
Having both a unique design and control style, this precision-based puzzle had no issues becoming a very successful game. This message's text can be found at offset 0x4884.For years I didn’t know Marble Madness existed, as I grew up playing its excellent clone, Gyroscope. These can be loaded using the same approach as the "Game reset" screen, by applying Game genie codes 0D0-348-C4A and one of the following for each screen:Īn alternative message screen can be loaded using the same approach as the "Game reset" screen, by applying Game genie codes 0D0-348-C4A and 00A-FAF-F76.
#C64 marble madness music code
There is no programming code to print out the high scores, but the message screens are still present. Located at 0x49ED is unused text for an option to print high scores. Not sure what this is for, as no marble munchers appear in the first level May have told the player to avoid being slow. GameShark code 01?ADCA will display the selected message in place of the current level starting text. There are only two demos and forcing either to play for longer will still refuse to display either message. These can be manually run with a debugger, by setting a breakpoint at address 0x00:0x13E6, then setting the program counter to one of the addresses described above. Although some message screens fit with this logic, these functions have no call references. Game Genie code C5B-00F-7F1 can be used to replace the call at address 0x00:0x0AFF to instead call this function.įunction 0x00:0x1405 blanks the screen, and function 0x00:0x1422 displays a message screen without waiting for any player input. This particular input doesn't match any of the existing messages. (Source: nensondubois, QUFB) Unused Reset Message Screen Functionįunction 0x00:0x13C5 contains logic to display a message screen then wait for A+ Select to be pressed to reset the game. Game Genie code 08A-FAF-F76 will load value 8, corresponding to the "Game reset" warning screen. The index for this table is stored in memory at 0xC25A, and the index is set at address 0x00:0x0AF9 with value 7, corresponding to the "Link error" screen. Function 0x01:0x432D loads an offset table stored at 0x01:0x4801 with entries for each message screen. It's possible to force this warning screen to load instead of the "Link error" screen. It includes a warning message when resetting the game, although it never gets shown. Text for the unused two-player mode can be found at 0x535C. The reset game function works as intended when Select button is pressed. Neither linked Game Boys will communicate. Game Genie code 00F-B8B-E62 will trigger the placeholder link screen as soon as the first level begins.


-550x550w.jpg)
The game will return to the main menu if an error occurs with the link connection for either player. Game Genie code 0D0-348-C4A will load the two-player link screen directly after the Midway logo starting a race. The red marble was fully programmed and behaves the same as the blue marble. Marble Madness has an unfinished two-player mode. Graphics for selecting 1 player / 2 players are present at offset 0xD229, and are loaded into VRAM at the "Roll marble to choose" screen. However, the corresponding tile map indexes are not present in the ROM, and the top part of the graphics was overwritten by the used logo. 5 Unused No Input Message Screen FunctionsĪn earlier Digital Eclipse logo is present at offset 0xC0BAC, and is loaded into VRAM at address 0x30:0x402A.
