(Note: This page was created to consolidate pages on TCRF which make mentions of games having overdumps in them. Also serves as a useful reference to check the status of known discoveries. Content here was originally derived from findings shared by our friends at Hidden Palace.)
Overdump is the community nomenclature used to describe a game containing partial data from another game. There are several ways this can happen, and usually occurs unbeknownst to a busy developer. The word "overdump" alone technically doesn't make sense, as that term actually refers to garbage/random data resulting from reading outside the capacity of the ROM chip itself, so this phenomenon is sometimes also referred to as leftover data or slack data.
For some cartridge-based systems, overdumps occur in development carts when they are reused and flashed with a build of another game of a smaller size. If a development cartridge is flashed with a 32MB build of a game, then later is flashed with a 16MB build of a game, the remaining and unwritten 16MB from the previous game would be considered the overdump. Some older systems have this leftover data as a result of data buffers. If data was written to a cartridge in chunks at specific addresses, and other addresses weren't overwritten, leftover data could occur as a result. Digital or disc-based games generally have leftover data from reused project repositories.
We may not always know why leftover data exists or how it got there, but it is there, waiting for us to find it.
Nintendo Consoles
Game Boy
Game
|
Overdump Data
|
Starting offset(s)
|
Has diffs from final?
|
Notes
|
Splitz (Altered build)
|
Populous
|
Todo
|
?
|
64 kb leftover.
|
Game Boy Advance
Game
|
Overdump Data
|
Starting offset(s)
|
Has diffs from final?
|
Notes
|
I-Ninja
|
Metal Slug Advance
|
0x440000
|
Yes
|
Spotted by Lunar. Missing Nintendo licensing info.
|
Sega Rally Championship (Prototype)
|
Sonic Advance 2
|
Todo
|
?
|
Contains half of an unknown build.
|
Wolfenstein 3D
|
Ecks vs. Sever
|
0x500000 - End
|
No
|
Specifically a scene release, for whatever reason (the group's intro is at 0x7FFD66).
|
Nintendo 64
Nintendo 64DD
Game
|
Overdump Data
|
Starting offset(s)
|
Has diffs from final?
|
Notes
|
Super Mario 64 (Nintendo 64DD)
|
Previous writes of Super Mario 64
|
0x15AB90, 0x166010, probably more
|
?
|
Technically an underdump (previously-written data that begins before current build on disk). Several duplicate compressed MIO0 blocks, seems to match final. Second MIO0 block is partially overwritten.
|
Nintendo DS
Game
|
Overdump Data
|
Starting offset(s)
|
Has diffs from final?
|
Notes
|
Robogear 3D Tactics (prototype)
|
Pirates of the Caribbean: At World's End
|
Todo
|
?
|
Likely has overdump of another game after Pirates that needs to be identified. Second overdump spotted by IMN.
|
Satellaview
Game
|
Overdump Data
|
Starting offset(s)
|
Has diffs from final?
|
Notes
|
Do-Re-Mi de Faa~! Vol. X - 3-30 Gou (magazine)
|
BS Zelda no Densetsu: Inishie no Sekiban
|
0x80000-0xB0C00, 0xD7E10, 0xE0000, and more
|
Yes
|
0x80000-0xB0C00 matches Zelda, but there are differences in areas after. Possible prototype?
|
SNES/Super Famicom
Game
|
Overdump Data
|
Starting offset(s)
|
Has diffs from final?
|
Notes
|
Al Unser Jr's Road to the Top
|
F-Zero
|
0x1FE40-0x20000
|
No
|
Matches final.
|
Aladdin (Europe)
|
Mega Man X
|
0x76800
|
No
|
Matches final.
|
Aladdin (Japan)
|
Super Formation Soccer II
|
0x75BA0
|
No
|
Matches final.
|
Araiguma Rascal
|
The Legend of Zelda: A Link to the Past
|
0x60000, possibly more
|
No
|
Matches final.
|
Batman
|
Ken Griffey Jr. Presents Major League Baseball
|
Various
|
No
|
Matches Rev0 final.
|
Battle Blaze (Beta 1)
|
Otogirisou
|
0xF9EE0, possibly more
|
No
|
Matches final.
|
Battle Blaze (Beta 2)
|
F-Zero
|
0xF9EE0, possibly more
|
No
|
Matches final.
|
Card Master: Rimusaria no Fuuin
|
The Legend of Zelda: A Link to the Past
|
0x20000, 0x30000, 0x40000, 0x80000, likely more
|
No
|
Matches final.
|
Chester Cheetah: Wild Wild Quest (Beta)
|
Super Naxat Open - Golf de Shoubu da Dorabocchan
|
0x7A2C0
|
No
|
Matches final.
