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Doraemon: Nobita to 3tsu no Seireiseki

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Title Screen

Doraemon: Nobita to 3tsu no Seireiseki

Developer: Locomotive
Publisher: Epoch
Platform: Nintendo 64
Released in JP: March 21, 1997


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


Doraemon: Nobita to 3tsu no Seireiseki is about a king who gets kidnapped by a demon and a girl who gets turned into a fairy. Also, it's basically a poor man's Super Mario 64 with Doraemon's trademark items.

Possible Debug Mode and credits

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

At 0xB7544 is evidence of a possible debug mode.

DORAEMON DEBUG!

Additional text can be found at various parts of the ROM.

0xC0870

0123456789abcdef
0123456789ABCDEF
Firest check EEPROM.
ERROR EEPROM CHECK PROCESS....
Version. %s
File Handle : %d
Item : 0x%llx
[%d] : 0x%x
RAM SIZE : 0x%lx (%d)
ROM SIZE : 0x%lx (%d)
TexRec num : %d
CFB render : 0x%x
SYS CALL : 0x%x
found ! EEPROM
not found ! EEPROM
CONT[%d]: PACK CHECK : SET
CONT[%d]: PACK CHECK : PFS_ERR_ID_FATAL
CONT[%d]: PACK CHECK : PFS_ERR_DEVICE
__SIeventQisEeprom() :
__SIeventQisControllereprom() :
zzVerifyEEPROM() :
Start verify...
make base check sum.
read eeprom data to check work.
make readed check sum.
compare data!!!.
check level 1 error!!!.
End verify...
zzCheckEEPROM()
ret = %d
check header
This EEPROM is virgin.
Write init data :
Write done.
Write top header.
Found Game Data in EEPROM.
load game data to game data structure.
ret = %d
Done. load game data.
Event[%d] : 0x%x
zzSaveEEPROM()
Write game data to EEPROM.
Write Size : %d byte
ret = %d
Write done.
ret = %d
zzAllClearEEPROM()
All Clear EEPROM.
ret = %d
Clear done.
            ^----- RAM Size Over (%d bytes)
***** GAME MODE : OPENING *****
***** GAME MODE : GAME0 *****
***** RAM Area Size (Hex/Dec - byte) *****
Segment : code     : 0x%x / %d
Segment : common   : 0x%x / %d
Segment : mychara  : 0x%x / %d
Segment : motion   : 0x%x / %d
Segment : texture  : 0x%x / %d
Segment : font     : 0x%x / %d
Segment : stage    : 0x%x / %d
Segment : enemy_co : 0x%x / %d
Segment : enemy_ex : 0x%x / %d
Segment : enemy    : 0x%x / %d
Segment : extra    : 0x%x / %d
Segment : opening  : 0x%x / %d
Segment : bg_bp    : 0x%x / %d
Segment : audio    : 0x%x / %d
Segment : cfb      : 0x%x / %d
Segment : zbuffer  : 0x%x / %d
Segment : dynamic  : 0x%x / %d
Total RAM size : 0x%x / %d byte
****************************************************
*************     W A R N I N G    *****************
****************************************************
*                 RAM Size Over                    *
****************************************************
***** ROM Segment Size (Hex/Dec - byte) *****
Segment : code     : 0x%x / %d
Segment : common   : 0x%x / %d
Segment : mychara  : 0x%x / %d
Segment : motion   : 0x%x / %d
Segment : texture  : 0x%x / %d
Segment : font_01_ : 0x%x / %d
Segment : stage_00_00_ : 0x%x / %d
Segment : stage_00_01_ : 0x%x / %d
Segment : stage_00_02_ : 0x%x / %d
Segment : stage_01_01_ : 0x%x / %d
Segment : stage_01_02_ : 0x%x / %d
Segment : stage_01_03_ : 0x%x / %d
Segment : stage_01_04_ : 0x%x / %d
Segment : stage_02_01_ : 0x%x / %d
Segment : stage_02_02_ : 0x%x / %d
Segment : stage_02_03_ : 0x%x / %d
Segment : stage_02_04_ : 0x%x / %d
Segment : stage_03_01_ : 0x%x / %d
Segment : stage_03_02_ : 0x%x / %d
Segment : stage_03_03_ : 0x%x / %d
Segment : stage_03_04_ : 0x%x / %d
Segment : stage_04_01_ : 0x%x / %d
Segment : stage_04_04_ : 0x%x / %d
Segment : enemy_common_ : 0x%x / %d
Segment : enemy_extra01_: 0x%x / %d
Segment : enemy_extra02_: 0x%x / %d
Segment : enemy_grand_  : 0x%x / %d
Segment : enemy_sea_    : 0x%x / %d
Segment : enemy_castle_ : 0x%x / %d
Segment : dictex_ : 0x%x / %d
Segment : castle_ : 0x%x / %d
Segment : boss_01_ : 0x%x / %d
Segment : boss_02_ : 0x%x / %d
Segment : boss_03_ : 0x%x / %d
Segment : boss_04_ : 0x%x / %d
Segment : boss_05_ : 0x%x / %d
Segment : boss_06_ : 0x%x / %d
Segment : boss_07_ : 0x%x / %d
Segment : bg2d_01  : 0x%x / %d
Segment : bg2d_02  : 0x%x / %d
Segment : bg2d_03  : 0x%x / %d
Segment : bg2d_04  : 0x%x / %d
Segment : bg2d_05  : 0x%x / %d
Segment : bg2d_06  : 0x%x / %d
Segment : dynamic  : 0x%x / %d
Segment : opening  : 0x%x / %d
Segment : bank     : 0x%x / %d
Segment : table    : 0x%x / %d
Segment : sebank   : 0x%x / %d
Segment : setable  : 0x%x / %d
Segment : seq      : 0x%x / %d
Total Segment size : 0x%x / %d byte
----- Allocated Events -----
type %d
 %d
 %d
 %d
----- Allocated Events -----

