The Rugrats Movie
The Rugrats Movie |
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Developer: Software Creations This game has unused code. |
To do: Document 1999/revision 1.1 GBC differences. |
Doo-doo doodoo doo-doo. That is the Game Boy rendition of the Rugrats main theme, only this time with more explosive poop jokes.
Contents
Placeholder Screens
Special Reward
GameShark code 010511DE will start the game in a placeholder screen.
Gameworld
GameShark code 01060EDE will start the game in another placeholder screen. This screen only exists in the original monochrome version and was likely intended to display after completing a level. Pressing any button will not affect the screen.
RGBer
GameShark code 011511DE will start the game in a screen for testing the GBC palette settings. Unfortunately, you can't change the palette settings. Pressing the A button will bring you to a secondary screen where the game waits for a signal from a developer console.
Chapter Screen
GameShark code 011711DE starts the game in a chapter screen. There were originally going to be level chapters. A palette was only programmed for the monochrome version though the screen only exists in the GBC version, oddly.
Hidden Credits Screens
There are two credits screens present in the ROM that were cut for unknown reasons.
THQ Screen 1
GameShark code 010D11DE.
THQ Screen 2
GameShark code 011611DE.
Website Remnants
Remnants of an unknown website can be found in the US version at 0x7BA8C:
bgcolor="#006666"><img src="../images/news/bullet2.gif" width=6 height=7 alt="" border=0><font face="Verdana, Arial, Helvetica" size="-2" color="#000000"> <b>Our Sponsor Sez:</b> </font></td> </tr> <tr> <td> <table width="100%" border="0" cellspacing="0" cellpadding="2"> <tr> <td align="CENTER" valign="TOP" bgcolor="#000000"><a href="http://accipiter.criticalmass.com/cgi-bin/adclick.exe/SITE=PQ/AREA=BUTTON2/AAMSZ=IAB_BUTTON_1?/news/newsbytime.shtm&194.202.78.108&28:20"><img src="http://accipiter.criticalmass.com/cgi-bin/adserver.exe/SITE=PQ/AREA=BUTTON2/AAMSZ=IAB_BUTTON_1?/news/newsbytime.shtm&194.202.78.108&28:20" border=0 width=120 height=90></a></td> </tr> </table></td> </tr> </table></td> </tr> <tr> <td bgcolor="#000000"><img src="../images/dot_clear.gif" width=1 height=10 alt="" border="0"></td> </tr> <tr> <td> <table width="100%" border="0" cellspacing="2" cellpadding="2" bgcolor="#000033"> <tr> <td align="CENTER" valign="MIDDLE" bgcolor="#006666"><img src="../images/news/bullet2.gif" width=6 height=7 alt="" border=0><font face="Verdana, Arial, Helvetica" size="-2" color="#000000"> <b>Recent Site Updates</b> </font></td> </tr> <tr> <td> <table cellspacing=0 cellpadding=2 border=0> <tr> <td valign="top" bgcolor="#000000"> <font face="Arial, Helvetica"> <font size="-2">
Remnants of the British tech site The Register can be found in the French version at 0x5B800:
TD> <TD><A HREF="/theweb.html"><IMG SRC="/images/top-theweb.gif" ALT="[the web]" WIDTH=98 HEIGHT=23 BORDER=0></A></TD> <TD><A HREF="/channels.html"><IMG SRC="/images/top-channels.gif" ALT="[channels]" WIDTH=104 HEIGHT=23 BORDER=0></A></TD> </TR> </TABLE> </TD> </TR> <TR><TD HEIGHT=2 COLSPAN=2><IMG SRC="/images/trans.gif" WIDTH=8 HEIGHT=2 ALT=""></TD></TR> <TR><TD BGCOLOR=BLACK ALIGN=CENTER COLSPAN=2><IMG SRC="/images/only-reg.gif" WIDTH=280 HEIGHT=27 ALT="ONLY THE /Register/ TELLS IT LIKE IT IS"></TD></TR> <!-- ----- MAIN DISPLAY ---------------- --> <TR> <TD COLSPAN=2> <TABLE CELLPADDING=0 CELLSPACING=0 BORDER=0> <TR> <TD WIDTH=5 BGCOLOR="#FF0000" VALIGN=TOP ROWSPAN=2><IMG SRC="/images/trans.gif" WIDTH=5 HEIGHT=1 ALT="" BORDER=0><BR></TD> <TD WIDTH=5 BGCOLOR="#FFFFFF" VALIGN=TOP ROWSPAN=2><IMG SRC="/images/trans.gif" WIDTH=5 HEIGHT=1 ALT="" BORDER=0><BR></TD> <TD VALIGN=TOP ALIGN=CENTER><CENTER> <IMG SRC="/images/trans.gif" WIDTH=1 HEIGHT=6 ALT=""><BR> <IMG SRC="/images/trans.gif" WIDTH=61 HEIGHT=1 ALT=""> <!-- Ad banner at top of page --> <IMG SRC="/images/advertisement.gif"><BR> <!-- Main index --> <NOLAYER><IFRAME SRC="http://ad.uk.doubleclick.net/adi/theregister.co.uk/regindex;area=regindex;pos=1;sz=468x60;tile=1;ord=12345?" width=468 height=60 marginwidth=0 marginheight=0 hspace=0 vspace=0 frameborder=0 scrolling=no><A HREF="http://ad.uk.doubleclick.net/jump/theregister.co.uk/regindex;area=regindex;pos=1;sz=468x60;tile=1;abr=!ie4;abr=!ie5;ord=12345?"><IMG SRC="http://ad.uk.doubleclick.net/ad/theregister.co.uk/regindex;area=regindex;pos=1;sz=468x60;tile=1;abr=!ie4;abr=!ie5;ord=12345?" WIDTH=468 HEIGHT=60></A></IFRAME></NOLAYER><ILAYER id=ad1 visibility=hide WIDTH=468 HEIGHT=60></ILAYER> </CENTER></TD> <TD WIDTH=5 BGCOLOR="#FFFFFF" VALIGN=TOP ROWSPAN=2><IMG SRC="/images/trans.gif" WIDTH=5 HEIGHT=1 ALT="" BORDER=0><BR></TD> <TD WIDTH=5 BGCOLOR="#FF0000" VALIGN=TOP ROWSPAN=2><IMG SRC="/images/
Unused Super Game Boy Palette
The Game Genie code 330-47B-809 420-48B-F7B will load an unfinished palette that doesn't contrast too well.
Additional Planned Palettes
Located at 0x04C213, 0x04C223 are two PAL01 commands that are remnants of two additional planned palettes, which are black because the RGB values are all 00. Game Genie code 230-47B-809 420-48B-F7B will load the first unused palette, while 130-47B-809 420-48B-F7B will load the second and 330-47B-809 420-48B-F7B will load an unused PAL_SET command.
The listing starts at 0x04C213:
01000000000000000000000000000000
01000000000000000000000000000000
01F80078003800000000000000000000
51000002020202020202020202020202
ICON_EN Oddity
For some reason, the game disables palette and controller settings then re-enables them a few commands later. This may hint further that additional palettes were planned. Game Genie code 004-E6B-2AF will leave palette and controller settings disabled.
