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Super Famicom Wars

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Title Screen

Super Famicom Wars

Developer: Intelligent Systems
Publisher: Nintendo
Platform: SNES
Released in JP: May 1, 1998


DebugIcon.png This game has debugging material.


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Super Famicom Wars is a revamped 16-bit version of the original Famicom Wars, released ten years after the original as a downloadable flash ROM game on Nintendo Power kiosks. It contains all 17 original maps (pitting the Red Star army once again against their Blue Moon rivals), along with 17 new maps involving two new factions (Green Earth and Yellow Comet), and a 4-player mode with 10 exclusive maps with all four factions. It also introduced selectable COs (called Generals in this entry) to the series, although only three of them have any special abilities (the rest only differ in their A.I. patterns when used by the CPU).

AI Editor Menu

Sfcw-menu.pngSfcw-cp.png

Pro Action Replay code 87C9DA38 adds a "CP" option to the in-game menu that brings up the screen shown above. The screen is an editor for A.I. settings, but it is incapable of saving any noticeable changes due to the game re-reading ROM data at the start of the CPU's turn every time. The effects can only persist with Cheat Engine or an emulator memory editor.

The two numbers on top represent the map number (starting from 1) and the four A.I. playstyles (0 through 3). The menu starts on the current map you're on and the playstyle of your General. In order, the styles are balanced, careless, aggressive, and defensive. The classic, new, and 4-player map categories each have their own sets of A.I. lists, as well. Despite 4-player mode only having 10 maps, there is valid data up to 17 like the other modes.

The controls for this screen are:

  • L/R: Selects a map and A.I. playstyle.
  • D-Pad: Moves the cursor around the various values onscreen.
  • A/B: Increases/decreases the currently selected value by 1 (with "XX" representing a value of 100).
  • X/Y: Increases/decreases the currently selected value by 10.
  • Select: Displays a second map/playstyle number at the top of the screen, which can be changed using L/R and "chosen" pressing Select or Start. What this does is unknown, and doing so resets any changes on the screen.
  • Start: Returns to the game.

As for what the columns mean:

  • TP: Counts to 24, marking a row for each type of unit in this game. The order is the same as the in-game info panel from left to right, then the next row.
  • P: Represents the deploy weighting for each unit type. The combined weight is at the bottom of the column and usually adds up to 100.
  • AT, DF, P1, P2: Unknown, but two of the abbreviations likely relate to attack and defense. Since playstyle 1 almost always has DF set to 0, that column might be the "safety" probability that keeps enemy units at the edge of your attack range.
  • A1-5: The A.I. type assignment weighting per unit. The combined weight is directly to the right and always adds up to 100. A few unit types don't get assigned random A.I. and so are excluded. When playstyle 0 is being viewed, the first two rows both show two sets of zeroes. What these particular sets mean is a mystery.
  • F: Miscellaneous values with no relation to unit type. Row 18 is a percent chance that is only set on maps with trains.


A second dummied-out menu option can be enabled with the code 87C9D638, though this one does not have a name (displaying a blank space or glitched text) and simply exits the menu when selected, as all of the code associated with its use has been deleted.

(Source: Original TCRF research)