Doraemon: Nobita to 3tsu no Seireiseki
Doraemon: Nobita to 3tsu no Seireiseki |
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Developer: Locomotive This game has hidden development-related text. |
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
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
The Doraemon series
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NES | Doraemon |
Game Boy | Doraemon: Taiketsu Himitsu Dogu!! • Doraemon 2: Animal Planet Densetsu |
SNES | Doraemon: Nobita to Yousei no Kuni • Doraemon 2: Nobita no Toys Land Daibouken (Prototype) • Doraemon 3: Nobita to Toki no Hougyoku • Doraemon 4: Nobita to Tsuki no Okoku |
Game Gear | Doraemon: Nora no Suke no Yabou |
Sega Pico | Itsudemo Issho Doraemon |
TurboGrafx-16 | Doraemon: Meikyuu Daisakusen • Doraemon Nobita no Dorabian Nights |
TurboGrafx-CD | Doraemon Nobita no Dorabian Nights |
PlayStation | Doraemon 3: Makai no Dungeon |
Nintendo 64 | Doraemon: Nobita to 3tsu no Seireiseki • Doraemon 2: Nobita to Hikari no Shinden • Doraemon 3: Nobita no Machi SOS! |
Wii | Doraemon Wii: Himitsu Douguou Ketteisen! |
Adobe Flash | Vuela con Doraemon |
- Pages missing developer references
- Games developed by Locomotive
- Pages missing publisher references
- Games published by Epoch
- Nintendo 64 games
- Pages missing date references
- Games released in 1997
- Games released in March
- Games released on March 21
- Games with hidden development-related text
- Games with unused sounds
- To investigate
- Doraemon series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To investigate
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by Locomotive
Games > Games by platform > Nintendo 64 games
Games > Games by publisher > Games published by Epoch
Games > Games by release date > Games released in 1997
Games > Games by release date > Games released in March
Games > Games by release date > Games released in March > Games released on March 21
Games > Games by series > Doraemon series