Development Text
Equates
At 0x003ED0 and throughout the Super Game Boy enhanced ROM are a series of equates.
OBJNEXT_ANIM equ 0c 4173 OBJCURRANIM equ 0e 4178 OBJDIR equ 0f 4164 OBJXSPEED equ 010 4164 OBJYSPEED equ 012 4184 OBJMAXX equ 014 4185 OBJMAXY equ 016 4180 OBJCURRENT equ 018 4164 OBJREQUESTED equ 01a 4165 OBJSTAGE equ 01b 4180 OBJCOUNT equ 01c 4184 OBJTARGETX equ 01d 4185 OBJT
OTIT equ 02cd2 4145 OKNM1 equ 02cf4 4165 CHECKRANGE equ 02d05 4179 EXITPASS equ 02d2c 4165 EXITRANGE equ 02d2d 4172 EXITFAIL equ 02d2e 4146 EXITFAIL2 equ 02d30 4174 AI_FOUNTAIN equ 02d33 4183 KILLHIMNOW equ 02e12 4172 AI_COLLECTFALL equ 02e23 4166 AI_FALLOFF equ 02e2b 4172 NORMFALL equ 02e31 4165 CHECKDONE equ 02e99 4180 FALLRIGHT equ 02ec9 4178 CHECKFORLADDER equ 02eeb 4179 LADDERS equ 02f08 4145 LADDMAP1 equ 02f3e 4146 LADDMAP2 equ 02f3e 4147 LADDMAP3 equ 02f3e 4148 LADDMAP4 equ 02f3e 4149 LADDMAP5 equ 02f3e 4150 LADDMAP6 equ 02f3e 4151 LADDMAP7 equ 02f3e 4152 LADDMAP8 equ 02f3e 4153 LADDMAP9 equ 02f3e 4144 LADDMAP10 equ 02f3e 4146 LADDMAP12 equ 02f3e 4148 LADDMAP14 equ 02f3e 4147 LADDMAP13 equ 02f3e 4145 LADDMAP11 equ 02f3f 4180 AI_CART equ 02f41 4179 NOPRESS equ 02ffd 4176 GOINGUP equ 03030 4174 GOINGDOWN equ 03065 4180 ANIMCART equ 03097 4180 MOVECART equ 030c3 4179 SPEEDS equ 03141 4180 FLATCART equ 03146 4180 UP33CART equ 0314a 4180 UP45CART equ 0314e 4180 UP60CART equ 03152 4180 DOWN33CART equ 03156 4180 DOWN45CART equ 0315a 4180 DOWN60CART equ 0315e 4180 EFLATCART equ 03162 4180 EUP33CART equ 03166 4180 EUP45CART equ 0316a 4180 EUP60CART equ 0316e 4180 EDOWN33CART equ 03172 4180 EDOWN45CART equ 03176 4180 EDOWN60CART equ 0317a 4164 AI_FOUNTAINHOLD equ 0317e 4171 YUPOK equ 031c7 4172 GABALL equ 031d9 4174 GABALLOON equ 031e3 4185 WATER_JELLY equ 031ed 4174 LOBALLOON equ 031f7 4185 HANDLEOVERLAY equ 03201 4179 SINGLEOVS equ 03286 4179 DOUBLEOVS equ 032bc 4174 CHECKFORBALLOON equ 032f2 4165 CHECKFORDOUBLE equ 03334 4180 CHKRIGHT equ 0336b 4172 DOUBLELOCSL equ 03393 4179 SINGLELOCS equ 033c9 4167 LEV1SING equ 033ff 4167 LEV2SING equ 033ff 4167 LEV3SING equ 033ff 4167 LEV5SING equ 033ff 4167 LEV6SING equ 033ff 4167 LEV7SING equ 033ff 4167 LEV8SING equ 033ff 4167 LEV9SING equ 033ff 4167 LEV10SING equ 033ff 4167 LEV11SING equ 033ff 4167 LEV12SING equ 033ff 4167 LEV13SING equ 033ff 4167 LEV13ASING equ 033ff 4167 LEV4SING equ 03400 4162 LEV1DOUB equ 03402 4162 LEV2DOUB equ 03402 4162 LEV5DOUB equ 03402 4162 LEV6DOUB equ 03402 4162 LEV8DOUB equ 03402 4162 LEV9DOUB equ 03402 4162 LEV10DOUB equ 03402 4162 LEV11DOUB equ 03402 4162 LEV12DOUB equ 03402 4162 LEV13DOUB equ 03402 4162 LEV13ADOUB equ 03402 4162 LEV4DOUB equ 03404 4162 LEV3DOUB equ 03408 4162 LEV7DOUB equ 0340c 4163 DOOVERCALC equ 03410 4163 REDOOVERCALC equ 03420 4172 AI_DUCKWALL equ 0348e 4167 