Nosferatu
Nosferatu |
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Developer: Seta This game has unused code. |
A game that was announced early in the SNES' life but was delayed for years. Prince of Persia meets Super Castlevania IV. Too bad about the controls...
Contents
Button Codes
Beat the game on Hard mode, and when The End is displayed, press Start for a screen which lists button codes available in the game:
There's one more code that's not listed, a restore health cheat. It uses the same button combination as Crystal Full (the controller values stored at SNES address $80C4CD-80C4DE), and is also entered while the game is paused. The difference is an additional check for #$9C in memory address $7E009F. The game must be paused while doing a high kick (away + Y button) for the cheat to work.
Stage Select Debug Instruction
A small piece of debugging code remains for the stage select cheat. At SNES address $A89FDA-A89FDC is an instruction that is always branched over which automatically sets the value for a successful code entry (#$0004 in X register). Use Pro Action Replay (PAR) code A89FD900 to restore the debug behavior.
Debug
This needs some investigation. Discuss ideas and findings on the talk page. |
NOSFERATU <start> tittle <l,r> configuration 0 1 2 3 4 5 6 7 8 9 a b c d e f no yes <options> <key assign> Level Move Run Walk Jump Attack Sideways Climb Squat Pause x y l r up down select start normal easy undead auto walk walk .2 run <display> <demonstration> <sound> Status Playback Recording Demo Mode Music Sound full short nothing stereo mono replay <initial> <coin> <speed> Area Life <max> Soul Charge Crystal Credits , Pallet Color Red Green Blue <test> <status> Group Animation Pattern Rev. Reset Version Cpu Ppu1 Ppu2
At SNES address $808AFC-808D0C is a block of ASCII text, a lot of which is debug related. The main entry point for the debug code is possibly $80837F. Other important looking code blocks are $808924 and $808D0D. Currently, it's unknown how to get the menu(s) to display and function correctly.
The very last strings in the text block are: Version, Cpu1, Ppu1, Ppu2 and the programming which reads these registers and displays it to the screen is located at $808924-8089AA.
Boss Battle Unused Programming Leftovers
During boss battles, the game loads pointers from two tables beginning at SNES address $8082A7 and $8082B5. However, all 14 of them lead to $808251, an "empty" subroutine which only contains the RTS command to exit.
(coiin/mireba)
On bootup the string (coiin/mireba) is copied from SNES address $828076-828084 to $7E0180 in RAM. Its only purpose seems to be as a RAM initialization test. "Mireba" is "would see" or "if (something is) seen".
Regional Differences
Title Screen
The copyright text differs between the two versions.
Japan | US |
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Continue
The Japanese version has a limit of nine continues. (The last continue is not part of the counter, for some reason...) When you are down to your last chance, the bad ending is locked in! The US version removed this limit, allowing you to continue as much as you want.
Japan | US |
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Endings
The Japanese version only has one good ending, whereas the US version has a different ones depending on the difficulty.
Good Ending
Japan | Translation | US |
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The battle has ended. The evil spirit is defeated, and the long night now gives way to dawn. |
Bad Ending
The bad ending epilogue is different between regions.
Japan | Translation | US |
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The woman's eyes are red and dark, filling up in the endless embrace. The man's eyes are dark and cold, |
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