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NFL Football (SNES, Sculptured Software)

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Title Screen

NFL Football (unofficial name)

Developer: Sculptured Software
Platform: SNES


SourceIcon.png This game has uncompiled source code.
CopyrightIcon.png This game has hidden developer credits.
TextIcon.png This game has unused text.


This game was stuffed away in a cardboard box and found 30 years later in a garage
This game was never completed and/or given a public release.
As a result of this, keep in mind that the developers might have used or deleted some of the content featured here, had the game actually been released.

An untitled NFL Football game by Sculptured Software. Despite this, it's rather playable.

Hidden Credit

Present at 0xC22B.

Blast Technology by Steve Aguirre
Sculptured Software (c) 1994

Unused Text

Present at 0x1959A2.

NOW IS THE TIME FOR ALL QUICK BROWN FOXES TO JUMP OVER THE LAZY DOG

Uncompiled Source Code

A chunk of source code is also present in the ROM. Judging by the references to wrestlers, it likely comes from one of Sculptured's WWF titles, most likely WWF WrestleMania: The Arcade Game, given the references to arcade hardware.

	BSSX	wrest_joystat,	32*16*2		;16 bit joyval: 16 bit count

	.bss	wrestler_x,	32*NUM_WRES	;long * number wrestlers
	.bss	wrestler_y,	32*NUM_WRES	;long *		"
	.bss	wrestler_z,	32*NUM_WRES	;long *		"

	BSSX	match_time,	16*3		;frac, 1's, 10's

	BSSX	match_over,	16		;0=not over, !0=over
	BSSX	match_realtime,	16		;actual seconds elapsed
	BSSX	match_winner,	16		;just like PSTATUS

	BSSX	secret_damage,	16		;0=none,1=plyr 1,2=plyr 2
	BSSX	fight_debug,	16

	BSSX	p1winstreak,	16		;player 1 winning streak
	BSSX	p2winstreak,	16		;player 2 winning streak

	BSSX	current_round,	16		;current round in match (1+)
	BSSX	p1rounds,	16		;player 1 rounds won
	BSSX	p2rounds,	16		;player 2 rounds won

	BSSX	p1cpu_ladder,	16		;1 player game matchup #.  Used
	BSSX	p2cpu_ladder,	16		;for ladder of progression

	;keep these in order and adjacent
	BSSX	front_rproc,	32		;front ropes proc
	BSSX	back_rproc,	32		;back ropes proc
	BSSX	left_rproc,	32		;left ropes proc
	BSSX	right_rproc,	32		;right ropes proc
	.text


******************************************************************************
 SUBR  InitAddresses
	movi	COINS,a0
	move	a0,@_coin_addr,L
	movi	SWITCH,a0
	move	a0,@_switch_addr,L
	movi	SWITCH2,a0
	move	a0,@_switch2_addr,L
	movi	WATCHDOG,a0
	move	a0,@_watchdog_addr,L
	movi	DIPSWITCH,a0
	move	a0,@_dipswitch_addr,L
	movi	SOUND,a0
	move	a0,@_sound_addr,L
	movi	SOUNDIRQ,a0
	move	a0,@_soundirq_addr,L
	movi	COIN_COUNTERS,a0
	move	a0,@_coin_counter_addr,L
	movi	VMUX_INITMODE,a0
	move	a0,@VMUX_CONTROL
	rets

******************************************************************************
 SUBR  AddressSet1
	movi	COINS_M1,a0
	move	a0,@_coin_addr,L
	movi	SWITCH_M1,a0
	move	a0,@_switch_addr,L
	movi	SWITCH2_M1,a0
	move	a0,@_switch2_addPЍ��������� �$�(�,�0�4�8�<�@�D�H�L�P�T�X�\�`�d�h�l�p�t�x�|�€�„�ˆ�Œ��”�˜�œ� �¤�¨�¬�°�´�¸�¼�À�ď�ȏ�̏�Џ�ԏ�؏�܏�à�ä�è�ì�ð�ô�ø�ü� ��������������� �$�(�,�0�4�8�<�@�D�H�L�P�T�X�\�`�d�h�l�p�t�x�|�€�„�ˆ�Œ��”�˜�œ� �¤�¨�¬�°�´�¸�¼�À�Đ�Ȑ�̐�А�Ԑ�ؐ�ܐ�à�ä�è�ì�ð�ô�ø�ü� ‘��‘��‘��‘��‘��‘��‘��‘� ‘�$‘�(‘�,‘�0‘�4‘�8‘�<‘�@‘�D‘�H‘�L‘ PP‘�’�”’�˜’�œ’� ’�¤’�¨’�¬’�°’�´’�¸’�¼’�À’�Ä’�È’�Ì’�Ð’�Ô’�Ø’�Ü’�à’�ä’�è’�ì’�ð’�ô’�ø’�ü’� “��“��“��“��“��“��“��“� “�$“�(“�,“�0“�4“�8“�<“�@“�D“�H“�L“�P“�T“�X“�\“�`“�d“�h“�l“�p“�t“�x“�|“�€“�„“�ˆ“�Œ“�“�”“�˜“�œ“� “�¤“�¨“�¬“�°“�´“�¸“�¼“�À“�Ä“�È“�Ì“�Г�Ô“�Ø“�Ü“�à“�ä“�è“�ì“�ð“�ô“�ø“�ü“� ”��”��”��”��”��”��”��”� ”�$”�(”�,”�0”�4”�8”�<”�@”�D”�H”�L”�P”�T”�X”�\”�`”�d”�h”�l”�p”�t”�x”�|”�€”�„”�ˆ”�Œ”�”�””�˜”�œ”� ”�¤”�¨”�¬”�°”�´”�¸”�¼”�À”�Ä”�È”�Ì” X_CONTROL
	rets

******************************************************************************
 SUBR  AddressSet3
	movi	COINS_M3,a0
	move	a0,@_coin_addr,L
	movi	SWITCH_M3,a0
	move	a0,@_switch_addr,L
	movi	SWITCH2_M3,a0
	move	a0,@_switch2_addr,L
	movi	WATCHDOG_M3,a0
	move	a0,@_watchdog_addr,L
	movi	DIPSWITCH_M3,a0
	move	a0,@_dipswitch_addr,L
	movi	SOUND_M3,a0
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