Mail has been fixed; you should now be able to confirm your e-mail address, watch pages, and the like.
Please report any issues on Discord.

User:Fuzn/Space Griffon VF-9

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Space Griffon VF-9

Developers: Panther Software
Publishers: Atlus (US), Panther Software (JP)
Platform: PlayStation
Released in JP: January 27, 1995
Released in US: November 25, 1995


GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
Still lots.
  • Figure out how to organize this page.
  • Find even MORE stuff, and have dummy textures' text translated.
  • Maybe query a TCRF mod about some cutscene images and whether they would warrant a NSFW tag.


Space Griffon VF-9 is a remake of HAMLET for the PC-88 by the original developer, Panther Software.

It features giant robots, zombies, zombies in giant robots, misleading box art, and absolutely no relationship to the Macross series whatsoever!

Unused Graphics

Hmmm...
To do:
Put more stuff here, because more stuff exists.
Type 1 Type 2
SGVF9-HudPC98-1.png SGVF9-HudPC98-2.png

HAMLET on PC-98 had additional graphics above and below most indicators, which were cut from the PS1 remake.

Even though these graphics were redrawn, they were ultimately disused despite two different variations possibly existing.

Unused Audio

Jim: I can't carry any more. What should I leave behind?

The Griffon can only carry 7 weapons total at a time, and attempting to collect an 8th will require you instead to replace one.

This line was likely meant to play when this happened, but it was cut no doubt in the interest of flow.


Jim: Huh? I can't transmit anything! The transmitter might be broken.

There's never a point in-game where the Griffon's transmitter can be damaged or disabled.

Smiley: Hey, what's going on? The security units are starting to move...

Watch out, they're starting to attack!

The line cut is in italics, as Stormy interjects after the first clip to convey about the same information.

It's likely another cut made to streamline the flow of the game.

Regional Differences

Characters

Most characters saw adjustments to their names.

Japan United States Codename (JP) Codename (US)
KONRAD V.EIBOL Konrad Von Eibol BOSS BOSS
MARIA HANSFIELD Maria Hansfield MARIA STORMY
OREAG ARNDERSON Oreag Arnderson MURDER KILLER
RAUZEIN SHIZEVINOV Rauzein Shizevinov BIGHORN BIGHORN
MARK SMILY Mark Smiley THIEF THIEF
JIM VILINGTON James Billington KID KID

=Stormy \ Maria Hansfield

Japan United States
SGVF9-MariaAttackJP.gif Whips are bad, but fists and guns are okay.

Maria's\Stormy's design was altered for the US release. Her whip was removed, and tights were added to her design.

Her animated portrait for whipping someone was completely replaced by her simply punching, accompanying sound effect and all.

Mary

Japan United States
SGVF9-MaryJP.gif What are you even covering, now?

Mary's initial appearance was changed, with her portrait being partially redrawn as well as the addition of mild censorship.

Item Names

Japan United States
TSM TESLER MANAGER
PTC PITCH TRIM COMPENSATOR
RHS RIDE HEIGHT SENSOR
NO369 SENSOR NO.369 SENSOR
NO369 DISK NO.369 DISK
DUMMYFILE n/a


Weapon\Item Get Messages

Japan United States
UNIT DETECTED.

CHECK THE UNIT.

UNIT DETECTED.

IDENTIFY UNIT.

IT IS A % UNIT.

PICK UP IT.

% UNIT.

GET UNIT.

THEY ARE % UNITS.

PICK UP THEM.

n/a
IT IS AN % n/a
WEAPON DETECTED.

CHECK THE WEAPON.

WEAPON DETECTED.

EXAMINE WEAPON.

IT IS A %.

PICK UP IT.

%.

GET WEAPON.

OVER LIMIT. LOAD LIMIT.
OBJECT DETECTED.

CHECK THE OBJECT.

OBJECT DETECTED.

EXAMINE OBJECT.

%.

PICK UP THEM.

ITEM NAME %.

GET ITEM.


Japan United States
SGVF9-Ingame1JP.png SGVF9-Ingame1US.png
SGVF9-Ingame2JP.png SGVF9-Ingame2US.png

A big chunk of notable changes.

