Sports Illustrated: Golf Classic
Sports Illustrated: Golf Classic |
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Also known as: Golf Classic (EU) This game has unused code. |
Sports Illustrated: Golf Classic uses Super Game Boy sound effects and has a very good soundtrack... there isn't much more.
Unused Super Game Boy Sounds
The game has a SOUND table fully programmed for both A and B type sounds along with the recommended pitch/volume settings, as with the Tetris 2 (Game Boy) sound test. The game does not use B type sounds.
Game Genie code ??8-53B-7FA ID 00-30, 31-4A will replace the menu selection sound with any of the unused sounds.
There is also a routine that loads the unused mute command, and a separate routine that sets the unused SOUND bytes. Game Genie code ??6-1FF-E6A will set the unused bytes to any value.
Unused Text
There is some weird copyright string at 20010 in game ROM:
19930610N.Nakano
filling empty area of one of the bank offset tables.
Uncompiled SNES Code
For some reason, a large amount of uncompiled SNES assembly code is scattered around the ROM.
0x012D00
353 0000 ; 354 0000 ; General DMA transfer 355 0000 ;
0x013FD0
0 436 0000
0x014180
ds 1 ;Current screen number 441 0007 Key_delay ds 1 ;Key down flag (for toggle select) 442 0008 443 0008 Tran_x ds 2 ;Tranlsation X direction 444 00
0x01441C
49 0011 Angle_X ds 1 450 0012 Sin_ret ds 2 451 0014 Cos_ret ds 2 452 0016 demo.X65 ......PAGE 0009 LINE# LOC CODE
0x01441C
477 0035 clip_y_min ds 1 ;Clip limits for 3d-window 478 0036 clip_y_max ds 1 479 0037 clip_x_min ds 1 480 0038 clip_x_max ds 1 481 0039 482 0039 Screen_count ds 1 483 003A Vertex_count ds 2 484 003C 485 003C Idle ds 2 486 003E ;_____________________________________________________________________________ 487 003E org $8000 ;Starts $8000 (mode 20) 488 8000 489 8000 Reset 490 8000 78 sei ;disable interupts 491 8001 18 clc ;clear carry 492 8002 FB xce ;goto 65816 mode 493 8003 5C 07 80 80 jmp ~resetfast ;force bank update 494 8007 495 8007 resetfast 497 8007 ;***************************************************************************** 498 8007 ;* * 499 8007 ;* sfxinit.sfx * 500 8007 ;* Super FamiCom Initialization file * 501 8007 ;* Programmed by: Wayne A. Shirk
0x017069
x ; 619 80F4 A9 00 x lda #00 620 80F6 8D 33 21 x sta SetIni ; 621 80F9 x ; demo.X65 ......PAGE 0012 LINE# LOC CODE LINE 622 80F9 x ; 623 80F9 x ;*********************** Initialize PPU Registers ***************************** 624 80F9 x ; 625 80F9 x 626 80F9 8D 00 42 x sta NmiTimEn ; 627 80FC 8D 01 42 x sta WrIO ; 628 80FF 8D 02 42 x sta WrMpyA ; 629 8102 8D 03 42 x sta WrMpyB ; 630 8105 8D 04 42 x sta WrDivL ; 631 8108 8D 05 42 x sta WrDivH ; 632 810B 8D 06 42 x sta WrDivB ; 633 810E 8D 07 42 x sta HTimeL ; 634 8111 8D 08 42 x sta HTimeH ; 635 8114 8D 09 42 x sta VTimeL ; 636 8117 8D 0A 42 x sta VTimeH ; 637 811A 8D 0B 42 x sta MDmaEn ; 638 811D 8D 0C 42 x sta HDmaEn ; 639 8120 8D 0D 42 x sta MemSel ; 640 8123 x 642 8123 AD 0D 42 x lda MemSel 643 8126 09 01 x ora #$01 644 8128 8D 0D 42 x sta MemSel ;Go to high speed 645 812B x ;****************************************************************************** 646 812B x ; SNS Development manual. 