansion.
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Unknown Debug Function

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.

At the coin flip screen, on controller 2, hold Y+L and press A, then hold Down+R and press B. At the beginning of the match, this screen will appear, allowing you to edit some unknown data (stored beginning at RAM address 7E5E68 in the US version).

The controls for this screen (on controller 1):

  • B/X: Increase/decrease the selected value.
  • Y: Switch between pages 1 and 2.
  • L: Load preset values for the current page.
  • Start: Exit.

In order for the values entered here to actually take effect (whatever that means), Start must be held continuously until the music changes. During any subsequent coin flip, entering only the first part of the code (Y+L then A) will allow you to reuse these values (by holding Start) without invoking the editor.

Graphics Viewer


A screen for viewing sprites and animations was also left in the game, though the programming was not updated to reflect the different RAM addresses used by the US version of the game.

To access it, use the Pro Action Replay (PAR) codes 01A50B4C + 01A50C27 + 01A50DBA with the Japanese version.

At the title screen, use Down to increase and Up to decrease the value stored at RAM address 7E00A0, selecting one of three functions:

  • 00: Main menu.
  • 01: Sprite viewer.
  • 02: Animation viewer.

With either the sprite or animation viewer selected, press X to view the indoor volleyball player sprites and either B or A to view the beach volleyball player sprites.

The screen is basically identical for both viewers. The numbers on the left and right represent the current frame and animation, respectively. Up/Down increase/decrease either the current frame number or animation number, and B/A play the currently selected animation, if applicable.

(Source: Original TCRF research)