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Top Gear Hyper-Bike

From The Cutting Room Floor
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Title Screen

Top Gear Hyper-Bike

Developer: Snowblind Studios
Publisher: Kemco
Platform: Nintendo 64
Released in JP: March 17, 2000
Released in US: March 21, 2000
Released in EU: 2000


CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
DebugIcon.png This game has debugging material.


Debug Displays

TGHB-debugdisplay1.png TGHB-debugdisplay2.png

A couple of simple debug displays which show various system-related information can be enabled with the below GameShark code.

GameShark Code Version
800D038B 00?? Beta
800C9CF3 00?? USA
800CB3E3 00?? Europe
800CC443 00?? Japan

Replace the ?? with a value of 01 or 03.

(Source: Original TCRF research)

Unused Player AI Setting

The game has a menu setting for an AI controlled player. If you apply the below GameShark code, the game will automatically select a bike and player for you. There is no proper code that would allow the game to play for you, however. An extra code which emulates the effect is also provided below. The code takes the AI settings from the opening demo screen.

Player 1 is AI in Bike and Rider Screens

GameShark Code Version
810219AC 2404
810219AE 0001
USA
- Europe
- Japan

Player 1 is AI in-Game (Fake)

GameShark Code Version
8103F58C 2404
8103F58E 0008
USA
- Europe
- Japan
(Source: Original TCRF research)

Region Error Screen

TGHB-errorscreen.png

This error screen would show if you tried playing this game on a PAL Nintendo 64. This game mode is internally named "porko mode" for some reason.

Cheats

TGHB-hiddencharacter.png TGHB-4player.png

A couple of secret cheats can be input while in any of the main menu screens.

Button Inputs Reward
D-Pad Up, D-Pad Left, D-Pad Right, L, D-Pad Down, R Unlocks a Dinosaur rider.
Note: This only works for the Kawasaki KX80.
D-Pad Up, D-Pad Right, D-Pad Left, R, Z, L Unlocks 4 player mode.
(Source: Original TCRF research)

Development Text

Some development-related strings can be found throughout the ROM.

Present at 0x87890:

done with fireworks
Shadow Clr
Shadow Z
patching from %d
Allocating %d entries for matrix heap
Mtx heap 0
Mtx heap 1
freeAlloc: Matrix heap already free
Setting %d x %d (%d x %d) with %d pane(s)
C/Z Buffers
CPU S: %1.3f
CPU B: %1.3f
RSP  : %1.3f
RDP  : %1.3f
Poly: %d %d.Obj  : %d
Debug: %3.2f
PathPt: %d
Chan: %ld %d %d %d
DObj : %d %s
XYZ  : %3.4f, %3.4f, %3.4f
Rot  : %3.4f, %3.4f, %3.4f
Vel  : %3.2f
Head : %3.2f %3.2f %3.2f
State: %d
Stat : %4xh %4xh
Bias : %3.2f
Cel0 %3.2f
Cel1 %3.2f
RS HN AN: %d %d %d
pal  : %d
Buck : %d
auxFl: %3.2f
AuxB : %d
AuxL : %d
AuxV : %3.2f %3.2f %3.2f
edit overlay

Present at 0x89670.

RC_Init  gamestate is %x bytes
Game State
Old mode purged
showing heap:
Starting Logos mode
Starting Menu mode 2
Starting Game mode
Starting Victory mode
Starting Editor mode
Starting porko mode
Starting No Controller mode
Starting Wrong System mode
Starting Anim Preview
Starting buildlevel
Countdown
Dome
Season: %d of %d, Race %d of %d
starting load res
Loading %d bytes from '%s' to '%s' subgroup is %d
Done
RC_Free: Block '%s' already free
Binding ALL Resources
Binding resource '%s'
New mode successful
showing heap:

Present at 0x89F08:

backdrop
-%1.0f'%2.0f"%2.0f
+%1.0f'%2.0f"%2.0f
%1.0f'%2.0f"%2.0f
String Pool
Anim tbl
path info
point info
path slope set
brk.msc trk
MEM ERROR:  Improper alignment request
MEM_Alloc failure asking for %d (%d) bytes at RESERVED address %x
MEM_Alloc failure asking for %d (%d) bytes
MEM_Alloc:  Alloced %d bytes named '%s'.  %d free
MEM_Free:  Freed %d bytes named '%s'.  %d free
Heap Error!  Bad block ID
Heap Error!  Block size out of range
Heap Error!  next->prev != me.  Node %d
Heap Error!  prev->next != me.  Node %d
Heap Error!  %d != %d
Node--->  name=%s, id=%x, flags=%d, size=%d
physics bodies
physics friction
Friction point
Ghost
Ghost Packets
Recording stopped
packet count is %d or %d bytes
shadow
/h/patch.h
c:/race2/c/patchn64.c
drawNodes
texcache
n64texture
name
Player %d:
vec pool
bcrs
(Source: Ferrox)