647 812B x ;****************************************************************************** 648 812B x Code_Start 649 812B A9 00 x lda #$00 ;Set BG Mode 650 812D 8D 05 21 x sta BgMode ;Mode 0 651 8130 A9 40 x lda #$40 ;Set BG Size & SC Data VRAM Address 652 8132 8D 07 21 x sta Bg1Sc ;Size=0, SC base=0 653 8135 A9 00 x lda #$00 ;BG Charter Name Addr in VRAM 654 8137 8D 0B 21 x sta Bg12NBA ;base=8k 655 813A A9 01 x lda #$01 ;Screen 1 main 656 813C 8D 2C 21 x sta TMain ; 657 813F A9 01 x lda #01 ;Turn on Auto Controller read 658 8141 8D 00 42 x sta NmiTimEn ;Turn off NMI 659 8144 x ;_________________________________________________________ 660 8144 x ; Setup Translation values 661 8144 x ;_________________________________________________________ 662 8144 x Def_Tran 663 8144 x Acc16 665 8144 C2 20 ax1 REP #$20 666 8146 ax 667 8146 A9 26 00 ax lda #38 668 8149 8D 0C 00 ax sta Tran_z 669 814C 9C 08 00 ax stz Tran_x 670 814F 9C 0A 00 ax stz Tran_y 671 8152 ax 672 8152 AF 00 80 81 ax lda ~Obj_cnt 673 8156 8D 3A 00 ax sta Vertex_count 674 8159 ax 675 8159 ax Acc8 677 8159 E2 20 x1 SEP #$20 678 815B x 679 81
0x01A462
830 8220 ; Y Border 831 8220 832 8220 AE 35 00 ldx Clip_Y_Min 833 8223 db_y 834 8223 AD 37 00 lda Clip_X_Min ;Y Value 835 8226 3A dec
0x01C180
ax sta Cord_pointer 951 82BA ax ;***************************************************************************** 952 82BA ax ; Rotate about Z axis 953 82BA ax ; A> Temp4=Y*Sin(A) 954 82BA ax ;
0x01C14C
960 82BD AE 16 00 ax ldx Cord_Pointer ;Setup cordinate pointer 961 82C0 ax ;----------------------------------------------------------------------------- 962 82C0 ax ; Y*Sin() -> Temp4 963 82C0
0x01CAF2
ax eor #$ffff ;Make positive if negative (ABS) 988 82E2 1A ax inc A ;2's comp offset 989 82E3 CE 1D 00 ax dec Neg_Flag ;Note its really negative 990 82E6 ax USignDivA 991 82E6 8D 04 42 ax sta WrDivL ;Dividend (Low&High) 992 82E9 ax Acc8 994 82E9 E2 20 x1 SEP #$20 995 82EB x 996 82EB A9 7F x lda #$7f ;Divisor 997 82ED 8D 06 42 x sta WrDivb 998 82F0 x Acc16 1000 82F0 C2 20 ax1 REP #$20 1001 82F2 ax 1002 82F2 EA ax nop 1003 82F3 EA ax nop 1004 82F4 ax 1005 82F4 AD 1D 00 ax lda Neg_Flag ;Determine if orginal value was neg. 1006 82F7 F0 09 ax beq PosDivA ;If not save to TEMP 1007 82F9 ax 1008 82F9 AD 14 42 ax lda RdDivL ;Get value 1009 82FC 49 FF FF ax eor #$FFFF ;Invert 1010 82FF 1A ax inc A ;2's offset 1011 8300 80 03 ax bra SkipDivA ;Save it 1012 8302 ax PosDivA 1013 8302 AD 14 42 ax lda RddivL ;Get Result (quotient) 1014 8305 ax SkipDivA 1015 8305 8D 25 00 ax sta Temp4
0x01DA5D
8335 8D 06 42 x sta WrDivb 1053 8338 x Acc16 1055 8338 C2 20 ax1 REP #$20 1056 833A ax 1057 833A EA ax nop 1058 833B EA ax nop 1059 833C ax 1060 833C AD 1D 00 ax lda Neg_Flag ;Determine if orginal value was neg. 1061 833F F0 09 ax beq PosDivB ;If not save to
0x01F1E9
ax 1156 83B9 49 FF FF ax eor #$ffff ;Make positive if negative (ABS) 1157 83BC 1A ax inc A ;2's comp offset 1158 83BD CE 1D 00 ax dec Neg_Flag ;Note its really negative 1159 83C0 ax USignDivD 1160 83C0 8D 04 42 ax sta WrDivL ;Dividend (Low&High) 1161 83C3 ax Acc8 1163 83C3 E2 20 x1 SEP #$20 1164 83C5 x 1165 83C5 A9 7F x lda #$7f ;Divisor 1166 83C7 8D 06 42 x sta WrDivb 1167 83CA x Acc16 1169 83CA C2 20 ax1 REP #$20 1170 83CC ax 1171 83CC EA ax nop 1172 83CD EA ax nop 1173 83CE ax 1174 83CE AD 1D 00 ax lda Neg_Flag ;Determine if orginal value was neg. 1175 83D1 F0 09 ax beq PosDivD ;If not save to TEMP 1176 83D3 ax 1177 83D3 AD 14 42 ax lda RdDivL ;Get value 1178 83D6 49 FF FF ax eor #$FFFF ;Invert 1179 83D9 1A ax inc A ;2's