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Dr. Robotnik's Mean Bean Machine (Genesis)
Dr. Robotnik's Mean Bean Machine |
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Also known as: Dr. Eggman no Mean Bean Machine (JP), Dongle-i Toechijakjeon (Puyo Puyo) (KR) This game has unused areas. This game has a prototype article This game has a prerelease article This game has a notes page |
Dr. Robotnik's Mean Bean Machine is a Westernized Puyo Puyo based on the syndicated cartoon Adventures of Sonic the Hedgehog.
To do:
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Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Notes |
Unused Graphics
There are two types of compressions that are used by this game:
- Compile's own Custom Compression
- Nemesis Compression
All of the graphics that are leftover from Puyo Puyo are compressed with Compile's compression, while all the new graphics for Mean Bean Machine are compressed with Nemesis. The code is written so the original Puyo Puyo graphics are usually loaded first, then the new Mean Bean Machine graphics are loaded over the Puyo Puyo graphics. This results in a large amount of leftovers from Puyo Puyo that aren't used in the game, or are overwritten with other graphics.
Gameplay
The game still contains unused assets from the arcade Puyo Puyo. The code that checks if a coin has been inserted has been removed, so this graphic is never used in the game.
8x16 text is used rather than a unique graphic for the PAUSE text.
Graphics used in Puyo Puyo to denote the 1P VS 2P difficulty modes.
While the game only uses numbers from 1 to 5 to mark the difficulty levels, other numbers do exist.
Lesson Mode
The Options Menu for the background plane is the same as the one used for the Endless/Lesson Mode from Puyo Puyo. For this reason, the foreground plane tiles for the Endless/Lesson Mode have to be loaded as well.
This shadow block was part of the background in the Endless Mode from Puyo Puyo. While a similar set of tiles is still used as the background for various screens, this one is not.
The flashing square is only used in the first lesson stage.
This is the tutorial text shown in the first lesson Stage in Puyo Puyo. This is part of the tile set for the Endless/Lesson Mode, so it does get loaded in the Options Menu.
Cutscene Sprites
Graphics of Arle! They are always loaded initially during cut-scenes since it contains the dialog box tiles.
Sprites of Harpy exist, too. In Puyo Puyo, there was 2 copies of Harpy's sprite data, with one copy left unused. Interestingly enough, the one left in Mean Bean Machine is actually the copy used in-game in Puyo Puyo, while the copy that was unused got cut. The used copy was lumped in with unrelated graphics data, while the unused copy was actually placed with the other character cutscene graphics data. It can be assumed that the localization team didn't notice this, thus accidentally leaving this in.
Next Opponent
Instead of using the 8x16 green font set from Puyo Puyo, a new white font was created with the following letters:
- 0123456789
- FINAL
- STAGE
In Puyo Puyo, the text FINAL STAGE would appear above Satan's portrait. In Mean Bean Machine, the text STAGE 13 would appear above Dr. Robotnik's portrait. So the FINAL letters do not get used.
Puyo Puyo | Dr. Robotnik's Mean Bean Machine |
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Game Over
Leftovers from the Game Over screen of Puyo Puyo. The game never loads these into memory and instead just loads the new Mean Bean Machine graphics. Most likely the developers forgot to remove these graphics.
More leftovers from Game Over screens, this time from the 1P VS 2P Mode. These are loaded since it contains the TRY AGAIN! tiles which Mean Bean Machine uses.
High Score
The graphics from the High Score screen that were used in Puyo Puyo. These are loaded since it contains the 16x16 font set which Mean Bean Machine uses.
The High Score screen only uses letters.
This was used to mark the different game modes. The 16x16 A-Z letters are used instead.
Miscellaneous Fonts
Another leftover from Puyo Puyo. This font set is loaded first because it also contains the tiles for the Joystick and buttons during the How To Play screen.
Unused Palettes
The palettes for the Puyo Puyo boards exist in the game.
002996 = Cabin Board (VS) 002A76 = Block Board (Lesson / Exercise)* 002CB6 = Stone Board (Stage 9 - 12) 002CD6 = Stone Board (Stage 13) * Technically not unused as the Options Menu uses it.
