Splatterhouse 3 Debug Modes --------------------------- It's Jonny from Streets of Rage Online here. I've just been looking inside the Splatterhouse 2 ROM and I've found some interesting things. I've found some similar hidden text in Splatterhouse 3. I haven't dumped all the text in the ROM, as there is a lot of it (due to the cut scenes), so below are the sections of interest: PRESS START BUTTON START OPTIONS PASSWORD STAGE NO PLAYER STOCK TM&© 1993 NAMCO LTD ALL RIGHTS RESERVED OPTION MENU LEVEL EASY NORMAL DIFFICULT GAME MASTER MUSIC S E VOICE CONTROL A POWER UP B ATTACK C JUMP A ATTACK B JUMP C POWER UP OBJ TEST PLAYER TEST EXIT EXIT PASSWORD A B C D E F G H I J K L M N O P Q R S T U V W X Y Z EXIT OBJ TEST TRANSFER NO PALETTE BLOCK NO PATTERN NO OK PLAYER TEST NO TO BE CONTINUE First, the title screen appears to have text for a stage & lives select. I've worked out from the ROM where the game would place this text on the screen if used; the stage select would be placed on the empty line below Password, whilst the lives select would be placed in the space currently taken up by the Namco copyright information. Second, the options menu had Object and Player test screens, most probably with their own submenus. Third, I found the line "TO BE CONTINUE"; this isn't used in the game as far as I know, and could possibly be a leftover from the Japanese version (which would explain the bad grammar). *** Here is the text for use on the title screen as found in the Splatterhouse 3 ROM: PRESS START BUTTON START OPTIONS PASSWORD STAGE NO PLAYER STOCK TM&© 1993 NAMCO LTD ALL RIGHTS RESERVED There are two extra options for a stage select and a lives select. By examining the X-Y co-ordinates given to each line of text it is possible to see where these extra options would appear on the title screen; they would be placed in the lines directly below the normal options. I've created an edited screenshot to show the placement of the extra options (see end of post). These are probably still possible to activate with an unknown cheat code. Below is the text for the Options menu: OPTION MENU LEVEL EASY NORMAL DIFFICULT GAME MASTER MUSIC S E VOICE CONTROL A POWER UP B ATTACK C JUMP A ATTACK B JUMP C POWER UP OBJ TEST PLAYER TEST EXIT OBJ TEST TRANSFER NO PALETTE BLOCK NO PATTERN NO OK PLAYER TEST NO There are extra options for the Obj Test and Player Test menus. By changing certain RAM values you can reactivate these debug features. You can do this by one of two methods. 1. Using a hexeditor open your savestate file and change the value at 2479 to XX, the value at 247A to 00 and the value at 247B to XX, where XX is one of the values below. 2. Enter the following PAR codes into Gens (these will probably not work on a real PAR cart) - FF0000:00XX and FF0002:00XX, where XX is a value given below. The changes will not take effect until the codes are deactivated in Gens. XX values for each debug mode: 09=Obj Test 0A=Player Test Example-- if you wanted to enable Player Test you would either: Change 2479 to 0A, 247A to 00 and 247B to 0A in your savestate and then reload the savestate. -or- Enter FF000:000A and FF0002:000A into Gens and then deactivate them. Obj Test -------- This works exactly the same as the Splatterhouse 2 Obj Test. The only problem is that the numbers for the menus are not loaded in properly. Pressing Start will put you back to the Otions Screen. Player Test ----------- This shows Rick on a blank screen. Press up/down to cycle through all of Rick's various animations. As with the obj test the animation number is not shown correctly. Press Start to return to Options.