vox: %x
%s
SEQP_PRIORITY
type: %d
note off
status:%d
Audio Heap %d / %d 
Audio Heap %d / %d %d
GAME MODE : 
OPENING FIRST DEMO
OPENING TITLE
FILE_SELECT
Controller Error
zzGame0() : cdata.nextstg = %d , stage_controll = %d
zzGameCntErr() : A
zzGameCntErr() : B
Load BOSS in pause : stage no = %d
Load BOSS in pause : exit
Fatal error in InputBit!
Fatal error in InputBit!
Error writing character
zzTeller.c : _zzPaPColor(1) STACK ERROR
zzTeller.c : _zzPaPColor(0) STACK ERROR
zzTellExec() : receved status END...
zzTellExec() : Invalid status value.
zzTellCall() : setcount = %d
zzTellStagePlay() : setcount ?
zzTellStagePlay() : STATUS_STOP
zzTellStagePlay() : bad status = %d
sched_z: error (time+%d)->status = %d
------------------------------------------
Sound OFF
        Track No.%d
------------------------------------------
DELETE! No.%d
  CAST! No.%d
 (x, y, z)  = ( %f, %f, %f )
 rotatetion = ( 0, %f, 0 )
 set default motion %d, %d
 set default motion %d, %d
at(%f,%f,%f) : eye(%f,%f,%f)
light rot(%f)
rot(%f,%f,%f)
---------- ---------- ---------- ---------- ---------- ----------
PIPELINE MODE : %s
COMBINE  MODE : %s
RENDER MODE   : %s
GEOMETRY MODE : G_LIGHTING G_ZBUFFER 
ALPHA COMPARE : %s
COLOR DITHER  : %s
ALPHA DITHER  : %s
PRIMITIVE COLOR = ( %d, %d, %d, %d )
FOG       COLOR = ( %d, %d, %d, %d )
ENV       COLOR = ( %d, %d, %d, %d )
BLEND     COLOR = ( %d, %d, %d, %d )
---------- ---------- ---------- ---------- ---------- ----------
CHANGE PIPELINE MODE.
CHANGE COMBINE MODE.
CHANGE RENDER MODE.
CHANGE GEOMETORY MODE.
CHANGE ALPHA COMPARE MODE.
CHANGE COLOR DITHER MODE.
CHANGE ALPHA DITHER MODE.
CHANGE PRIMITIVE COLOR R.
CHANGE PRIMITIVE COLOR G.
CHANGE PRIMITIVE COLOR B.
CHANGE PRIMITIVE COLOR A.
CHANGE FOG COLOR R.
CHANGE FOG COLOR G.
CHANGE FOG COLOR B.
CHANGE FOG COLOR A.
CHANGE ENVIRON COLOR R.
CHANGE ENVIRON COLOR G.
CHANGE ENVIRON COLOR B.
CHANGE ENVIRON COLOR A.
CHANGE BLEND COLOR R.
CHANGE BLEND COLOR G.
CHANGE BLEND COLOR B.
CHANGE BLEND COLOR A.
---------- ---------- ---------- ---------- ---------- ----------
PIPELINE MODE : %s
COMBINE  MODE : %s
RENDER MODE   : %s
GEOMETRY MODE : G_LIGHTING G_ZBUFFER 
ALPHA COMPARE : %s
COLOR DITHER  : %s
ALPHA DITHER  : %s
PRIMITIVE COLOR = ( %d, %d, %d, %d )
FOG       COLOR = ( %d, %d, %d, %d )
ENV       COLOR = ( %d, %d, %d, %d )
BLEND     COLOR = ( %d, %d, %d, %d )
---------- ---------- ---------- ---------- ---------- ----------

