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Super Famista 4

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Title Screen

Super Famista 4

Developer: Namco
Publisher: Namco
Platform: SNES
Released in JP: March 3, 1995


DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.


Debug mode

When Pro Action Replay code 80800801 or Game Genie code DF6D-44DD is active on bootup, debug mode is enabled. The string PS will appear in the lower right corner of the Namco screen.

General instructions:

  • Hold Select and press Start to perform a soft reset that also quickly bypasses the Namco screen.
  • Press Select on controller 1 or 2 to freeze frame. Then press X on controller 1 or 2 to advance frame-by-frame. Press Select again to resume.
  • In pitcher/batter view, hold R shoulder button and press A to end the half-inning.
  • In field view, hold R shoulder button and press A to end the game.
  • In field view, hold R shoulder button and move the D-Pad to control a baseball in play. For easy home runs, simply put the ball in the seats.

Hold one of the following buttons during bootup:

  • R - default? unused?
  • A - add debug display to the top of the screen. This is saved to SRAM, and will be in effect even after a reboot.
  • B - remove debug display.
  • Y - unknown management screen.
  • X - enter TEST MODE.

TEST MODE

Super Famista 4 SNES TEST MODE main menu.png

STADIUM TEST

Super Famista 4 SNES TEST MODE STADIUM TEST.png

This displays the map for each stadium. Use the D-Pad to scroll the screen, A button to toggle pitcher/batter view, and L and R shoulder buttons to cycle through stadiums. Press Start to exit.

CHR TEST

Super Famista 4 SNES TEST MODE CHR TEST.png

TEAMDATA DISP

Super Famista 4 SNES TEST MODE TEAMDATA DISP.png Super Famista 4 SNES TEST MODE TEAMDATA DISP 2.png

This displays team stats. Use the D-Pad to scroll the screen, A button to switch pages, and L and R shoulder buttons to cycle through teams. Press Start to exit.

SOUND TEST

Super Famista 4 SNES TEST MODE SOUND TEST.png

Error messages

When debug mode is active, if the below memory addresses contain a non-zero value, error messages appear on the Namco screen.

  • 7E07A8 - LEAGUE DAT ERROR
  • 7E07AA - ORIPL DAT ERROR
  • 7E07AC - OPTION DAT ERROR

Unknown debug mode check

The programming at SNES address $8085DE-8085E3 checks if the debug mode is active, but the following branch has a distance of zero, suggesting that the programming for this particular debug function was deleted.

Build date

When Pro Action Replay code 80800A01 or Game Genie code DF6D-446D is active on bootup, the build date December 20, 1994 appears on the Namco screen:

Super Famista 4 SNES build date.png

Version differences

A grand total of four bytes were changed between the version 1.0 and 1.1 releases, three of which are just updates to the internal header. Only a single byte in the actual gameplay was changed.

hex offset/version 1.0/version 1.1

007FDB: 00 01 //internal header, version
007FDC: CC CA //internal header, checksum
007FDE: 33 35 //internal header, checksum
021CD9: 0D 0E //unknown

The SNES address for the last difference is $849CD9. It's likely a bug fix related to progression in season mode.

Hmmm...
To do:
find where this byte is used