  • The HUD was slightly reorganized, with the compass having been moved to the center top of the screen.
  • The "F.C." was changed to "P.R.", though the meaning of both terms is still a mystery.
  • The transparent graphic for the Griffon's shield was changed from being as tall as the screen to better reflect the shield's effective area.
  • The map had inaccessible areas filled in with green, removing some potential confusion when navigating.
  • Though barely visible, the white square marking the player's location on the minimap became a tiny arrow that points in the general direction the player is facing, for the most part.


Japan United States
Wait, how do I get out of this!? Whew! That's how!

A bright green "PRESS START TO EXIT MENU" was added, even though the menu is opened by pressing Select.


Japan United States
SGVF9-TitleJP.png SGVF9-TitleUS.png

New and unique to the US version of the game is the Passcode system, as Memory Cards were not widely available in the US at launch.

In addition, the Options menu was made available from the title, although it offers no different options from what can be accessed while in-game.


SGVF9-Unknown.png

These do not conform to anything the game uses, and include unique typos such as "SMILMLY".

In HAMLET, all of the HUD information and most of the menu options are part of the HUD.

Japan United States US (Mockup)
SGVF9-ControlJP.png Why yes, that IS the default JP controls! Estimated to be correct.

The ability for players to customize which buttons were used for certain functions was removed, replaced with 3 more vastly modified control layouts.

Regardless, however, the graphics used for the JP control screen were fully translated into english and reorganized.


Item Names

Japan United States
SGVF9-GunLauncherJP.gif SGVF9-GunLauncherUS.gif
SGVF9-LinearCannonJP.gif SGVF9-LinearCannonUS.gif
SGVF9-RocketLauncherJP.gif SGVF9-RocketLauncherUS.gif

Some of the crosshairs for the various weapons were modified in the US version.


Weapon Names

Japan United States
POWER BEAM POWER BEAM GUN
LARGE - BEAM LARGE - BEAM GUN
MEDIUM - BEAM MID-SIZED - BEAM GUN
SMALL - BEAM SMALL - BEAM GUN
MEDIUM - VULCAN MID-SIZED - VULCAN
LARGE - ROCKET LAUNCHER LARGE ROCKET LAUNCHER
MEDIUM - ROCKET LAUNCHER MID-SIZED ROCKET LAUNCHER
SMALL - ROCKET LAUNCHER SMALL ROCKET LAUNCHER
MEDIUM - LINEAR CANNON MID-SIZED - LINEAR CANNON
MEDIUM - GUN LAUNCHER MID-SIZED - GUN LAUNCHER

The name text for some weapons was changed in the US.


Debug Text

Hmmm...
To do:
Does this game have debug information on an external monitor?

Found in the JP Version

%3d : now_anmmode = 0x%04X
%3d : DspPos(x, y) = (%3d, %3d)
%3d : TexPos(x, y) = (%3d, %3d)
%3d : TexOff(x, y) = (%3d, %3d)
%3d : CLUTPs(x, y) = (%3d, %3d)
%3d : Sprite   Table Max = %d
%3d : Sequence Table Max = %d
%3d : 
%3d : Use Texture Max = [%d]
%3d : 
%3d : 
%3d : Marge flag   = 0x%04X
%3d : 
%3d : 
%3d : Offset(x, y) = (%3d, %3d)
%3d : 
%3d : 
%3d : Size(x, y)   = (%3d, %3d)
%3d : 
%3d : 
%3d : TexPos(x, y) = (%3d, %3d)
%3d : 
%3d : 
%3d : TexOff(x, y) = (%3d, %3d)
%3d : 
%3d : Start Use sprite No.        = [%d]
%3d : 
%3d : Now Sequence Animation Mode = [%04X]
%3d : 
%3d : Sequence Data Length = [%d]
%3d : 
%3d : 
%3d : cell_no = %d
%3d : 
%3d : wait_time = %d
%3d : Polygon  Table Max = %d
%3d : 
%3d : Offset(x, y) = (%3d, %3d)
%3d : 
%3d : Size(x, y)   = (%3d, %3d)
%3d : 
%3d : TexOff(x, y) = (%3d, %3d)
sequence No. = [%d]
rgb = (%d,%d,%d)


Error: Can't push matrix,stack (max 20) is full!
Error: Can't pop matrix,stack is empty!
This function is not implemented.


