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Dual Heroes

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Title Screen

Dual Heroes

Developer: Produce
Publishers: Electro Brain (US, EU), Hudson Soft (JP)
Platform: Nintendo 64
Released in JP: December 5, 1997
Released in US: October 31, 1998
Released in EU: April 12, 1998


DevTextIcon.png This game has hidden development-related text.
RegionIcon.png This game has regional differences.


Build Date

Present at 0xD679C in the ROM is a build date which is the same in all regions.

VERSION 19971022
(Source: Ferrox)

Development Text

Present at 0xCDEF0 in the ROM is text for various debug menus and displays.

1P : %2d   CHARA
     ---  THINK
1P : %2d   THINK
2P : %2d   CHARA
     ---  THINK
2P : %2d   THINK
stage : %2d
1P
2P
VIEW
>
 0:ZEN  
 1:KUMO 
 2:GUN  
 3:HANA 
 4:RETU 
 5:GAI  
 6:JUIE 
 7:HOE  
 8:LEY  
 9:GINN 
10:ZOLL 
11:ZOLL2
 0:ManualPlay
 1:Kinoshita 
 2:John      
 3:Reiko     
 4:Aran&Miran
 5:Takemaru  
 6:Zalla     
 7:Yamazaki  
 8:Bill      
 9:Imada     
10:MyComputer
MEDAL TIME   %d
DBGCP%c %d %d %d
Key[
1P:%d
B
-
A
-
C
-
2
-
Nl
Nr
2P:%d
B
-
A
-
C
-
2
-
Nl
Nr
AILEVEL
0:ULEASY 1:SPEASY 2:EASY   3:NORMAL 4:HARD   5:SPHARD 6:ULHARD
GAMER1P
0:MANUALPLAY 1:KINOSHITA  2:JOHN       3:REIKO      4:ALAN+MILAN 5:TAKEMARU   6:ZARA       7:YAMAZAKI   8:BILL       9:IMADA      A:MYCOMPUTER
     2P
0:MANUALPLAY 1:KINOSHITA  2:JOHN       3:REIKO      4:ALAN+MILAN 5:TAKEMARU   6:ZARA       7:YAMAZAKI   8:BILL       9:IMADA      A:MYCOMPUTER
CHARA1P
     2P
CM LOOK
    POS
 %d %2d.%4d %4d %4d.%4d %4d %4d.%4d %4d %4d.%4d %4d %4d.%s
%dP R:%3d K:%3d C:%3d
%02X%02X%02X%02X%02X %02X%02X%02X%02X%02X
%02X%02X%02X%02X%02X %02X%02X%02X%02X%02X
%02X%02X%02X%02X%02X %02X%02X%02X%02X%02X
CMPOS %4d %4d %4d
%02X%02X%02X%02X%02X %02X%02X%02X%02X%02X
%02X%02X%02X%02X%02X %02X%02X%02X%02X%02X
%02X%02X%02X%02X%02X %02X%02X%02X%02X%02X
%02X%02X%02X%02X%02X %02X%02X%02X%02X%02X
%02X%02X%02X%02X%02X  (%dP)
%02X%02X %02X%02X %02X%02X
%02X%02X %02X%02X %02X%02X
%02X%02X %02X%02X %02X%02X
%02X%02X %02X%02X %02X%02X
%02X%02X %02X%02X %02X%02X
BU%d LR%d D%d T%d W%d
main menu(exit= l + r:pos = stick)
anim test
obj view
model change
light change
timer_bar %1d
bg test
mode change
camera stop %1d
debug mode %1d
no Death mode %1d
sound no %1d
se play
pad test (exit= l+z)
%c%c%c%c_%c%c%c%c_%c%c%c%c_%c%c%c%c. %2x %2x 
anim view (exit= l+z) B=%3.2f
Obj No = %2d
rx%7.3f ry%7.3f rz%7.3f.tx = %3.0f ty = %3.0f tz = %3.0f
o = %d:k = %d:n = %d:p = %d
gx%7.3f gy%7.3f gz%7.3f
pad test (exit= l+z)
1P = %d : 2P = %d
se play (exit= l+z)
se = %d
se vol = %d
mu vol = %d
light test (exit= l+z)
X = %3d
Y = %3d
Z = %3d
light r = %3d
light g = %3d
light b = %3d
bg test (exit= l+z)
g_x  = %3d
bg_y  = %3d
bg_no = %3d
mode change (exit= l+z)
mode no = %3d
DATA SAVE OK?
[A] YOI
[B] DAME
DATA OUT OK?
[A] YOI
[B] DAME
HAKIDASHITERU!!
frame %d
vec(%d,%d,%d)
poj(%d)
rot(%d,%d,%d)
USTOP
RUN
RUNEND
JUMP
DSTOP
NAGESTART
NAGERARE
NAGE
STEP
ATARI
UNERU
TAORERU
OKI
CHNG
UGARD
DGARD
DNERU
DATARI
SET
STANDUP
SITDOWN
UGARDSET
UGARDRET
DGARDSET
DGARDRET
RINGOUT
SPMOVE
NUKERARE
NAGENUKESET
NAGENUKE
UATACK
DOWN2
YORO
DATACK
RUNATACK
JUMPNAGE
MATACK
JUMPNAGERARE
