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Proto:Mega Man 64

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This page details one or more prototype versions of Mega Man 64.
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
To do:
Get screenshots of all the test rooms, uncover the build date if possible, spot all remaining PS1 content left over (buttons, CD content etc.), screenshot of oddities (dialog boxes, incorrect textures, audio) and well, a bit of everything.
MegaMan64 Debug Title.png

This prototype of Mega Man 64 highlights the game's development early in the porting process, presumably at a point when it had just begun the transition. No build date is currently known.

On January 10, 2016 — fifteen years after the game's US release — this prototype was released to the public after being recovered from a Nintendo 64 development cartridge, which contained two and a half copies of the same data, starting at offsets 0x0, 0x19D9190, and 0x33B2320, which means the actual game is approximately 26MB, smaller than the final game's 32MB size. Also noteworthy, but not entirely relevant, is that the cartridge once held a prototype build of Resident Evil Zero on the N64 [1].

Only one audio track exists throughout the game and it plays in every area you explore. Despite the platform it's on, the prototype still calls for PlayStation button layout input for dialog boxes, most voice acting outside of essential cutscenes is missing (which would explain the smaller ROM size), and there's even leftover references to using the game as an audio CD, particularly in the CD shop inside the Apple Market. The following video highlights these and more on the bottom-right:

(Prototype source: Rockman Corner)

Debug Menu

MegaMan64 Debug MainMenu.png

Pressing C-Right while on the title screen's menu opens the main debug menu. During cutscenes, open dialogue boxes, or boss battles pressing C-Up and C-Right brings up the SCE_FLAG options

  • STAGE: Selects the stage to load; maximum is 0x1E.
  • AREA: Selects the stage's sub-area to load; maximum value depends on STAGE.
  • SCENARIO: Alters what events are taking place in the Stage and Area; maximum is 0x0F.
  • SCE_FLAG: Changes current active and inactive events in game including doors, chests, items in your possession, and completed segments; maximum is 0x7FF.
  • N_ITEEM: Gives access to all Normal Items, including unused ones.
  • K_ITEEM: Gives access to all Key Items.
  • R_PARTS: Gives access to all Buster Parts.
  • S_WEAPON: Gives access to all Special Weapons.
  • ZENNY_MAX: Gives 9999990 Zenny.
  • LIFE_MAX: Gives the full-size life gauge.
  • KANTAN: Gives access to certain items (Jet Skates for faster movement, Buster Max part for maximum Buster stats), presumably to make debugging easier ("kantan" or "簡単" translates to "easy").

Holding L or Z while changing the SCE_FLAG option will increase or decrease the value by 0x100. Holding R will increase or decrease it by 0x10.

Development Text

800D1FB1	RockManDashN64 SaveSlot Exist
800D6278	DASH04
800D6280	DASH03
800D6288	DASH02
800D6290	DASH01
800D6298	DASH00
800D6750	nuGfxTaskStart: Must set FIFO buffer for fifo-ucode(use nuGfxSetUcodeFifo)
800D679C	nuGfxSetCfb: FrameBuffer Addres Error!!
800D67C8	nuGfxUcodeFifoSet: fifo buffer is NOT 16byte boundaries
800D6804	nuGfxUcodeFifoSet: fifo size is NOT multiple 8 
800D6838	nuPiReadWriteSram: SRAM address is odd!!
800D6864	nuPiReadWriteSram: RDRAM address must align 8!!
800D6898	nuPiReadWriteSram: DMA size is odd!!
800D68C0	nuSiMgr: majorNo %#x minorNo %#x is over callback func num(%d).
800D6904	nuSiMgr: no si callback function mesg %#X
800D6930	nuSiCallBackAdd: CallBack is already added(major no = %#X!!
800D698C	 size(%X) must be  multiple 32.
800D69CC	 offset(%X) must be multiple 32.