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Metal Slader Glory

From The Cutting Room Floor
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Title Screen

Metal Slader Glory

Developer: HAL Laboratory
Publisher: HAL Laboratory
Platform: NES
Released in JP: August 30, 1991


TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Metal Slader Glory is an adventure game with some great artwork by the manga artist Yoshimiru Hoshi.

Hmmm...
To do:
Add the unused graphics that are also found on the SNES version.

Debug Mode

MetalSladerGlory-debug.png
Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.
Specifically: What do all the functions do?

Enter でばっぐ やろう★ on the password screen. Appropriately, the password translates to "let's debug".

(Source: Pennywise)

Functions

  1. STAGE JUMP: Go to "stages" or chapters inside the game. There are 7 stages, subdivided in scenes. It is set to 1 by default.
  2. コンティニュモード (continue mode): Set "continue" flag to ON and OFF.
  3. NEW GAME: Start game from the chapter that was previously selected in STAGE JUMP.
  4. DEBUG: Allows scene selection after setting a Stage. It is not always present (e.g. selecting Stage 4).

Custom Option of Each Stage

Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.
Specifically: Add explanations for flags' use and skipped scenes.

Stage 1

MetalSladerGlory-debug.png

Default options.

Stage 2

Metal Slader Glory Debug 2.png

No continue flag.


Stage 3

Metal Slader Glory Debug 3.png

  1. GAME OVER: Continue screen when you die.
  2. DEBUG MODE: Not the same as DEBUG. Set "debug mode" flag to ON and OFF.
  3. PASSWORD: Shows scene when Erina brings a password for access to the current chapter.


Stage 4

Metal Slader Glory Debug 4.png

Lots of specific scene choices.


Stage 5

Metal Slader Glory Debug 05.png

GAME and しぼうパターン (Pattern of death) go to specific points in the game.


Stage 6

Metal Slader Glory Debug 6.png

Similar to 4. Only STAGE JUMP and Continue Mode stayed from original options.


Stage 7

Metal Slader Glory Debug 07.png

Ending and credit shortcuts and the like.

(Source: Saki)

Pointer features

The game stores a dictionary entry's length within a pointer, the dialogue entries don't use these bits in the final game.

a, b     = length bytes
x, y, z  = Address bytes

a1 a2 x1 x2 x3 x4 x5 x6      y1 y2 y3 y4 y5 y6 y7 y8     b1 b2 b3 z1 z2 z3 z4 z5

Length   = 		-  -  - a1 a2 b1 b2 b3
Address  = 
     
     Dictionary:
     cccccccc =  0  0  0  0  0 x1 x2 x3
     dddddddd = x4 x5 x6 z1 z2 z3 z4 z5
     eeeeeeee = y1 y2 y3 y4 y5 y6 y7 y8
     
     Dialogue:
     cccccccc =  0  0  0  0 a2 x1 x2 x3
     dddddddd = x4 x5 x6 z1 z2 z3 z4 z5
     eeeeeeee = y1 y2 y3 y4 y5 y6 y7 y8
    
     Final PC address = cccccccc dddddddd eeeeeeee

1 MB PRG mapper support

There's two separate pointer processing routines for the dictionary and dialogue. Both are very similar, however, the dialogue pointer routine supports pointers for a 1 MB PRG mapper by using a bit used for the dictionary length. The final release uses a 0.5 MB PRG mapper, which negates the use of another pointer routine.

Length bits

The dialogue pointer routine never uses the other length bits (b1 b2 b3), however as observed in the Stardust Crusader translation, the game does allow you to use them.

(Source: Original TCRF research)

Unused namecards

Hmmm...
To do:
Much more.

The game uses namecards to indicate who is talking. It also controls text speed, text color, and text noise. The below namecards are also unused in the SNES version. The numbers inside brackets are bytes. These bytes are interpreted by the game's text engine. For example, the second byte, 0x07, indicates the namecard is 7 characters long.

Location Byte value Data Comment
0x549DF 0x3B
{00}{07}NUDIA 「{00}{0A}{0E}{01}
Nudia is Catty's mech.
0x54AFA 0x61
{00}{00}{00}{0A}{01}{36}
A blank namecard for Azusa.
(Source: Original TCRF research)

Unused text

Hmmm...
To do:
Verify whether or not this line is used in the SNES version.

In Chapter 2, if you constantly go to the receptionist office when it's empty, you'll drive your girlfriend, Elina, insane. One line for this event appears to be unused:

(CODE 10 Portrait){82}{C3}(CODE 21 Elina:)あ― しつこい!(End quote)(STOP)
(Source: Original TCRF research)