This one palette set is used for all the Puyo Puyo character sprites during the Intro and Battle. Mean Bean Machine actually loads this in the Sound Test where Arle and Satan would appear, but since they have been removed in Mean Bean Machine, no graphics use this palette. It is also loaded before the start of a match, but is instantly replaced with the opponent's palette.
002856 = Puyo Characters
These were used for the background palettes in Puyo Puyo when the characters talk before a match. Mean Bean Machine does not use these.
002876 = Sky Background (Lesson 1-3 & Stage 1-8) 002896 = Scenery Background (Lesson 1-3 & Stage 1-8) 0028B6 = Scenery Background (Stage 9-12) 0028D6 = Sky Background (Stage 9-12) 0028F6 = Scenery Background (Stage 13)
Unused Stages
The Lesson Stages of Puyo Puyo are still present, and can be accessed via patch code 00BEFE:00?? (where "??" is 00, 01, or 02), although they're a bit glitchy: the tutorial text is scrambled, no music plays, Coconuts stands at odd positions in the stage intros, and Scratch takes the place of Skeleton-T as the challenger. The flashing squares showing which beans can be cleared with the current piece still remain, though. Beating the third Lesson Stage advances the player to the ending scene.
Sound Test
In the Mega Drive Puyo Puyo, the game was programmed to check if the RAM at 00FFFC02 was set to 0000. If this was the case, the Sound Test would not display in the Options. If you beat the Scenario Mode once or use a code at the Title Screen, it would send FFFF to the RAM at 00FFFC02. This would then display the Sound Test in the Options.
The code to check the RAM at 00FFFC02 is still used in Mean Bean Machine.
Code to display the text "SOUND TEST" in "OPTIONS" (USA Version): 0233F8 4A 79 TST.W ($00FFFC02) ; Checks to see if the word 0000 is in FFFC02. 0233FE 67 14 BEQ #$14 [023414] ; If word is 0000, then jump to 23414. 023402 10 3C MOVE.B #$07,D0 ; Copy byte 07 to D0 (option that is selected). 023406 3A 3C MOVE.W #$0B9E,D5 ; Copy byte 0B9E to D5 (text position). 02340A 43 F9 LEA ($00023416),A1 ; Load 023416 into A1. 023410 61 00 BSR #$FB16 [022F28] ; Jump to 23F28. 023414 4E 75 RTS ; Return to start. Code for number of options to select in "OPTIONS" (USA Version): 023088 14 3C MOVE.B #$06,D2 ; Copy byte 06 to D2 (Sound Test can't be selected). 02308C 4A 79 TST.W ($00FFFC02) ; Checks to see if the word 0000 is in FFFC02. 023092 67 06 BEQ #$06 [02309A] ; If word is 0000, then jump to 2309A. 023096 14 3C MOVE.B #$07,D2 ; Copy byte 07 to D2 (Sound Test can be selected).
USA / Europe Versions
Unlike Mega Drive Puyo Puyo, the code has been removed so you can't unlock the Sound Test if you beat Scenario Mode, or enter a code at the Title Screen. The programmers however have added some code that loads before the Title Screen, where FFFF is moved to the RAM at 00FFFC02 (so the Sound Test will display). It then checks the Hardware Version of the Mega Drive. If the Mega Drive is not Japanese, then it reverses the bytes so 0000 is now in the RAM at 00FFFC02 (so the Sound Test will not display).
