We have upgraded to the latest version of MediaWiki and now support TLS1.2 and transcoding!
Please contact us via Discord or Twitter if you experience any problems.

Digimon Adventure (Game Boy Advance)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Digimon Adventure

Developer: Sintax
Platform: Unlicensed Game Boy Advance

AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.
PiracyIcon.png This game has anti-piracy features.

A port of the unlicensed SNES game of the same name, used as the basis for at least 13 other unlicensed games - which are mostly just graphics swaps of each other.

The ROM of this game surfaced via a private Chinese forum and is believed to have been leaked by a former Sintax staff member. One of the cartridge is discovered by a twitter user yySintax.

Whether or not it was ultimately released as a Digimon game, the available ROM is almost certainly from a prototype version, as even by bootleg standards it's outrageously buggy and incomplete: bosses can't be defeated and eventually just vanish, bottomless pits don't work, music doesn't play where it should and plays where it shouldn't, crucial moving platforms spawn only when they feel like it, there's no pause function, springs and health pickups don't work, and falling through the floor is a common occurrence. Most of these bugs were fixed in the released variants, so they can at least be played through to the end.

Unused Levels

The game has all four levels and both bosses from the SNES version (albeit in a different order), but since the first boss can't be defeated it's ordinarily impossible to progress beyond that point.

By modifying memory address 0x03005000 (CodeBreaker code 33005000 00??) to one of the following values on the stage intro screen, you can access any area, including the ordinarily inaccessible ones:

  • 00 - Stage 1
  • 01 - Stage 2
  • 02 - Boss 1 (uses "Stage 3" intro screen)
  • 03 - Stage 3 (uses "Stage 4" intro screen)
  • 04 - Stage 4 (glitched intro screen)
  • 05 - Boss 2 (glitched intro screen)

The game only has title graphics for Stage 1-4, but includes boss stages in its numbering, leaving Stage 4 and the final boss with glitched intro screens. This is fixed in the released versions.

Value 07 or higher loads the ending. 06 loads a glitchy area, presumably loaded from non-level data, but the fact that it loads at all and doesn't skip directly to the ending may indicate an intent for another stage.

Debug Code?

Pressing Select + Start during gameplay sends you directly to the continue screen. This is useful if you get stuck somewhere, which you will.

This behaviour is not found in the released versions, which implement a pause screen on Start.

Unused Music

The sound engine and music for this game was provided by fellow (and much more talented) unlicensed developer, Vast Fame. Unfortunately, Sintax clearly had no clue how to use it.

In this version, the title screen, continue/game over screens, level intro screens, and ending all play no music whatsoever, substituting either silence or a constant tone depending on your emulator (behavior on a real system has yet to be confirmed). Every level has the same music, but defeating certain enemies causes another track to start playing, while other enemies appearing onscreen can cause the music to stop completely.

Released variants fixed the title screen music, but initially retained the strange enemy-related behavior; later games fixed that too, but at the cost of literally the same music track playing throughout the entire game beyond the title screen.

What this whole mess means is that a maximum of three different music tracks may be heard throughout all known versions of this game:

  • Digimon Adventure prototype: regular level music, defeated-random-enemy music
  • Early released variants: title screen, regular level music, defeated-random-enemy music
  • Later, "fixed" released variants: title screen, regular level music

However, the game actually contains 10 different songs, leaving seven which are never heard anywhere. Some are versions of tracks from previous Vast Fame games with added PCM percussion.

Level Music Modifier

To do:
Record the unused music
To do:
Make codes for the recently dumped Mario DX, Teenage Mutant Ninja Turtles 2, Rayman IV, etc.

ROM location 0x1BC contains the ID of the level music, set to 22 by default. By modifying this value to one of the following values, you can replace it with one of the unused tracks.

  • 21 - Title screen music used in subsequent games
  • 22 - Default level music
  • 23 - Unused
  • 24 - Unused
  • 25 - Unused, battle music from Shi Kong Xing Shou
  • 26 - Unused
  • 27 - Unused
  • 28 - "defeated random enemy"
  • 29 - Unused
  • 2A - Unused

Note that this version seems to have some issues with music playback, noticeably affecting the regular level music (which plays normally in released versions). Therefore, the unused tracks may not sound exactly as intended when played in this manner.