offset 1180 83DA 80 03 ax bra SkipDivD ;Save it 1181 83DC ax PosDivD 1182 83DC AD 14 42 ax lda RdDivL 1183 83DF ax SkipDivD 1184 83DF 8D 2B 00 ax sta Temp7 ; Temp3=Cos(A)*Y 1185 83E2 ax ;----------------------------------------------------------------------------- 1186 83E2 ax ; Finish Calculations 1187 83E2 ax ; X'=X*Cos(A)-Y*Sin(A) => X'=Temp7-Temp4 1188 83E2 ax ; Y'=X*Sin(A)+Y*Cos(A) => Y'=Temp6+Temp5 1189 83E2 ax ; Z'=Z 1190 83E2 ax ;----------------------------------------------------------------------------- 1191 83E2 ax Y_Value_Z 1192 83E2 AD 29 00 ax lda Temp6 ;Get X*Sin(A) 1193 83E5 8D 21 00 ax sta Temp2 ;setup for twos add 1194 83E8 AD 27 00 ax lda Temp5 ;Get Y*Cos(A) 1195 83EB 8D 23 00 ax sta Temp3 ;setup for twos add 1196 83EE 20 58 82 ax jsr Twos_add ;do it 1197 83F1 9D 00 11 ax sta Temp_Buffer_Y,x ;save values (buffer for later translation 1198 83F4 ax X_Value_Z 1199 83F4 AD 2B 00 ax lda Temp7 ;Get X*Cos(A) 1200 83F7 8D 21 00 ax sta Temp2 ;setup for twos add 1201 83FA AD 25 00 ax lda Temp4 ;Get Y*Sin(A) 1202 83FD ax 1203 83FD ax ; invert second value 1204 83FD ax 1205 83FD 49 FF FF ax eor #$ffff ;flip bits 1206 8400 1A ax inc A ;add 1 1207 8401 8D 23 00 ax sta Temp3 ;setup for twos add 1208 8404 20 58 82 ax jsr Twos_add [snip] R8407 9D 00 10 [snip] Temp_Buf [snip] e it (16bit)
0x025BA0
HDMA0ADDH C HDMA0ADDL C HDMA0BANK C HDMA0LNUM C HDMA1ADDH C HDMA1ADDL C HDMA1BANK C HDMA1LNUM C HDMA2ADDH &C HDMA2ADDL %C HDMA2BANK
0x027134
00 00 x dw $0000,$0000,$0000,$0000 5388 B810 x ;1 5389 B810 00 00 00 00 x dw $0000,$0000,$0000,$0000 5390 B818 00 00 00 00 x dw $0000,$0000,$0000,$0000 5391 B820 x ;2 5392 B820 00 00 00 00 x dw $0000,$0000,$0000,$0000 5393 B828 00 00 00 00 x dw $0000,$0000,$0000,$0000 5394 B830 x ;3 5395 B830 00 00 00 00 x dw $0000,$0000,$0000,$0000 5396 B838 00 00 00 00 x dw $0000,$0000,$0000,$0000 5397 B840 x ;4 5398 B840 00 00 00 00 x dw $0000,$0000,$0000,$0000 5399 B848 00 00 00 00 x dw $0000,$0000,$0000,$0000 5400 B850 x ;5 5401 B850 00 00 00 00 x dw $0000,$0000,$0000,$ff00 5402 B858 00 00 00 00 x dw $0000,$0000,$0000,$0000 5403 B860 x ;6 5404 B860 00 00 00 00 x dw $0000,$0000,$0000,$ff00 5405 B868 00 00 00 00 x dw $0000,$0000,$0000,$0000 5406 B870 x ;7 5407 B870 00 00 00 00 x dw $0000,$0000,$0000,$ff00 5408 B878 00 00 00 00 x dw $0000,$0000,$0000,$0000 5409 B880 x ;8 5410 B880 00 00 00 00 x dw $0000,$0000,$0000,$0000 5411 B888 00 00 00 00 x dw $0000,$0000,$0000,$0000 5412 B890 x ;9 5413 B890 00 00 00 00 x dw $0000,$0000,$0000,$0000 5414 B898 00 00 00 00 x dw $0000,$0000,$0000,$0000 5415 B8A0 x ;10 5416 B8A0 00 00 00 00 x dw $0000,$0000,$0000,$0000 5417 B8A8 00 00 00 00 x dw $0000,$0000,$0000,$0000 5418 B8B0 x ;11 5419 B8B0 00 00 00 00 x dw $0000,$0000,$0000,$0000 5420 B8B8 00 00 00 00 x dw $0000,$0000,$0000,$0000 5421 B8C0 x ;12 5422 B8C0 00 00 00 00 x dw $0000,$0000,$0000,$0000 5423 B8C8 00 00 00 00 x dw $0000,$0000,$0000,$0000 5424 B8D0 x ;13 5425 B8D0 00 00 00 00 x dw $0000,$0000,$0000,$0000 5426 B8D8 00 00 00 00 x dw $0000,$0000,$0000,$0000 5427 B8E0 x ;14 5428 B8E0 00 00 00 00 x dw $0000,$0000,$0000,$0000 5429 B8E8 00 00 00 00 x dw $0000,$0000,$0000,$0000 5430 B8F0 x ;15 5431 B8F0 00 00 00 00 x dw $0000,$0000,$0000,$0000 5432 B8F8 00 00 00 00 x dw $0000,$0000,$0000,$0000 5433 B900 x ;16 5434 B900 00 00 00 00 x dw $0000,$0000,$0000,$0000 5435 B908 00 00 00 00 x dw $0000,$0000,$0000,$0000 5436 