Code is activated before the Title Screen (USA Version): 00E102 33 FC MOVE.W #$FFFF,($00FFFC02) ; Move FFFF to FFFC02. 00E10A 61 00 BSR #$0BAE [00ECBA] ; Jump to 00ECBA. 00ECBA 10 39 MOVE.B ($00A10001),D0 ; Copy Hardware Version byte (A10001) to D0. 00ECC0 02 00 ANDI.B #$C0,D0 ; Perform a logical AND on C0 and byte in D0 (basically bits 5 to 0 will always become 0, while bit 7 [Region] and bit 6 [Display] are kept the same). 00ECC4 67 14 BEQ #$14 [00ECDA] ; If bits 7 & 6 equal 00, then jump to ECDA. 00ECC6 30 39 MOVE.W ($00FFFC02),D0 ; Move word from FFFC02 to D0. 00ECCC 46 40 NOT.W D0 ; Reverse the bits in D0. 00ECCE 33 C0 MOVE.W D0,($00FFFC02) ; Move word from D0 to FFFC02. 00ECD4 4E F9 JMP ($00023536) ; Jump to 23536.
Korean Version
In the Korean version (where the region is internally set to Japanese), the above code has been modified. So 0000 is moved to the RAM at 00FFFC02, which means the Sound Test won't display.
Code is activated before the Title Screen (Korean Version): 00E0F6 33 FC MOVE.W #$0000,($00FFFC02) ; Move 0000 to FFFC02. 00E0FE 61 00 BSR #$0BAE [00ECAE] ; Jump to 00ECAE. 00ECAE 4E F9 JMP ($00023568) ; Jump to 23568.
Sonic Classic Version
In the Sonic Classics version, the code to prevent the Sound Test from being displayed has been modified. The code to check the Hardware Version is still there, but the rest of the instructions have been set to no operation (with two instructions not doing anything useful). Then 0000 is moved to the RAM at 00FFFC02 (so the Sound Test will not display).
Code is activated before the SEGA Logo (Sonic Classic - USA/Europe V1.1): 1224F6 10 39 MOVE.B ($00A10001),D0 ; Copy Hardware Version Byte (A10001) to D0. 1224FC 02 00 ANDI.B #$C0,D0 ; Perform a logical AND on C0 and byte in D0 (basically bits 5 to 0 will always become 0, while bit 7 [Region] and bit 6 [Display] are kept the same). 122500 04 00 SUBI.B #$00,D0 ; Subtract 0 from D0. 122504 4E 71 NOP ; No operation. 122506 4E 71 NOP ; No operation. 122508 4E 71 NOP ; No operation. 12250A 4E 71 NOP ; No operation. 12250C 13 FC MOVE.B #$00,($00FF0A3A) ; Move 00 to FF0A3A. 122514 4E 75 RTS ; Return to start. Code is activated before the Title Screen (Sonic Classic - USA/Europe V1.1): 10E10C 33 FC MOVE.W #$0000,($00FFFC02) ; Move 0000 to FFFC02. 10E114 61 00 BSR #$0BAE [10ECC4] ; Jump to 0BAE.
Unused Music
The game has 26 tracks (this includes the "No Music" track)", but the game only allows 19 of them to be selected in the Sound Test. The programmers have added some code that checks the Hardware Version of the Mega Drive. If the Mega Drive is Japanese, then it increases the value so all 26 tracks can be selected instead of 19.
Code to unlock extra sounds if the Hardware Version is Japan (USA Version): 0227FC 1E 39 MOVE.B ($00A10001),D7 ; Copy Hardware Version byte (A10001) to D7. 022802 02 07 ANDI.B #$C0,D7 ; Check bits 7 & 6 from D7 (Region & Display). 022806 66 04 BNE #$04 [02280C] ; If bits 7 & 6 are not 00, then jump to 2280C. 022808 14 3C MOVE.B #$1A,D2 ; Copy byte 1A to D2 (26 tracks can be selected).
If you go to the following ROM location, you can change the hex byte from 13 to 1A. This will allow you to select all the tracks on any Hardware Version of the Mega Drive.
Number of tracks to select (USA Version): 022839 = Number of "Music Tracks" that can be selected in the Sound Test.
Present in the Sound Test are 6 unused tracks. These are mostly leftover tracks from the Mega Drive Puyo Puyo. Some are based from Mega Drive Puyo Puyo, but have been updated to use different instruments and actual drum samples, rather than the noise-based percussion instruments that were used in the original game.
