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Titanic (NES)

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Title Screen

Titanic

Also known as: Titanic 2005, Sunken Ship
Developer: Nice Code
Publisher: Shenzhen Nanjing Technology
Platform: Unlicensed NES
Released in CN: 2005


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.


Titanic is an awful platformer loosely based on the movie of the same name. "Loosely" as in "the ship somehow magically gets fixed in the game's ending".

Unused Graphics

Titanic (NES)-rosejack.png

English text for the character selection screen, used only in the Sunken Ship version.

Unused Screens

FCEUX cheat 02AA?00:?? (where "??" is one of the below) will replace the first level with one of these screens. The code 01FD?C7:A6 will remove the HUD (may crash the game).

Scrapped Cutscene

ID: 0C

Titanic (NES)-scrappedcutscenealttiles.png

Titanic (NES)-scrappedcutscene.gif

A scrapped cutscene with Rose and Jack on the bow of the Titanic, based on the iconic scene from the movie. All of the cutscene's graphics, except for the sprite of Rose and Jack, are no longer present in any of the game's CHR banks. The palette used by the background can't easily be seen with the tiles that are loaded; copying tiles from another CHR bank over them (as was done in the screenshot to the right) allows it to be seen more easily.

Early Title Screen

ID: 0D

Titanic (NES)-earlytitlescreen.gif

An early version of the title screen that appears to be based off the poster from the movie's original theatrical release. The graphics for this screen are also no longer present with the exception of the "START" text, which is displayed in a thicker font than in the final and also blinks.

Development Text

There’s a large amount of text scattered throughout the ROM left by the game’s compiler, starting at 0x18010 and ending at 0x3BFF3.

0x18010:

 Name


 Global Value

 Global Filename   
 Global Symbol Name


 Global Value
 
 Filename :   
 Can't Create Symbol Table File.
 No Symbol Records in File :   Put the 'SYMBOLS' Assembler Directive in the Source File.

 Error Opening File For Microtek Format  
 Error Opening File For Zax Format   
 Error Writing Debug Information  -  Disk May Be Full  
 Multiple Defined Global Symbol :   Found in Files ' '  &  '
 Library Filename :  Can't Find File : %s   
 Error Reading Global Symbols in : %s  
 Not Enough Memory  
 Symbol Table Buffer Section Overflow  
 Can't Open File : %s  
 Error Reading Library : %s 
 Error Reading External Symbols in : %s 
 Maximum File Count Exceeded : %s 

0x183A4:

*** STACK OVERFLOW ***
0123456789abcdef

0x19553:

TIT01.obj

0x2E753:

TIT00.hex

0x2E785:

TIT00.map

0x2E7B7:

TIT00.sym

0x2F5CD:

TEMP.AA

0x38302-0x383A2:

-C
TIT00
-HZD
FCODE
DATA
PAGE0

0x38F4C-0x3908A:

D:\Tit
D:\Tit
Tit
dll
Tit
dll

0x3975E-0x3BFF3:

AtLeft
AtRight
SetDirectO
StructOK
IncSnapFail
earPreIndex
NO_MAIN
AutoLoop
SetOther
NextMotion
Snap
FaceToRight
SetSpriteY
Snap
XMirror
archPGT
Mul06
Mul06#1
Mul06Ok
archPaletteOk
IncSnapFail
Right
EXIT
ET_00
_GetNextSnap
ActIn
NextSnap
SetActer
NextMotion
eck240
NextActer
LOOP
ToUp
kipPage#1
ToDown
SkipPage#2
kipP
ModifySprYExit
archNext
J_HURT2
NOR
EXIT
OP1
YKEY
DECSnapFail
C1
RIGHT
LEFT
EXIT
T_TOP_00
J_HURT2
NOR
ST_1
NO_ST
EXIT
CHECK
J_HURT
J_HURT2
NOR
EXIT
OrgX2
YKEY
LE240
DECSnapFail
EXIT
Meet
J_HURT
NO
NO_C_Y
EXIT
YKEY
LE240
DECSnapFail
C1
YKEY
EXIT
LE240
DECSnapFail
RANDOM
MainProc#30
MainProc#31
MainProc#32
MainP
CODE
ADDR0
ADDR1
ADDR2
ADDR3
ADDR4
ADDR5
ADDR6
PR_MEET
DATA
SPR_INDEX1
PNT_PEARL2
ARRAY_INDEX
DISPLAY_DIO
L8DB1
L8DB5
L8DB
L91A4
PAGE0
COLOR_ADDR
SAVE_SPR_XY
SAVE_SP
XZ_MUSIC_ADDRESS
PScreenControl
learAllSnap
BANK_8000
SetBottomY
OPTION1
OPTION2
OPTION4
PRGBControl
PStatue
Directory
DirectorDirectory
PSpritePri
PaletteRefTable
Struct11Bank
Struct21Bank
PosY
_ResetKeyEntry1