AI_SWING equ 0348f 4165 AI_SLIDE equ 03514 4167 STILL_SLIDING equ 0357f 4180 VINETEST equ 035be 4179 SHAKEOFFSETS equ 035e0 4174 TESTZEN equ 03650 4168 KILLFISH equ 03655 4162 FISHTAB equ 03674 4165 GENIEMOVE equ 03688 4179 POINTS equ 0376a 4150 LEVEL6 equ 03772 4180 DECIT equ 037d5 4165 GOMOVE equ 037e3 4180 MOVEMLEFT equ 03807 4180 MOVEMRIGHT equ 0382d 4180 FLASHWHAT equ 03849 4163 REPTARCOINC equ 03851 4163 ROADLEVELCOINC equ 03914 4174 CHECKONSCREEN equ 039cf 4178 BACKGROUNDTIMER equ 03a10 4174 PRINTCLOWN equ 03a39 4146 PRINTCLOWN2 equ 03a43 4176 ANIMLOOP equ 03a5c 4176 NODEP equ 03a88 4173 OUTANIM equ 03adb 4179 FINISH_FRAMES equ 03add 4180 CLOWNOFFSET equ 03ae3 4180 DOCTOROFFSET equ 03b03 4180 FIREOFFSET equ 03b19 4180 SMOKEOFFSET equ 03b23 4180 FLAMEOFFSET equ 03b39 4179 BACKANIMS equ 03b4b 4179 LEVEL1ANIMS equ 03b83 4179 LEVEL2ANIMS equ 03b8c 4179 LEVEL3ANIMS equ 03b95 4179 LEVEL6ANIMS equ 03b9e 4179 LEVEL8ANIMS equ 03ba7 4179 LEVEL11ANIMS equ 03bb0 4179 LEVEL13ANIMS equ 03bb9 4163 SPRITE_COINC equ 03bc2 4163 MAPCOINC equ 03bdc 4180 FADEOUT equ 03be5 4173 FORCE_ANIM equ 03bff 4146 FORCE_ANIM_2 equ 03c05 4179 MAPTABLES equ 03c19 4163 LEV1COINC equ 03c4f 4163 LEV2COINC equ 03c6c 4163 LEV3COINC equ 03c7d 4163 LEV11COINC equ 03c8a 4144 ENDBANK0 equ 03ca3 4145 SPIDER1LEV1 equ 14000 4145 SPIDER2LEV1 equ 14003 4145 SPIDER3LEV1 equ 14006 4145 SPIDER4LEV1 equ 14009 4145 SPIDER5LEV1 equ 1400c 4145 SPIDER6LEV1 equ 1400f 4145 SPIDER7LEV1 equ 14012 4145 SPIDER8LEV1 equ 14015 4145 SPIDER9LEV1 equ 14018 4145 SPIDER10LEV1 equ 1401b 4145 SPIDER11LEV1 equ 1401e 4145 SPIDER12LEV1 equ 14021 4145 MONKEY1LEV1 equ 14024 4145 MONKEY2LEV1 equ 14027 4145 MONKEY3LEV1 equ 1402a 4145 MONKEY4LEV1 equ 1402d 4145 BIRD1LEV1 equ 14030 4145 BIRD2LEV1 equ 14035 4145 BIRD4LEV1 equ 1403a 4145 BIRD5LEV1 equ 1403f 4145 BIRD6LEV1 equ 14044 4146 MONKEY1LEV2 equ 14049 4146 MONKEY2LEV2 equ 1404d 4146 MONKEY3LEV2 equ 14050 4146 MONKEY5LEV2 equ 14053 4146 SPIDER2LEV2 equ 14056 4146 SPIDER3LEV2 equ 14059 4146 SPIDER4LEV2 equ 1405c 4146 SPIDER5LEV2 equ 14060 4146 SPIDER6LEV2 equ 14063 4147 ROBOT1LEV3 equ 14066 4147 ROBOT2LEV3 equ 1406a 4147 ROBOT3LEV3 equ 1406e 4147 ROBOT4LEV3 equ 14072 4147 ROBOT5LEV3 equ 14076 4147 ROBOT6LEV3 equ 1407b 4147 DUCK1LEV3 equ 1407e 4147 DUCK2LEV3 equ 14087 4147 DUCK3LEV3 equ 1408e 4147 DUCK4LEV3 equ 14095 4147 DUCK5LEV3 equ 1409a 4147 DUCK6LEV3 equ 140a1 4147 DUCK7LEV3 equ 140aa 4148 BIRD1LEV4 equ 140af 4148 BIRD2LEV4 equ 140b8 4148 BIRD3LEV4 equ 140c3 4148 BIRD4LEV4 equ 140ce 4148 BIRD5LEV4 equ 140d9 4148 BIRD6LEV4 equ 140e4 4148 BIRD7LEV4 equ 140ef 4148 BIRD8LEV4 equ 140fa 4148 SPIDER1LEV4 equ 14103 4148
Workspace File
Also present at 0x03E000 in only the Super Game Boy enhanced ROM is a fragment of a developer workspace file. This also contains a segment of source code before it ends up being cut off.
