Evolution: Eternal Dungeons
Evolution: Eternal Dungeons |
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Also known as: Shinkisekai Evolution: Hateshinai Dungeon (JP) This game has hidden development-related text. |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
What? Dreamcast is evolving! Dreamcast evolved into Neo Geo Pocket!
Sting's 32-bit dungeon crawler, Evolution, is divided by 2 for a handheld demake.
Contents
Debug Menu
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Someone familiar with the game should review comments |
Japan | |
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Europe |
An additional in-game menu entry exists for debugging, but is disabled by default.
These entries are stored in a table containing sets of 3 addresses: label text, metadata, and description text (shown at the bottom box). Using the Europe version as an example, we can see that the debug entry would correspond to index 8 at 3e75f1 (note that its description address is null, so it uses the last selected entry's text):
; index 0 003e7591 70 7d 3e 00 addr s_RETURN_003e7d70 003e7595 5c 7d 3e 00 addr DAT_003e7d5c 003e7599 0f 76 3e 00 addr s_CLOSING_THE_COMMAND_MENU._003e760f ; index 1 003e759d 77 7d 3e 00 addr s_ITEM_003e7d77 003e75a1 38 77 3e 00 addr DAT_003e7738 003e75a5 2a 76 3e 00 addr s_YOU_CAN_USE_AND_DISCARD_ITEMS._003e762a ; index 2 003e75a9 7c 7d 3e 00 addr s_EQUIP_003e7d7c 003e75ad 3e 77 3e 00 addr DAT_003e773e 003e75b1 4a 76 3e 00 addr s_YOU_CAN_WEAR_AND_REMOVE_EQUIPMEN_003e764a ; index 3 003e75b5 82 7d 3e 00 addr s_SKILL_003e7d82 003e75b9 44 77 3e 00 addr DAT_003e7744 003e75bd 6f 76 3e 00 addr s_SPECIAL_TECHNIQUES_CAN_BE_LEARNE_003e766f ; index 4 003e75c1 88 7d 3e 00 addr s_STATUS_003e7d88 003e75c5 4a 77 3e 00 addr DAT_003e774a 003e75c9 93 76 3e 00 addr s_YOU_CAN_CHECK_YOUR_STATUS._003e7693 ; index 5 003e75cd 8f 7d 3e 00 addr s_PARTY_003e7d8f 003e75d1 50 77 3e 00 addr s__WHAT_ARE_YOU_GOING_TO_DO?_003e7750 003e75d5 af 76 3e 00 addr s_YOU_CAN_CHANGE_THE_PARTY_ARRANGE_003e76af ; index 6 003e75d9 95 7d 3e 00 addr s_TALK_003e7d95 003e75dd 73 7b 3e 00 addr DAT_003e7b73 003e75e1 e3 76 3e 00 addr s_TALKING_TO_MEMBERS_IN_YOUR_PARTY_003e76e3 ; index 7 003e75e5 9a 7d 3e 00 addr s_SAVE_003e7d9a 003e75e9 78 7b 3e 00 addr s__IS_IT_OKAY_TO_OVERWRITE_THE_SAV_003e7b78 003e75ed 06 77 3e 00 addr s_SAVING_GAME_DATA._003e7706 ; index 8 003e75f1 9f 7d 3e 00 addr s_DEBUG_003e7d9f 003e75f5 0c 76 3e 00 addr DAT_003e760c 003e75f9 00 00 00 00 ddw 0h
At 5127 the current open menu's total number of entries is stored, but the in-game menu only goes up to 7, instead of 8. What happens here is that entries can be conditionally disabled based on some flags stored at 4800, and the debug entry flag is stored at 4818. These are checked by function 209ca3, and if its check fails, a carry bit isn't set, causing variable 5126 to be set:
0020dabb 1d a3 9c 20 call FUN_00209ca3 0020dabf 77 73 ff jrl C/ULT,FUN_0020d9e1::parse_menu_do_jmptbl 0020dac2 f1 26 51 ld (DAT_00005126),0x1 00 01 0020dac7 78 6b ff jrl T,FUN_0020d9e1::parse_menu_do_jmptbl
Afterwards, this variable causes subroutine 20dd30 to be executed, which clears the menu entry copied over from 3e75f1 to 5188. Finally, when the menu entries count is calculated in subroutine 20dcf1, it will stop at that cleared entry.
To restore the debug menu, we can always set the debug flag before calling the flag check function, by applying the following patch:
Japan | Europe |
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0xd91f = 1b 00 fc 3f 0x1ffc00 = c1 18 48 3e 80 1d a3 9c 20 1b 23 d9 20 |
0xdabb = 1b 00 fc 3f 0x1ffc00 = c1 18 48 3e 80 1d a3 9c 20 1b bf da 20 |
Disassembly for Europe version:
0020dabb 1b 00 fc 3f jp LAB_003ffc00 LAB_003ffc00 XREF[1]: parse_menu_entries_pre1:0020dabb 003ffc00 c1 18 48 or (DAT_00004818),0x80 3e 80 003ffc05 1d a3 9c 20 call is_menu_entry_enabled 003ffc09 1b bf da 20 jp LAB_0020dabf
OPEN
N/A
TOWN
OP-ATO // After OP TRAN-P
DGN
D-RET BLIND // The first dungeon, "Blind" DECENT // The second dungeon, "Descent" HEVEN // The third dungeon, "Heaven" SHADE // The fourth dungeon, "Shades" SHEOL // The fifth dungeon, "Sheol" DEEP SHIP
CLEAR
SHIPEV
KANPAN // Deck HOSO1 SENSYA // Tank HOSO2 NIGE1 // Escape 1 ZAKO // Small Fry NIGE2 // Escape 2
V-FORM HOSO3 DORYOK // Cooperate
SOTIJA OIKAKE // Pursuit ROCK
HASI-1 // Bridge-1 HOGEKI // Bombardment HASI-2 // Bridge-2
R-BOSS DASSYU // Dash EUGENE // Probably the final boss
WAKARE // Parting NIGE-B // Escape-B ENDING
JUKE
N/A (There is a jukebox at the bar in town)
KIT
N/A
STAFF
Credits roll.
FLAG
LV-UP LV-SET Y'S PARTS // Likely allowed setting Cyframe (weapon) parts BOOST BOSS PARTY IRAI // Dispatch
M/L/G // Stands for Mag/Linear/Gre, a party formation M/L/C // Stands for Mag/Linear/Chain, a party formation M/L/P // Stands for Mag/Linear/Pepper, a party formation
MANDA // Mandasks, the Blind boss MONO // Monograptus, the Descent boss RAF // Rafflesian, the Heaven boss SHEDE // Shadenischus, the Shades boss PAN // Pannam Aohitori, the Sheol boss
Internal Names
As in all Neo Geo Pocket/Color titles, both ROMs have an internal name in their headers at 24:
Japan | EVOLUTION NP |
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Europe | EVOLUTION US |
Assuming, as is likely, that these refer to Nippon and the United States, this would be nothing out of the ordinary... except that the game was never released in the US. This suggests an American launch had been expected during localization.
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