Song | ID | Description |
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01 | A rendition of Kraftwerk's "Home Computer", removed for licensing reasons. In an earlier build of the game, this was the title screen music. A similar-sounding song was used for stages 9-12 in the final version. | |
0C | The Stage Clear original track from the Mega Drive Puyo Puyo. | |
0F | The Brave of Puyopuyo original track from the Mega Drive Puyo Puyo. A remixed version of this track is used before you play against Dr. Robotnik. | |
10 | The Theme of Puyopuyo original track from the Mega Drive Puyo Puyo. A remixed version of this track is used for the Cast Roll. | |
14 | A faster and slightly altered version of the Stage 13 Battle Theme. | |
15 | A very weird sound. |
To hear the tracks during the VS. Mode or Exercise Mode, change the hex byte to the required Track ID from the table above.
Tracks to play (USA Version): 00239F = Track to play during VS. Mode. 00246F = Track to play during Exercise Mode.
Cheat Codes to Unlock Sound Test
Use the following cheat codes to unlock the Sound Test and listen to all the tracks:
Game Version | Game Genie Code | Hex Code | Description |
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Dr. Robotnik's Mean Bean Machine (USA) |
F2WA-EA8J BA4T-EA2R CHTT-BCAE DJYA-FEK2 |
0224C8:602E 02350E:6008 00E104:1111 022838:321A |
Skip the Region Check. Skip the Checksum. Unlock the Sound Test. Listen to the unused music in Sound Test. |
Dr. Robotnik's Mean Bean Machine (EUR) |
F2WA-EA8N BA4T-EA2W CHTT-BCAJ DJYA-FEK6 |
0224CC:602E 023512:6008 00E108:1111 02283C:321A |
Skip the Region Check. Skip the Checksum. Unlock the Sound Test. Listen to the unused music in Sound Test. |
Sonic Classics (USA/EUR V1.1) |
CTDW-TA3C 99TV-B92R DJYB-FENC |
280722:6014 10E10E:FFFF 122882:321A |
Skip the Checksum. Unlock the Sound Test. Listen to the unused music in Sound Test. |
Sonic Compilation (EUR V1.0) |
MJAW-TRCR CHTV-BCAR DJYB-FENC |
28014E:075A 10E10E:1111 122882:321A |
Skip the Region Check. Unlock the Sound Test. Listen to the unused music in Sound Test. |
Checksum Error
The checksum error screen from the Mega Drive Puyo Puyo still exists in this game, and is still triggered in the same way, which is of course the ROM checksum failing.
Unused Tilemaps
The game contains tilemaps from the 1P VS 2P and Endless Mode used in Puyo Puyo.
To do: The tilemap is split in many parts. Find all of these. |
Note that while the tileset for Endless Mode still exists, the 1P VS 2P one doesn't.
Unused Text
There is text that doesn't get used in Mean Bean Machine or Puyo Puyo.
Note: The text is not stored in ASCII. The text below has been converted to ASCII to make it easier to read.
PRESS 1P START BUTTON PRESS 2P START BUTTON INSERT COINS START CONTINUE CONTINUE? SELECT MODE VS COMPUTER 1P VS 2P 1P MISSION SOUND TRACK
The most interesting part is that the MISSION text indicates that MISSION MODE from Puyo Puyo (NES/MSX) might have been planned to be included in the Mega Drive version of Puyo Puyo.
Unused Code
Leftover code from Puyo Puyo to load the LESSON # | STAGE ## | FINAL STAGE is still in the rom.
0096C4 = Next Opponent - Text (leftover from''Puyo Puyo'') 00D6A8 = Next Opponent - Text
Sixth Bean Clan
Color ID: 02
Like in Puyo Puyo, code for the sixth colored bean still exists here and its palette is used properly. As the graphics were overwritten, in the fixed screenshot tiles from the violet beans are used.
Normal | Fixed |
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Lockout Screen
North America | Europe | South Korea |
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The Korean version uses a different error screen, as it changed the lockout error message to capital letters, corrected the odd "onry" typo to "only" and pluralised 'systems'.