[edit-] screen=80 50 toggles=1 0 0 1 0 0 srch=debug src=001 rpl=000 file=c:\rugcol~1\mikes.asm 1 7738 27 7760 [brief] file=c:\rugcol~1\mikes.asm 1 7738 27 7760 41 47 78 1 c=1 file=c:\rugcol~1\mikes.asm 1 7695 1 7719 1 47 39 1 c=0 file=c:\rugcol~1\rugrats.asm 1 505 59 551 file=c:\rugcol~1\equates.asm 1 1 1 9 [shared-] pmark=c:\rugcol~1\mikes.asm 27 7760 ;write c to hl extern cont ;get keypad info in a and cnt1 extern cnt1 ;key pad info byte extern mikesbyte ;My Code is running flag... For Vblank etc... extern vblank_fl ;V-Blank done flag extern map_base extern mapx extern mapy,mapbytewidth extern oldmap extern updatescroll extern dump_the_scroll extern dostrips extern font extern mapno extern sprites extern dodma extern objbase extern no_objs extern init_sprites extern Sprite_handle extern sprites_done extern bnkvl extern scorestring extern leveldone? extern objsrequired extern objsheld extern objsreq extern resetgame extern smtomm1 extern smtomm2 extern birdfly1 extern birdfly2 extern birdfly3 extern birdfly4 extern dart extern walk1 extern balloon1 extern balloon2 extern balloon3 extern balloon4 extern balloon5 extern balloon6 extern balloon7 extern balloon8 extern gameover extern nick extern gardenballblock extern set_song extern set_fx extern lastone extern swing6 extern SND_TUNE_BONUS extern SND_TUNE_ENDGAME extern SND_TUNE_THEME extern colour_flag extern write_all_palette extern bankcallcode extern workspace extern fade_out_colour extern colourtitle_init extern colourtitle_handler extern reset_colour_overides extern set_colour_overide extern tommypal extern chuckiepal extern lilpal extern philpal extern angelicapal extern farldir extern birdpal_tab extern handlepallistmike include newmac.asm ; include macros.asm include equates.asm include gameequs.asm ; segment at de60-df00 'MRAM' MRAM group org 0:$de00 include mikesloram.asm ; longs ; segment 'code' code group ;put any bank 0 code you need in here screen_base equ $9800 mikes_bank equ 29 amount_scores equ 6 bytes_per_score equ 6+1 score_bytes equ amount_scores*bytes_per_score bytes_per_name equ 7+1 name_bytes equ amount_scores*bytes_per_name ; %print "--------------------" ; %print "My Code bank0 start ADDR - $",$ ;My Code entry conditions... ; ;'level_counter' is used as a condition for what to do... ; ; Set to -1 - Is after a switch on and no levels have been played ; set to 0-xx - Level number just played, set the Process accordingly mikes ld a,0 call set_song xor a ld (deb_cnt1),a ld (old_cnt1),a ld (dma_oam_flag),a ld (bgp),a ; ld (col_scheme),a ld (flash_timeon),a ld a,mikes_bank call stbnk ld a,1 ld (mikesbyte),a ei xor a ld (scx),a ld (scy),a call wait_vblank call mikes_seedrnd call Dump_charsets ;'process_no' set below on the following conditions, ; ;'just_bonus' = <> 0 the Bonus screen is shown and jumps back to Brian's ; ;then... ; ;'level_counter' = -1 then this is the first pass through, Displays title ; etc... then jumps to Brian's ; = 0-127 then the Bonus -> Reveal- > Description screens ; are shown then jumps back to Brian's ; ;;;;;;;;;;Get Rid;;;;;;;;;;;;;; ; ld a,8 ; ld (process_no),a ; ld a,2 ; ld (retries),a ; xor a ; ld (leveldone?),a; If = 0 then dead... ; ld (level_counter),a ; ld a,'0' ; ld (scorestring+3),a ; ld a,'9' ; ld
The Rugrats series
| |
---|---|
Game Boy (Color) | The Rugrats Movie • Time Travelers • Rugrats in Paris • Totally Angelica |
Windows | Rugrats in Paris • Rugrats Go Wild • Munchin Land |
PlayStation | Search for Reptar • Totally Angelica |
Nintendo 64 | Scavenger Hunt (Prototype) • Rugrats in Paris |
GameCube, PlayStation 2 | Royal Ransom |
Game Boy Advance | Castle Capers • Rugrats Go Wild |
Adobe Shockwave | Rugrats in Paris: SumoMotion |
All Grown Up! | |
Windows | Older & Bolder |
Game Boy Advance | Express Yourself |
Adobe Flash | Hangman |
Adobe Shockwave | Bumper Car Blast |
See Also | |
Nickelodeon |
- Pages missing developer references
- Games developed by Software Creations
- Pages missing publisher references
- Games published by THQ
- Game Boy games
- Super Game Boy games
- Game Boy Color games
- Pages missing date references
- Games released in 1998
- Games released in December
- Games with unused code
- Games with uncompiled source code
- Games with hidden developer messages
- Games with hidden developer credits
- Games with hidden development-related text
- Games with unused graphics
- Games with debugging functions
- To do
- Rugrats series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden developer credits
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused code
Games > Games by content > Games with unused graphics
Games > Games by developer > Games developed by Throwback Entertainment > Games developed by Acclaim Entertainment > Games developed by Acclaim Studios Manchester > Games developed by Creations > Games developed by Software Creations
Games > Games by platform
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 > Games by release date > Games released in 1998
Games > Games by release date > Games released in December
Games > Games by series > Rugrats series
The Cutting Room Floor > Unimportant Awards > Game Boy games
The Cutting Room Floor > Unimportant Awards > Game Boy games
The Cutting Room Floor > Unimportant Awards > Game Boy games > Game Boy Color games