Zaxxon's Motherbase 2000/Hidden content

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Exception handler

ZaxxonsMotherbase2000 MD US exceptionhandler.png

If the game ever crashes, it'll display this exception handler.[1]

Unused content

Debug menus

ZaxxonsMotherbase2000 MD US debug.png

Pro Action Replay code FF0552:0004 in the US version enables two new selections on the main menu. Note that the menu selection for the stage editor (beneath animation mode) is invisible, but still selectable.[1]

Animation mode

ZaxxonsMotherbase2000 MD US debug animationmode.png

A 3D animation viewer. The top-right number signifies which object is being selected, while the bottom-right number is the current animation frame. The bottom-left number doesn't appear to do anything.[1]

  • The D-Pad moves objects around the screen. Holding A and a direction will rotate/turn the object in that direction.
  • Holding B while pressing Up or Down zoom in and out of objects.
  • Holding B while pressing Left or Right rotates objects along the object's center.
  • Holding C while pressing Up or Down changes the type of object viewed; changes between main game models, Wireframe versions of those models, Sprites, and additional models.
  • Holding C while pressing Left or Right, changes what object is currently on the screen.
  • Holding X while pressing Up or Down, stretches objects.
  • Holding Y pauses the animation and allows the player to press Z to progress frame-by-frame.
  • Pressing Start returns the player back to the main menu.

Stage editor

ZaxxonsMotherbase2000 MD US debug stageeditor1.png

ZaxxonsMotherbase2000 MD US debug stageeditor2.png

The second debugging option is invisible, making it a little hard to access it, and there doesn't seem to be a way out of this mode. Pressing A, B, or C will load the level's layout from the ROM, while Start loads the previous edit session's data. Left / Right change the level, but it seems to take a while for the game to recognize the button presses.[1]

The HUD will be changed to display the following info:

  • Top Row, First Column: The object chosen.
  • Top Row, Second Column: The object chosen.
  • Top Row, Fourth Column: Speed of the "cursor" while moving.
  • Top Row, Fourth Column: Speed of the "cursor".
  • Bottom Row, First Column: The object chosen.

The controls for this mode are somewhat buggy.

  • A and C change between objects.
  • B places the object on the screen.
  • X changes the speed the player moves forward.
  • Y removes the object selected.
  • Holding Z moves forward in the level.
  • Pressing Mode makes moving forward in the level go faster.
  • Pressing Start goes back to the Stage Select menu.

Credit strings

Several strings are hidden in the Japanese/US ROM at the hex addresses listed below. They reference programmer Toru Kujirai.[1]

000F0470:

3D Draw Driver Ver.1.00 for Super32X
Copyright(C)1994,1995 CRI
CSK Research Institute Coporation
Programmed by T.Kujirai

000F8480:

OMAKE for PARASQUAD(MotherBase) Ver.1.00
Copyright(C)1994,1995 CRI
CSK Research Institute Coporation
Programmed by T.Kujirai

000FCBD8:

S32X Initializer Ver.1.00 
Copyright(C)1994,1995 CRI 
CSK Research Institute Coporation
Programmed by T.Kujirai

00100460:

Super32X Program Switcher(for Master SH2) Ver.1.00 
Copyright(C)1994,1995 CRI 
CSK Research Institute Coporation
Programmed by T.Kujirai

00100C24:

Super32X Program Switcher(for Slave SH2) Ver.1.00
Copyright(C)1994,1995 CRI 
CSK Research Institute Coporation
Programmed by T.Kujirai

0010D4B8:

3D DRAW DRIVER for PARASQUAD(MotherBase) Ver.1.00
Copyright(C)1994,1995 CRI 
CSK Research Institute Coporation
Programmed by T.Kujirai

References

  1. 1.0 1.1 1.2 1.3 1.4 https://tcrf.net/Zaxxon%27s_Motherbase_2000 (Wayback Machine: 2023-09-08 21:56)


Zaxxon's Motherbase 2000

ZaxxonsMotherbase2000 32X US Title.png

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Sega 32X
Prototypes: 1995-02-10 | 02-21 | 02-23 | 02-27 | 03-03 | 03-06 | 03-10 | 03-15 | 03-31