0xC2FE0

 quu %f 
{%f, %f, %f} %f
pts{%f, %f, %f} %f
scl{%f, %f} 
{r%d g%d b%d}
light{rox%f, h%f}
Demo branch ....
Start Opening First Demo....
Start Edit mode ...
castno = %d
Start World 1 Demo ...
Start World 2 Demo ...
Start World 3 Demo ...
Start Boss Demo ...
Cast boss ...
Cast croud
Cast island
Cast whale
Cast kamome
{GOTO STAGE 1-1
Tellop No. %d
GOTO STAGE 1-2
Tellop No. %d
GOTO STAGE 1-3
Tellop No. %d
GOTO STAGE 1-4
Tellop No. %d
GOTO STAGE 2-1
GOTO STAGE 2-2
Tellop No. %d
GOTO STAGE 2-3
Tellop No. %d
GOTO STAGE 2-4
Tellop No. %d
Tellop No. %d
GOTO STAGE 3-X
Tellop No. %d
GOTO STAGE 3-1
GOTO STAGE 3-2
Tellop No. %d
GOTO STAGE 3-3
Tellop No. %d
GOTO STAGE 3-4
Tellop No. %d
GOTO STAGE 0-1
Tellop No. %d

0xC48D0

0water face: %f
1water face: %f
 you'r time is %d clock!
 OFLAG = %d
----- BOS003COUNT : %d -----
 phase 1
 phase 2
 phase 3
 phase 4
 phase 5

0xC5190

hit point =%d
shadow = %d
 distance = %f
 r1 = %f
 r2 = %f
 r3 = %f
 r4 = %f
 y  = %f
 Scale = %f
Thunder 1
Thunder 2
Thunder 3
 eye = ( %f, %f, %f )
 at  = ( %f, %f, %f )
 boss damage!
ffffff@6
STAGE 13 Event .....
PATH1 = %d
PATH2 = %d
 KAIZOKU NEZUMI SLEEP
 KAIZOKU NEZUMI CHASE
 KAIZOKU NEZUMI IN THE HOME
 KAIZOKU NEZUMI NO ITEM
 ----- DELETE BLOCK %d -----
Cast BLOCK %d(%d)
 cast enemy!
 enemy position = %f, %f, %f
 my    position = %f, %f, %f
urrent group = %d ( %d, %d )
Opening Story Demo Event 2.....
GET ATM : 0x%lx
GO FUNC: %d 
__op_scene_0
__op_scene_1
__op_scene_2
__op_scene_3
__op_scene_4
__op_scene_5
__op_scene_6
__op_scene_7
__op_scene_8...
__op_scene_9...
__op_scene_10...
__op_scene_11...
Opening Story Demo Event (debug).....
tell.....
Opening Story Demo Event.....
CORONA MNO %d
KING MNO %d
__op_scene_0
__op_scene_1
__op_scene_2
__op_scene_3
cdata.item(x) = %llx
GAME OVER .....
Opening Story Demo Event Prolog.....
GET ATM : 0x%lx
GO FUNC: %d 
__op_scene_0
__op_scene_1
__op_scene_2
__op_scene_3
__op_scene_4
__op_scene_5
__op_scene_6
__op_scene_7
__op_scene_8...
__op_scene_8a...
__op_scene_10...
ITM %llx
r %f spd %f
%f %f %f-- %f 
333333>L
%d {x %f/y %f/z %f}
CASE No. %d
Tellop No. %d
Help King!!
Help All Kings!!
sysGameData[%d].data.characterNO = %d
__loadItemCount()-------------------
    item = 0x%llx
    number of item = %d
__loadStone()-----------------------
    item = 0x%llx
    perfect stone
    piece stone
********** fileno = %d
__file_lv0():first
 __file_lv30():NEW
copy : cfile = %d
 __option_lv0():first
return option.....................
rgb 0:0:50 = 0x%x
zzFileSelectSub() : Error Bad Case.
ZZFileSelectSub() : case 8 debug pass
All Clear EEPROM
ZZFileSelectSub() : Case Error : %d
BG Screen init
PAUSE Screen init
OPTION Screen init
zzBGScreenInit(): bad case error ....
Bad case value......zzTexRecSubInit()