Bypass
There is a code that can bypass the lockout error message by entering the following inputs on controller 2:
A A ↑ → ↓ ← B B → ↓ ← ↑ C C ↓ ← ↑ → S S
Note: This can only be attempted once. If you mess up, then you will need to reset your console to try again.
Code to detect if the correct inputs on controller 2 have been pressed: ROM:0002253E @@ChkCode: ; CODE XREF: ObjLockoutBypass+2Cj ROM:0002253E lea (r_P2_Data).l,a1 ROM:00022544 lea (LockoutBypassCode).l,a2 ROM:0002254A move.w $26(a0),d0 ROM:0002254E move.b (a2,d0.w),d0 ROM:00022552 cmpi.b #$FF,d0 ROM:00022556 beq.s @@BypassLockout ROM:00022558 move.b 1(a1),d1 ROM:0002255C beq.s @@NoButton ROM:0002255E cmp.b d0,d1 ROM:00022560 bne.s @@NoMatch ROM:00022562 addq.w #1,$26(a0) ROM:00022566 ROM:00022566 @@NoButton: ; CODE XREF: ObjLockoutBypass+52j ROM:00022566 rts ROM:00022568 ; --------------------------------------------------------------------------- ROM:00022568 ROM:00022568 @@BypassLockout: ; CODE XREF: ObjLockoutBypass+4Cj ROM:00022568 move.b #0,(r_BC_Stop).l ROM:00022570 rts ROM:00022572 ; --------------------------------------------------------------------------- ROM:00022572 ROM:00022572 @@NoMatch: ; CODE XREF: ObjLockoutBypass+1Aj ROM:00022572 ; ObjLockoutBypass+26j ... ROM:00022572 jsr (ObjDelay).l ROM:00022578 nop ROM:0002257A rts ... ROM:00023520 LockoutBypassCode:dc.b $40 ; DATA XREF: ObjLockoutBypass+3Ao ROM:00023521 dc.b $40 ROM:00023522 dc.b 1 ROM:00023523 dc.b 8 ROM:00023524 dc.b 2 ROM:00023525 dc.b 4 ROM:00023526 dc.b $10 ROM:00023527 dc.b $10 ROM:00023528 dc.b 8 ROM:00023529 dc.b 2 ROM:0002352A dc.b 4 ROM:0002352B dc.b 1 ROM:0002352C dc.b $20 ROM:0002352D dc.b $20 ROM:0002352E dc.b 2 ROM:0002352F dc.b 4 ROM:00023530 dc.b 1 ROM:00023531 dc.b 8 ROM:00023532 dc.b $80 ROM:00023533 dc.b $80 ROM:00023534 dc.b $FF ROM:00023535 dc.b 0
Other Puyo Puyo Leftovers
Debug Flags
While the addresses have been shifted from the ones in Puyo Puyo, the following debug flags still exist in the game:
00FF1958: If set to zero, a CPU takes over the player.
00FF1959: If set to a nonzero value, beans only drop if you press C.
00FF195A: Does nothing here, but in Puyo Puyo, it was used to skip stages in Scenario Mode.
00FF195B: Does nothing in both here and Puyo Puyo, but is initialized alongside the other flags.
Satan's Cloud Swirling Effects
YouTube Video |
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The code that handles the cloud swirling effects in Satan's stage introduction cutscene from Puyo Puyo is still in the game, starting at 0000151C in the ROM.
Bugs
The two bugs from Puyo Puyo (Arcade - Rev. A) still occur in Dr. Robotnik's Mean Bean Machine.
Use the following cheat codes to fix the two bugs:
Game Version | Game Genie Code | Hex Code | Description |
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Dr. Robotnik's Mean Bean Machine (USA) |
F2WA-EA8J BA4T-EA2R AA1A-CADR AA1A-CADW DSBT-AACA |
0224C8:602E 02350E:6008 012E6E:0000 012E72:0000 00C340:001B |
Skip the Region Check. Skip the Checksum. Changes instruction to: andi.w #0, D0 Changes instruction to: andi.b #0, D1 Changes instruction to: move.b #$1B, ($12, A0, d0.w) |
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