STEP3
JUMPATACK
RINGOUTLOOP
JUMPSTART
JUMPEND
STEP2
DOWNATACK
RUNSTART
RUNEND
GARDODARE
SWAY
SET3
CANSEL
ENNSYUTU
SPATACK
MUKIGAE
MUTEKI
OKI2
UOKIAT
MOKIAT
DOKIAT
HYPERSTART
KATAMARI
KOUTYOKU
UKEATACK
NAGEMISS
STEP4
UKE
DUMMY
M_NO  :%d
USE_NO:%d
NEXTNO:%d
LEVEL :%d
H_TYPE:%d
A_TYPE :%d
%d:%s
YROT_H:%d
FING_R:%d
FING_L:%d
EFECT:%d
S.E. :%d
ATACK
FLAG
SAVE
%d/%d
BASIC  :%d
REVERS :%d
SWITCH :%d
OLD_VEC:%d
NOW_VEC:%d
ENDLOOP:%d
ENDSWIT:%d
R_KOTEI:%d
L_KOTEI:%d
MUKI YOKO:M
MUKI YOKO:U1
MUKI YOKO:U2
MUKI YOKO:U3
MUKI YOKO:D3
MUKI YOKO:D2
MUKI YOKO:D1
MUKI UEE :C
MUKI UEE :R1
MUKI UEE :R2
MUKI UEE :R3
MUKI UEE :L3
MUKI UEE :L2
MUKI UEE :L1
DOWN KIND:%d
HIT STR  :%d
OIUTI Y  :%d
OIUTI Z  :%d
CANSEL   :%d
AIUTI LV :%d
(%d)
%d
/*<<MOTION DATA START>>*/
unsigned short data_ver = %d;
A_DATA a_all[A_ALL_MAX] = {
/*!(%d)*/{../*!NO.*/%d,/*NEXT*/%d,/*START*/%d,/*END*/%d,/*HOKAN TYPE*/%d,/*START HOKAN LEN*/%d,
/*!END HOKAN START*/%d,/*SHORT CUT*/%d,/*LEVEL*/%d,/*ROT HOSEI*/%d,/*FLAG*/0x%x,/*HIT POJ TYPE*/%d,
/*!PLAY TYPE*/%d,/*HIT START*/%d,/*HIT END*/%d,/*EFECT START*/%d,/*LONG BIT*/0x%x,/*MUTEKI START*/%d,
/*!MUTEKI END*/%d,/*EFECT END*/%d,/*FLAG2*/%d,/*YUBI TYPE*/0x%x,/*EFECT KIND*/%d,/*HYPER LOS*/%d,
/*!HIT MUKI*/0x%x,/*HIT STA*/0x%x,/*OIUTI*/0x%x,/*se*/%d,/*LONG BIT2*/0x%x,
/*!*/},
};
/*<<WAZA DATA START>>*/
WAZA_STA waza_sta[60*CHR_ALL_KIND] = {
/*(%d)*/
/*-HP */%d,/*FLAG*/0x%x,/*HIT Y HOU & SP HIT*/0,/*FLAG2*/0x%x,/*DOWN TYPE*/0,
};
/*<<COMBO DATA START>>*/
COMBO c_all[COMBO_SUU_MAX*14] = {
/*====PLAYER%d====*/
{/*===%d===*/
/*keyno*/%d,/*useno*/%d,/*cutmae*/%d,/*cutato*/%d,/*time*/%d,/*zcnt*/%d,/*zvec*/%d,/*flag*/%d,
},
};
/*<<SE DATA START>>*/
SE_DAT se_dat[SE_DAT_MAX] = {
{/*===%d===*/
/*no*/%d,/*start*/%d,/*play*/%d,/*loop*/%d,/*dummy*/%d,/*flag*/0x%x,/*next*/%d,
},
};
GUY
KUMO
HOU
GUN
RETU
JYUU
ZEN
HANA
MBOSS1
MBOSS2
BOSS1
BOSS2
%s
%d:RU:%d
%d:JP:%d
%d:NA:%d
%d:DO:%d
%d:OK:%d
%d:NN:%d
%d:C%d
%d:%d
HP:%d
%d:CT_YORO
%d:YORO
%d:GD_YORO
%d:SY_YORO
%d:CT_DOWN
%d:DOWN
%d:NOTGARD
%d:HITNAGE
%d:EFATACK
KOU%d:%d
GUY
KUMO
HOU
GUN
RETU
JYUU
ZEN
HANA
MBOSS1
MBOSS2
BOSS1
BOSS2
%s combo
%d
%dky:%2dno:%2dtp:%2dbk:%2dtm:%2dzc:%2dzv:%2d
ANIM EDIT
WAZA STATUS
COMBO EDIT
DATA OUT
PAK LOAD
PAK SAVE
S.E.BASIC  :%d
REVERS :%d
SWITCH :%d
OLD_VEC:%d
NOW_VEC:%d
ENDLOOP:%d
ENDSWIT:%d
R_KOTEI:%d
L_KOTEI:%d
NO.   :%d
USE SE:%d
NEXTNO:%d
WAITTM:%d
LOOPTM:%d
PLAYTM:%d
LINKEF:%d
LINKAN:
MUKI USHIRO %d
MUKI MAE %d
COMBO SET 
%d ANIM_LOSS %d
KITA GOOIN_1
KITA GOOIN_0
KITA GOOIN_3
POJ CLR CALL
NO[1]   %d
%d .SE ACTIV-------------------------------------------
wait %d
NEXT SE SET
ANIM_SE%d
SE CALL
ERR!!!!ZWRO DEV
ALL POJ CLR
MAKE POSE KIME KITA %d 
MAKE POSE KIME %d %d 
MAKE POSE SET KITA CLR 
MAKE POSE SET KITA POSE%d
MAKE POSE SET KITA %d 
KITA WIN ROT SET========================================
r anzen
l anzen
srotl %d
minpoint %d
cno == %d
cno2 == %d
call
MES (%d %d %d) .mes %d
gai
(Source: Ferrox)

Regional Differences

Japan US/Europe
DualHeroes-jptitle.png DualHeroes-title.png
  • The game's logo was given a slight redesign for the international versions.
  • The copyright was removed from the title screen and the "PRESS START BUTTON" text was moved down in the international versions.