If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto talk:Mickey Mania: The Timeless Adventures of Mickey Mouse (Genesis)

From The Cutting Room Floor
Jump to navigation Jump to search
This is the talk page for Proto:Mickey Mania: The Timeless Adventures of Mickey Mouse (Genesis).
  • Sign and date your posts by typing four tildes (~~~~).
  • Put new text below old text.
  • Indent replies by prefixing with a colon :
  • Add new sections with the 'Add topic' button at the top right.
  • Be polite.
  • Assume good faith.
  • Don't delete discussions.
  • Be familiar with the talk help page.

Level Select

This build of the game looks like it intentionally made it so you could never go to the level select. Normally what happens in the retail game is that when all the conditions are met to activate the level select, it sets the byte at $FFFF045A in RAM from 0 to 1. The game then checks if this byte has been set by comparing it with #1 at $24BB8, and skips over the code to launch into the level select menu if it's not equal.

The prototype however does things that intentionally prevent the menu from ever being executed. Normally, the developers have it so that the level select enable/disable byte in RAM (at $FFFF045A, the same place as the final) is enabled when the game starts up by default. That way a developer would never have to enter a cheat code to get into the level select, it would work right from the get-go. However, one tiny code change prevents it from working. In the final, the game uses the "bne.s" instructon at $24BC0 if $FFFF045a (the level select enable/disable byte) is not set to 1. The prototype has a similar routine at $20442, but the instruction used is a "bra.s", which branches always (causing the game to skip over all the level select stuff).

To fix this so that the level select works, there's no other way to do it except with hacking. Luckily, the fix is simple - nop out the bra.s. So, use this Game Genie code in your favorite emulator to make it work: RECA-E6WC --Evilhamwizard (talk) 16:49, 8 June 2016 (EDT)

Unused Music

I believe I've found an unused music track in this prototype. It can't be listened to in the sound test, it doesn't play in any stages, and isn't yet in the VGM rip already available online. It also isn't in the final version. While I know the track is based on a classical music piece, I just don't seem to know the name of the original composition. I did a search online on classic music, but couldn't find any info about it, nor the name of the music.

To listen to the track in game, set RAM address $FFFFF981 to 0x7E, or use PAR code FFF981:7E, turn it on first, then disable it.

$FFFFF984 holds the current song pattern/sound effect, while $FFFFF980 sets $FFFFF984 to whatever value is written to $FFFFF980. Both are 16-bit addresses. $FFFFF980 offsets the value by 1 compared to what the value at $FFFFF984 would be, so (for example) 0x007D will instead become 0x007E, thus the real value for the beginning of the unused track is 0x007D. It might seem a bit confusing, but I really can't find any simpler way to explain this.

The start of the unused track, 0x007D, is where the "EOL BOSS 2" music resides in the final, so this track might just be placeholder. Though in the final version the track starts at 0x0081 instead and jumps back to 0x007D after reaching the end.

Right now I'm holding off from adding the unused music to the page until I hear what anyone has to say about this (just to be sure I don't simply rush ahead and needlessly mess up stuff in the article). If it's ok of me to add it to the article, then I'll add it.

Not exactly related to the music track, but it's something that could be worth discussing about at least; There's a number of IDs that play parts of other songs with different(and sometimes jumbled up) arrangements. I doubt these track IDs are simply glitch data, and might possibly have originally been reserved for pieces of music that were removed early in development.

0x006B seems to be valid data, and it sounds like a slightly different version of the beginning part of "EOL BOSS 3", only with guitar sounds instead of drums. This part is skipped over as soon as the song reaches the end of the first pattern, so this variation is never heard. Anything after 0x00E1 are possibly just unrelated data interpreted as music by the sound driver, while values within the 0x0000-0x00E1 range are valid.

Even so, take what I said above with a pinch of salt. Perhaps sound IDs like 0x6B may not even have belonged to removed or unused sounds. ConkerGuru (talk) 16:20, 31 March 2018 (EDT)

That's from the Nutcracker Suite by Tchaikovsky, which makes sense as that was in Fantasia. --From: divingkataetheweirdo (talk) 16:24, 31 March 2018 (EDT)
I see. Goes on to show how much (or little) I know about the names of classical music, even though I've heard them on several occasions in my life before. ConkerGuru (talk) 16:37, 31 March 2018 (EDT)

September Build

The reference to VER=0112 in the ROM header is nothing to do with build date, and more like the system used in Puggsy as a means of configuring the logo screen. Traveller's Tales probably had it as part of their programming base and it's a remnant here, and doesn't actually have anything to do with the id. Can someone with the proto build check whether it actually does anything here? 0112 usually means "print license text, the TM symbol and the logo animation", and is the default. I don't have the build to check so I'm not updating this myself, but it's possibly worth a look Docwallace (talk) 16:04, 11 February 2024 (UTC)