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The Great Circus Mystery Starring Mickey & Minnie (Genesis)
The Great Circus Mystery Starring Mickey & Minnie |
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Also known as: Great Circus Mystery - Mickey to Minnie: Magical Adventure 2 (JP) This game has a hidden developer message. |
One of Capcom's polished Disney games.
Contents
TEST MODE MENU
A debug menu is loaded by function $00C2AC.
Use the following game enhancer codes to call this function at the license screen:
Game Genie | Action Replay |
---|---|
1LMT-A6WG NWMT-A0LJ A4MT-AA4L |
009746:4EBA 009748:2B64 00974A:6006 |
This menu expects multiple palettes to be loaded when invoked (for example, submenu SCR 1 2 TEST uses palette index 02 to show some labels). However, function $00C2AC doesn't setup any palettes, and the license screen only loads a single palette at index 00.
Alternatively, use the following game enhancer codes to call function $00C2AC in-game (when multiple palettes have been loaded), replacing the pause function (activated by pressing Start):
Game Genie | Action Replay |
---|---|
9EAA-C6VL AAAA-CABN ZTAA-CFVR |
01002A:4EF9 01002C:0000 01002E:C2AC |
Inside the debug menu, press Start + B to exit submenus. Press Start + A to exit the debug menu.
JOY I/O TEST
COLOR TEST
Displays palettes.
SCR 1 2 TEST
Displays tiles loaded in VRAM.
We can verify how these labels use multiple palettes by checking each label's entry data, for example:
0000cb3a dw 4088h 0000cb3c db 40h ; palette index (actual value: 40h >> 5 = 2h) 0000cb3d ds "--- VRAM TEST ---" ; menu entry chars
Which is then sent to the VDP to be displayed:
; register D1 holds tile index (bits 1..10) and palette index (bits 14..15) 0000c298 addi.w #0x580,D1w ; add base offset of charset in vram to tile index 0000c29c move.w D1w,(A5) ; write sprite data to VDP data port
SCR 3 TEST
Jumps to the TEST MODE MENU subroutine.
We can verify this (as well as other unimplemented entries) by checking the corresponding offset that is read when the entry is selected:
0000c30c 30 38 ee 56 move.w (DAT_ffffee56).w,D0w 0000c310 32 3b 00 10 move.w (submenu_off_tbl,PC,D0w*0x1),D1w 0000c314 4e bb 10 0c jsr (0xc322,PC,D1w*0x1=>SUB_0000c36a) ; submenu subroutine submenu_off_tbl XREF[1]: test_menu:0000c310(R) 0000c322 00 48 dw 48h ; TEST MODE MENU 0000c324 01 d8 dw 1D8h ; JOY I/O TEST 0000c326 04 24 dw 424h ; COLOR TEST 0000c328 05 16 dw 516h ; SCR 1 2 TEST 0000c32a 00 48 dw 48h ; SCR 3 TEST (references TEST MODE MENU) 0000c32c 00 48 dw 48h ; OBJ CHAR TEST (references TEST MODE MENU) 0000c32e 08 ce dw 8CEh ; SEQUENCE TEST 0000c330 16 48 dw 1648h ; SOUND TEST
OBJ CHAR TEST
Jumps to the TEST MODE MENU subroutine.
SEQUENCE TEST
An animation test.
SOUND TEST
Unused Text
SAMPLE text
A build date from an earlier version. To view it, use Game Genie G6WA-HA9G or Action Replay code 0324E6:7037 and allow the title screen to load on its own without pressing any buttons.
Developer Text
This text appears at 53B68 in the US ROM and 5B350 in the Japanese version. The region tags are different between regions, of course. This same text also appears in the SNES version of the game.
US Version | Japanese Version |
---|---|
WALT DISNEY Mickey & Minnie 1994 CAPCOM U.S.A Programed by Masatsugu Shinohara Birth Day 1967 3 26 S63.12.04 Rita Hitsu H02.06.14 Burotsusum Ai |
WALT DISNEY Mickey & Minnie 1994 CAPCOM JAPAN Programed by Masatsugu Shinohara Birth Day 1967 3 26 S63.12.04 Rita Hitsu H02.06.14 Burotsusum Ai |
Build Dates
This text appears at the very end of the ROM. The Japanese text translates to "master", signifying that it's the final version of the game.
US Version | Japanese Version |
---|---|
SEGA マスター ROM 1994/09/28 |
SEGA マスター ROM 1994/10/13 |
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- Games developed by Capcom
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- Games with hidden developer messages
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- Mickey Mouse series
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