0x10B400

G_CC_PRIMITIVE
G_CC_SHADE
G_CC_MODULATEI
G_CC_MODULATEIA
G_CC_MODULATEIDECALA
G_CC_MODULATERGB
G_CC_MODULATERGBA
G_CC_MODULATERGBDECALA
G_CC_MODULATEI_PRIM
G_CC_MODULATEIA_PRIM
G_CC_MODULATEIDECALA_PRIM
G_CC_MODULATERGB_PRIM
G_CC_MODULATERGBA_PRIM
G_CC_MODULATERGBDECALA_PRIM
G_CC_DECALRGB
G_CC_DECALRGBA
G_CC_BLENDI
G_CC_BLENDIA
G_CC_BLENDDECALA
G_CC_BLENDRGBA
G_CC_BLENDRGBDECALA
G_CC_HILITERGB
G_CC_HILITERGBA
G_CC_TRILERP
G_CC_INTERFERENCE
G_CC_BLENDPE
G_CC_BLENDPEDECALA
G_PM_1PRIMITIVE
G_PM_NPRIMITIVE
G_AC_NONE
G_AC_THRESHOLD
G_AC_DITHER
G_CD_MAGICSQ
G_CD_BAYER
G_CD_NOISE
G_CD_ENABLE
G_CD_DISABLE
G_AD_PATTERN
G_AD_NOTPATTERN
G_AD_NOISE
G_AD_DISABLE
G_RM_OPA_SURF
G_RM_AA_OPA_SURF
G_RM_AA_ZB_OPA_SURF
G_RM_RA_OPA_SURF
G_RM_RA_ZB_OPA_SURF
G_RM_XLU_SURF
G_RM_ZB_XLU_SURF
G_RM_AA_XLU_SURF
G_RM_AA_ZB_XLU_SURF
G_RM_ZB_OPA_DECAL
G_RM_ZB_XLU_DECAL
G_RM_AA_ZB_OPA_DECAL
G_RM_AA_ZB_XLU_DECAL
G_RM_RA_ZB_OPA_DECAL
G_RM_AA_XLU_LINE
G_RM_AA_ZB_XLU_LINE
G_RM_AA_DEC_LINE
G_RM_AA_ZB_DEC_LINE
G_RM_TEX_EDGE
G_RM_AA_TEX_EDGE
G_RM_AA_ZB_TEX_EDGE
G_RM_AA_ZB_PCL_SURF
G_SHADING_SMOOTH
G_TEXTURE_GEN
G_TEXTURE_GEN_LINEAR
G_CULL_BACK
G_CULL_FRONT
G_CULL_BOTH
DORAEMON
CORONAED
DORAYAKI
GRANADE A
GRANADE B
K. K. gus
YAKUYOKE s
TEKIOO TOU
TAKEKOPUTA
STONE0_A
STONE0_B
STONE0_C
STONE0_D
STONE1_A
STONE1_B
STONE1_C
STONE1_D
STONE2_A
STONE2_B
STONE2_C
STONE2_D
T_foop_s
GRADE UP
CAMPPING
TURIBORI
YAMABIKO
ITONASHI
MINIDORA
SINIGAMI
CHIBI M.
TORI KUN
KAITEN K.
HEN TORI
OHMGAI K.
KURAGE K.
KANI KUN
NINGYO K.
MANBOU K.
GYORAI K.
S.GAI KUN
ISOGIN-CHAN
KUMANOMI-C.
NOKOGIRI Z.
GYIANT BEE
MIMIKKUN
CAPPENGUIN
FUGUSUKE
GREEN BIRD
FUNKAZAN KUN
MAGIC SWORD
TREASURE
SINIGAMI
MINOSHOT
STAR DUST
DORAEMON
MAIN TITLE 
SUB TITLE
ISLAND 1
ISLAND 2
ISLAND 3
ISLAND 4
ISLAND 5
ISLAND 6
KUMOS001
EXPLOSION
M.CIRCLE
FIREBALL
CASTLE1W
WATERBUB
GAMEOVER

Unused voices

An unused clip of Doraemon saying "Boku Doraemon (ぼくドラえもん)" (which obviously translates to "I'm Doraemon").

An unused clip of Doraemon shouting the name of the gadget "Big Light" (the "Grow" equivalent to Doraemon's "Small Light"). This gadget is nowhere to be seen in the final game. This was obviously supposed to play on the gadget collection screen in the pause menu.

Another unused voice clip of Doraemon exclaiming the name of one of his gadgets, this time the Hirari Mantle. Again, this gadget is nowhere to be seen in the game.

Doraemon, Nobita, Shizuka and Suneo each have an unused voice clip of them shouting "Banzai!". These may very likely have been meant to play after winning the races in the underwater Submarine Buggy racing level.

Doraemon

Nobita

Shizuka

Suneo