ResetGraph(%d)...
SetGraphReverse(%d)...
SetGraphDebug:level:%d,type:%d reverse:%d
SetGraphQueue(%d)...
DrawSyncCallback(%08x)...
SetDispMask(%d)...
DrawSync(%d)...
%s:bad RECT (%d,%d)-(%d,%d)
%s: ClearImage  LoadImage  StoreImage  MoveImage  ClearOTag(%08x,%d)...
ClearOTagR(%08x,%d)...
DrawOTag(%08x)...
PutDrawEnv(%08x)...
PutDispEnv(%08x)...
GPU_exeque: null func.
GPU timeout:que=%d,stat=%08x,chcr=%08x,madr=%08x
tpage: (%d,%d,%d,%d)
clut: (%d, %d)
clip (%3d,%3d)-(%d,%d)
ofs  (%3d,%3d)
tw   (%d,%d)-(%d,%d)
dtd   %d
dfe   %d
disp   (%3d,%3d)-(%d,%d)
screen (%3d,%3d)-(%d,%d)
isinter %d
isrgb24 %d
$Id: intr.c,v 161 1995/05/18 06:47:50 suzu Exp $  intr timeout($04x:%04x)
DMA bus error: code=%08x
Vsync: timeout 


Can't Open Sequence data any more
This is not SEQ Data.
This is an old SEQ Data Format.


SPU:T/O [%s]
wait (reset)
wait (wrdy H -> L)
wait (dmaf clear/W)
wait (ioctl/IRQ)    [%d] %08x / %08x (%08d)
non
CdlReadS
CdlSeekP
CdlSeekL
CdlGetTD
CdlGetlocP
CdlGetlocL
?
CdlSetmode
CDlsetfilter
CDlDemute
CdlMute
CdlReset
CdlPause
CdlStop
CdlStandby
CdlReadN
CDlBackword
CDlForward
CDlPlay
CdlSteloc
CdlNop
CdlSync DiskError
DataEnd Acknowledge Complete
DataReady
NoIntr  %s:(%s) timeout Sync=%s, Ready=%s 


%s: DiskError(%02x)
Ready=DiskError(%02x)
CDROM: unknown intr(%d)
CD_syn  
CDready   %s....
%s: no param
CD_cw  
CD_init:addr=%08x
CD open...
Cd_read CD read retry %2d(%02x:%02x:%02x)
CD_datasync 
CDInit: Init failed
%s: path level (%d) error
%s: dir was not found
CdSearchFile: disc error
CdSearchFile: searching %s...
%s:  found
%s: not found
CD_newmedia: Read error in cd_read(PVD)
CD001
CD_newmedia: Disc format error in cd_read(PVD)
CD_newmedia: Read error (PT:%08x)
CD_newmedia: searching dir..
        %08x,%04x,%04x,%s
CD_newmedia: %d dir entries found
CD_cachefile: dir not found
CD_cahefile: searching...
.   ..        (%02x:%02x:%02x) %8d %s
CD_cachefile: %d files found
Final Sector is on %08x %08x %08x %04x %04x
DMA STATUS ERROR %x
MDEC_rest:bad option(%d)
MDEC_in_sync
MDEC_out_sync
DMA=(%d,%d), ADDR=(0x%08x->0x%08x)
FIFO=(%d,%d),BUSY=%d,DREQ=(%d,%d),RGB24=%d,STP=%d,
%s timeout:
MDEC_vlec: invalid VLC ID

(JP Version Dates)

$Id: sys.c,v 1.89 1994/10/17 06:25:57 suzu
$Id: prim.c,v 1.14 1994/10/15 06:26:38 suzu
$Id: ext.c,v 1.5 1994/10/04 06:40:39 suzu
$Id: otag.c,v 1.3 1994/10/15 08:34:13 suzu
$Id: vsync.c,v 1.11 1994/10/15 12:31:01 suzu
$Id: pad.c,v 1.17 1994/10/14 01:04:10 suzu
$Id: intr.c,v 1.29 1994/10/14 01:04:07 suzu

(US Version Dates)

%Id: intr.c,v 1.61 1995/05/18 06:47:50 suzu
%Id: vsync.c,v 1.15 1995/05/18 06:48:05 suzu
%Id: sys.c,v 1.83 1995/05/25 13:43:27 suzu