Difference between revisions of "Magical Hat no Buttobi Turbo! Daibouken/Technical information"
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'''''Very''''' atypically, instead of using Shift JIS for the header's title as most Mega Drive games do, ''Magical Hat'' uses raw JIS X 0208 data instead. This was originally thought to be gibberish, as no modern program can actually decode data written in the JIS X 0208 standard. The data when manually decoded reads "{{hex|まじかるハットのぶっとびターボ!大冒険 }}" with five double-byte spaces appended at the end. | '''''Very''''' atypically, instead of using Shift JIS for the header's title as most Mega Drive games do, ''Magical Hat'' uses raw JIS X 0208 data instead. This was originally thought to be gibberish, as no modern program can actually decode data written in the JIS X 0208 standard. The data when manually decoded reads "{{hex|まじかるハットのぶっとびターボ!大冒険 }}" with five double-byte spaces appended at the end. | ||
− | Sega's documents elaborate that you can ''use'' ASCII or Shift JIS, but doesn't explicitly mandate that you ''do''{{ | + | Sega's documents elaborate that you can ''use'' ASCII or Shift JIS, but doesn't explicitly mandate that you ''do''{{fileref|Genesis Software Development Manual Version 2.0 1991-07-09.pdf|page=5}}. This seems to be the known sole example of deviation, as VIC Tokai's other games use ASCII headers before and after ''Magical Hat''. |
==References== | ==References== |
Revision as of 06:28, 21 October 2024
- Back to: Magical Hat no Buttobi Turbo! Daibouken.
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
✔ |
|
512kB | 1989-01 | Cartridge (JP) |
Identifiers
ROM header
Offset | Contents (hexadecimal) | Decoded text |
---|---|---|
00000100 00000110 00000120 00000130 00000140 00000150 00000160 00000170 00000180 00000190 000001A0 000001B0 000001C0 000001D0 000001E0 000001F0 |
53 45 47 41 20 4D 45 47 41 20 44 52 49 56 45 20 28 43 29 53 45 47 41 20 31 39 38 39 2E 4A 41 4E 24 5E 24 38 24 2B 24 6B 25 4F 25 43 25 48 24 4E 24 56 24 43 24 48 24 53 25 3F 21 3C 25 5C 21 2A 42 67 4B 41 38 31 00 20 00 20 00 20 00 20 00 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 47 4D 20 47 2D 34 30 34 31 20 20 2D 30 30 94 8A 4A 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 00 00 00 00 00 07 FF FF 00 FF 00 00 00 FF FF FF 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 4A 55 20 20 20 20 20 20 20 20 20 20 20 20 20 20 |
SEGA MEGA DRIVE (C)SEGA 1989.JAN $^$8$+$k%O%C%H$N $V$C$H$S%?!<%\!* BgKA81 GM G-4041 -00 J JU |
Very atypically, instead of using Shift JIS for the header's title as most Mega Drive games do, Magical Hat uses raw JIS X 0208 data instead. This was originally thought to be gibberish, as no modern program can actually decode data written in the JIS X 0208 standard. The data when manually decoded reads "まじかるハットのぶっとびターボ!大冒険 " with five double-byte spaces appended at the end.
Sega's documents elaborate that you can use ASCII or Shift JIS, but doesn't explicitly mandate that you do[1]. This seems to be the known sole example of deviation, as VIC Tokai's other games use ASCII headers before and after Magical Hat.
References
Magical Hat no Buttobi Turbo! Daibouken | |
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