Title Screen - Happy Birthday

Song ID 3F is a sampled instrumental edit of the song Happy Birthday by Kyoko, the ending theme of the first Detective Conan movie.

It's likely that this was supposed to be the title screen music: Vast Fame's own Digimon Ruby used a sped-up version of Brave Heart from the Digimon Adventure anime in the same way. Happy Birthday does bear some resemblance to Brave Heart, so it's possible it was being used as a placeholder until a recording of the latter song could be found.

Currently, the game attempts to play song 21 on the title screen (as heard in the released variants), but fails to do so, as the code is seemingly still expecting a single sample at this point. Changing ROM location 0x128 from 21 to 3F in the unmodified ROM will restore Happy Birthday.

Sound Effects

Some of the game's sound effects are taken from Pokémon Gold and Silver, and IDs 41-FF will play various Pokémon sound effects and jingles, most of which are not used in this game.

It also makes use of an additional set of sound effects, which can seemingly only play during gameplay and when some sprite-related action has taken place, using IDs 101-116. The source of these additional sound effects is unknown, but it may be a Konami game, as 10C is the distinctive Konami pause sound.

Partial Restoration Patch

Download.png Download Digimon Adventure music patch
File: Digimon_Adventure_GBA_Music_Patch.zip (484 B) (info)
Current version: 1.3

This patch does the following:

  • Restores Happy Birthday to the title screen.
  • Makes the game load the level music ID from RAM location 0x03001000 instead of ROM, making it easier to modify on the fly using cheat codes.
    For example, CodeBreaker code 33001000 00?? can be used with one of the above listed IDs replacing "??".
  • Plays different music in each level!
  • Prevents enemies from replacing or stopping the music by forcing a valid sound effect to be played instead.

It is worth noting that it does not work properly on the Released variants. A user named SuperOnion64 tested it, and it doesn't work properly, aside from the music.

Unused Graphics

To do:
Rip these graphics.
Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Can the Greymon evolution still be triggered somehow?

In the SNES version, Agumon will digivolve into Greymon if you fill your lifebar more than halfway. In the GBA version, you start out as Agumon with more than half health already, and since health pickups are non-functional, the evolution is never triggered. However, Greymon's sprites and those for the evolution animation are still present in the ROM.

Revisional Differences

To do:
Add pictures of the variants.
To do:
Check out if the recently dumped Mario DX, Teenage Mutant Ninja Turtles 2, Rayman IV, etc. have leftovers from Digimon Adventure.

While the original Digimon Adventure was seemingly never released, Sintax hacked and re-released variants of it countless times, changing the graphics to be based on other franchises. Most, if not all of them, share the same level layouts as each other, though sometimes swapping the level order. They suffer from many glitches (particularly with trying to jump on the damn clouds), though they're still less glitchy than the original. The known revisions are:

  • Aladdin 2
  • Crash Advance IV
  • Crash Bandicoot 3: Warped
  • Digimon - ruby and sapphire
  • Donkey Kong II
  • Harry Potter IV
  • Lord of the Rings IV
  • Mario DX (AKA Super Mario DX)
  • Rayman IV (AKA Rayman - sunshine of trip)
  • Sonic 3 - Fighter Sonic
  • Teenage Mutant Ninja Turtles 2
  • Ultraman - Confrontation Between Justice And Evil
  • X-Man - Armour of Might

It is worth noting that Digimon - ruby and sapphire is not the same as the unreleased Digimon Adventure prototype, featuring Guilmon instead of Agumon.

Copy Protection

Sintax found it very important to ensure their terrible, identical knock-off platformers weren't used by other manufacturers (which is quite ironic, since they're all ripped off of the SNES Digimon Adventure anyway), a tool called "YJencryption" was used to mess around with the data, making them extremely hard to dump and emulate. The other cartridges presumably use the same or similar encryption methods.

(Source: http://hhug.me/)