B910 x ;17 5437 B910 00 00 00 00 x dw $0000,$0000,$0000,$0000 5438 B918 00 00 00 00 x dw $0000,$0000,$0000,$0000 demo.X65 ......PAGE 0098 LINE# LOC CODE LINE 5439 B920 x ;18 5440 B920 00 00 00 00 x dw $0000,$0000,$0000,$0000 5441 B928 00 00 00 00 x dw $0000,$0000,$0000,$0000 5442 B930 x ;19 5443 B930 00 00 00 00 x dw $0000,$0000,$0000,$0000 5444 B938 00 00 00 00 x dw $0000,$0000,$0000,$0000 5445 B940 x ;20 5446 B940 00 00 00 00 x dw $0000,$0000,$0000,$0000 5447 B948 00 00 00 00 x dw $0000,$0000,$0000,$0000 5448 B950 [snip] R50 00 00 00 0 [snip] $0000,$000 [snip] B958 00 0
0x032580
0000 INDEX8 macro 319 0000 OFF16I ;index reg set to 8 bit mode 320 0000 SEP #$10 321 0000 endm 322 0000 323 0000 ACC16 macro 324 0000 on
0x03386D
#trfword 398 00
0x03FFE8
36 0000
0x036730
sta M7ParaC ;Low 582 809F 8D 1D 21 x sta M7ParaC ;High 583 80A2 8D 1E 21 x sta M7ParaD ;Low 584 80A5 A9 01 x lda #01 585 80A7 8D 1E 21 x sta M7ParaD ;High
0x0371E8
itialize PPU Registers *
0x037E11
670 814F 9C 0A 00 ax stz Tran_y 671 8152 ax 672 8152 AF 00 80 81 ax
0x037FE8
sta Scale
0x038F7E
740 81BB 88 ax dey ;increment counter 741 81BC D0 F9 ax
0x03AB60
x 864 8248 x ;***************************************************************** 865 8248 x ; Draw Test image 866 8248 x ; Use bitmap 867 8248 x ;***************************************************************** 868 8248 20 A8 82 x jsr Draw_object 869 824B x ;***************************************************************** 870 824B x ; Turn up brightness 871 824B x ;***************************************************************** 872 824B x Screen_On 873 824B A9 01 x lda #01 ; bg1 874 824D 8D 2C 21 x sta TMain 875 8250 A9 0F x lda #$0f ;max value 16 876 8252 8D 00 21 x sta IniDisp ;full bright 877 8255 4C F7 89 x jmp Wait_Nmi ; end of init code 878 8258 x ;///////////////////////////////////////////////////////////////////////////// 879 8258 x ; Subroutines 880 8258
0x03B16C
and returns in Temp2
0x03B2EC
Carry bit 892 82
0x03B453
0 12 3 1 12 124 52 ;test for positive 89
0x03BFC1
Index16 943 82AA C2 10 ax1 REP #$10
The Sports Illustrated series
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Game Boy | Sports Illustrated Championship Football & Baseball • Sports Illustrated: Golf Classic |
SNES | Sports Illustrated Championship Football & Baseball |
- Pages missing developer references
- Games developed by Unexpected Development
- Pages missing publisher references
- Games published by Malibu Games
- Game Boy games
- Super Game Boy games
- Pages missing date references
- Games released in 1995
- Games released in July
- Games with unused code
- Games with uncompiled source code
- Games with unused sounds
- Sports Illustrated series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused code
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by Unexpected Development
Games > Games by platform
Games > Games by platform
Games > Games by platform > SNES games > Super Game Boy games
Games > Games by publisher > Games published by THQ Nordic > Games published by THQ > Games published by T·HQ > Games published by Malibu Games
Games > Games by release date > Games released in 1995
Games > Games by release date > Games released in July
Games > Games by series > Sports Illustrated series
The Cutting Room Floor > Unimportant Awards > Game Boy games
The Cutting Room Floor > Unimportant Awards > Game Boy games