We just released a Feb. 5 '89 prototype of DuckTales for the NES!
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If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
Notes:Joe & Mac (SNES)
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This page contains notes for the game Joe & Mac (SNES).
Bank $00 fragments
Located in the unused space at SNES address $00FC9E-00FEF2 is a fragment from a prototype build. This corresponds to $00FA45-00FC9D in the final build. Within the fragment is a section that is 4 bytes shorter, as it's missing two commands used to skip and disable debugging (noted by the stars below).
Prototype Final
$00/FB31 80 2B BRA $2B [$FB5E] //always skip Debug Mode 02 *
$00/FD8A A5 5F LDA $5F [$00:005F] $00/FB33 A5 5F LDA $5F [$00:005F] //check debug flags
$00/FD8C C9 02 CMP #$02 $00/FB35 C9 02 CMP #$02
$00/FD8E D0 25 BNE $25 [$FDB5] $00/FB37 D0 25 BNE $25 [$FB5E] //if Debug Mode 02 is off, proceed to world map init.
$00/FD90 A2 00 08 LDX #$0800 $00/FB39 A2 00 08 LDX #$0800
$00/FD93 A9 39 LDA #$39 $00/FB3C A9 39 LDA #$39 //Joe 39 lives
$00/FD95 95 22 STA $22,x [$00:0822] $00/FB3E 95 22 STA $22,x [$00:0822]
$00/FD97 A9 09 LDA #$09 $00/FB40 A9 09 LDA #$09 //Joe 9 keys
$00/FD99 95 35 STA $35,x [$00:0835] $00/FB42 95 35 STA $35,x [$00:0835]
$00/FD9B A2 40 08 LDX #$0840 $00/FB44 A2 40 08 LDX #$0840
$00/FD9E A9 39 LDA #$39 $00/FB47 A9 39 LDA #$39 //Mac 39 lives
$00/FDA0 95 22 STA $22,x [$00:0862] $00/FB49 95 22 STA $22,x [$00:0862]
$00/FDA2 A9 09 LDA #$09 $00/FB4B A9 09 LDA #$09 //Mac 9 keys
$00/FDA4 95 35 STA $35,x [$00:0875] $00/FB4D 95 35 STA $35,x [$00:0875]
$00/FDA6 64 5F STZ $5F [$00:005F] $00/FB4F 64 5F STZ $5F [$00:005F] //turn off all debugging
$00/FDA8 A9 80 LDA #$80 $00/FB51 A9 80 LDA #$80 //stage clear flag
$00/FDAA A2 E0 12 LDX #$12E0 $00/FB53 A2 E0 12 LDX #$12E0
$00/FDAD 95 00 STA $00,x [$00:12E0] $00/FB56 95 00 STA $00,x [$00:12E0]
$00/FDAF E8 INX $00/FB58 E8 INX
$00/FDB0 E0 EB 12 CPX #$12EB $00/FB59 E0 EB 12 CPX #$12EB
$00/FDB3 D0 F8 BNE $F8 [$FDAD] $00/FB5C D0 F8 BNE $F8 [$FB56] //loop until all red stages cleared
$00/FDB5 A9 0F LDA #$0F $00/FB5E A9 0F LDA #$0F
$00/FDB7 8D 47 04 STA $0447 [$00:0447] $00/FB60 8D 47 04 STA $0447 [$00:0447]
$00/FDBA 64 CC STZ $CC [$00:00CC] $00/FB63 64 CC STZ $CC [$00:00CC]
$00/FDBC 64 C8 STZ $C8 [$00:00C8] $00/FB65 64 C8 STZ $C8 [$00:00C8]
$00/FDBE 64 C9 STZ $C9 [$00:00C9] $00/FB67 64 C9 STZ $C9 [$00:00C9]
$00/FDC0 64 CA STZ $CA [$00:00CA] $00/FB69 64 CA STZ $CA [$00:00CA]
$00/FDC2 64 CB STZ $CB [$00:00CB] $00/FB6B 64 CB STZ $CB [$00:00CB]
$00/FB6D 64 5F STZ $5F [$00:005F] //turn off all debugging **
$00/FDC4 A9 04 LDA #$04 $00/FB6F A9 04 LDA #$04 //world map
$00/FDC6 22 00 D0 02 JSL $02D000[$02:D000] $00/FB71 22 00 D0 02 JSL $02D000[$02:D000]
Another fragment is located at SNES address $00FEF3-00FEFF, but it's only 13 bytes long and contains no differences from the final build.
Bank $01 fragments
| To do: This needs more research, preliminary findings below |
01FE0D-01FB2B is a fragment of ? 01FE2C-01FE2F is a fragment of 01FE28-01FE2B 01FE30-01FE52 is a fragment of 01FE09-01FE2B 01FE53-01FFFF (unused space)
Other bank fragments
| To do: Other banks are likely to have fragments as well... |