|
Donkey Kong Country (Europe)
|
Super Metroid
|
0x25F240-0x260000, likely more
|
No
|
First block matches final at 0x12F240-0x130000.
|
Havoc (USA) (Demo)
|
Super Mario World
|
0x3F000 - End
|
No
|
Matches final.
|
Itadaki Street 2: Neon Sign wa Bara Iro ni
|
Sound Factory (proto)
|
0x128AC0-0x129696, 0x148920, 0x13A500, likely more
|
?
|
First block has diffs at 0x810E4-0x81C80 in Sound Factory. Next two match final.
|
Ninjawarriors Again
|
Super Mario All-Stars
|
0x1CEB0-0x20000
|
No
|
Matches Japanese final.
|
Reactor (Europe) (Proto)
|
F-Zero
|
0x44700-0x554E0
|
Yes
|
Likely a late prototype of F-Zero. Differences from final.
|
The Rocketeer
|
F-Zero
|
0x1FDD0-0x20000
|
No
|
Matches final.
|
Shin Megami Tensei if...
|
Derby Jockey: Kishu Ou e no Michi
|
0xFBC70, possibly more
|
No
|
Matches final in Derby Jockey at 0xFBC70.
|
Shin Megami Tensei if... (Rev1)
|
Kirby Bowl (Japan)
|
0xFBC70, 0x11D290, 0x11D0E0, likely more
|
Yes
|
First two chunks match final, but a few byte diffs around 0x11D0E0.
|
Shin Megami Tensei II (Rev 1)
|
Ganbare Goemon: Yuki Hime Kyuushutsu Emaki
|
0x6FC90, possibly more
|
No
|
Matches final.
|
Proto:Super Donkey
|
The Legend of Zelda: A Link to the Past
|
0x98000
|
Yes
|
Contains significant portion of data from an early build.
|
Super Donkey
|
The Legend of Zelda: A Link to the Past
|
0x98000
|
?
|
Either predates or matches Japanese final.
|
Super Donkey Kong
|
Super Metroid
|
0x28E5B0, possibly more
|
No
|
Matches final.
|
Sword Maniac (Japan)
|
Super Mario World
|
0x1A580-0x1C000, 0x1CC00-0x1D000, likely more
|
No
|
Matches final.
|
Proto:Super Mario World
|
The Legend of Zelda: A Link to the Past
|
0x28E5B0, 0x34970, 0x3A180, 0x6F090, and more
|
Yes
|
Significantly early Zelda build. 0x34970 matches some data in Super Donkey at 0x35720. 0x3A180 has some matches to Super Donkey around 0x3B6C0. 0x6F090 has dungeon overlay and data pointers.
|
Teenage Mutant Ninja Turtles: Tournament Fighters (prototype)
|
Super Mario World
|
0x3165C, 0x3F74B, 0x4E366, 0x4F477, many more
|
No
|
All data chunks from World are likely final.
|
Wing Commander - The Secret Missons (Europe) (Beta)
|
Super Mario World
|
0x5FBA0, likely more
|
No
|
Matches final.
|
X Zone (Europe)
|
The Legend of Zelda: A Link to the Past
|
0x20000, 0x30000, 0x50000, 0x70000, likely more
|
No
|
Matches final.
|
Sega Consoles
32X
Game Gear
Genesis/Mega Drive
Game
|
Overdump Data
|
Starting offset(s)
|
Has diffs from final?
|
Notes
|
Proto:Knuckles' Chaotix/Sonic Crackers
|
Teenage Mutant Ninja Turtles: Tournament Fighters
|
Todo
|
?
|
Art and audio samples.
|
Proto:Sonic the Hedgehog 2 (Genesis)/Nick Arcade Prototype
|
Sonic the Hedgehog, ToeJam & Earl
|
0xE0180, 0xE1670
|
No
|
Both overdump contents seem to match final.
|
Proto:Sonic the Hedgehog 2 (Genesis)/Simon Wai Prototype
|
Chiki Chiki Boys
|
0x24A30, 0x437BC, 0x46350, 0x48DB4
|
?
|
The locations of the data match the equivalent area in both versions of the Chiki Chiki ROM, but with some slight differences suggesting that the remnants here may be from a prototype.
|
Proto:Sonic the Hedgehog 3
|
Star Trek: The Next Generation: Echoes From the Past
|
0x04CC90, others
|
?
|
Various bits.
|
Proto:Yuu Yuu Hakusho: Makyou Toitsusen
|
Sonic Crackers, Space Harrier II, J.League Pro Striker 2, Streets of Rage 3
|
Todo (many)
|
Yes
|
Rare scenario of a prototype having leftovers from multiple games.
|