Preserving Nintendo's History
International Karate Advanced (Raw Assets)
- - togemet2

Today we have released the raw art assets and animation files for International Karate Advanced by Studio 3 for the Game Boy Advance! Looking into the files, it seems that several of the stage’s folders contain artwork and sprites which were never used within the final game.

Screenshots

Screenshot

Special Thanks

Massive thanks to March42 for sending this in for release!

Okkotoshi Puzzle - Tonjan! (Japan) (Prototype)
- - togemet2

This is a prototype of Okkotoshi Puzzle - Tonjan! by Jaleco. There are a few differences that can be seen throughout this build, consisting of different stage layouts as well as minor graphical differences.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo Entertainment System           
File:               Okkotoshi Puzzle - Tonjan! (Japan) (Sample).NES
BitSize:            2 Mbit
Size (Bytes):       262160
CRC32:              DB728401
MD5:                1EAD1E95AAD0639DF5C5A0EE3E4BAF57
SHA1:               7A3962FE897DD6924885780783AD906D854FC0DE
SHA256:             5AB885F58E4C806F0DD69EC1A82E6ECA7E70DEBEB7D91C917082479319CC6930
----| iNES Header Data |-------------------------------------------
Num ROM Banks:      0x08 (128 KBytes)
Num VROM Banks:     0x10 (128 KBytes)
Mirroring:          1 (Vertical)
Save RAM:           0 (No)
Trainer:            0 (No)
4-Screen VRAM:      0 (No)
VS-System Cartridge:0 (No)
ROM Mapper:         1 (Nintendo MMC1)
Num RAM Banks:      0x00 (None or 8 KBytes)
Display:            0 (NTSC)
----| NES Header Data |--------------------------------------------
Title:                              
PRG-ROM Checksum:   0x0000 (Bad; 0x5032)
CHR-VROM Checksum:  0x0000 (Bad; 0x5D9C)
PRG Size:           0x0 (16 KBytes)
CHR Size:           0x0 (8 KBytes)
Mirroring:          0x0 (Horizontal)
Board Type:         0x0
Unknown 1:          0x00000000
Maker Code:         0x00 (Unknown)
Unknown 2:          0x00
Vectors:            0x14C000C013C0
----| Headerless Data |--------------------------------------------
Size (Bytes):       262144
CRC32:              415A66F2
MD5:                725B9C0C0D33DA8B526E28FC27663AA4
SHA1:               E1D5B0E2132106FDC95555BF9870F7D0304582E0
SHA256:             880C470899C14E89D1780DB5E3883840016389826683207DCCFE3668983BBF57

Board / Cartridge Images

Cart Front
Cart Back

PCB Front PCB Back

Special Thanks

Massive thanks to SteelGeneral for sending this in for release!

Famicom Disk Writer EEPROM Pack (Japan)
- - togemet2

Today we’ve preserved the Famicom Disk Writer EEPROM Pack! Looking through the data, interestingly it’s not a fully functioning ROM at all, but instead contains a giant list of product codes of games that users were able to write to their disks via the kiosk. The cartridge on the left contains a label saying “Repair III”.

Thanks to the efforts of LuigiBlood, it was discovered that these cartridges were likely used to record sales data so that Nintendo would be able to know which games were most popular. Next to each product code is a number, potentially being the number of writes that specific game had. Popular games at the time such as Super Mario Bros. 2, Mysterious Murasame Castle, and Zelda 2 have a high value next to them, which could lean to this theory being correct. There also appears to be a few product codes which didn’t exist at all, and even didn’t show up on any lotcheck documents. Those product codes are as follows: QHO, GHF, (?)IK, FMT, UWO, and FMTS.

Board / Cartridge Images

Cart Front

Overview Video

Pocket Music (GBC Source Code + Builds)
- - togemet2

Today we have released the source code (plus a few builds) of Pocket Music for the Game Boy Color by Jester Interactive! Contained within the source is an option to compile for USA or Europe. This is notable as the game was never released outside of Europe, leaving the North American localization unreleased. In addition to the source code, two builds are also included. The first is a one of the cancelled North American localization of Pocket Music dating from March 7th, 2003, and the second build is a build containing only the riff sampler function within the game.

Screenshots (Pocket Music, March 7th 2003)

Screenshot Screenshot Screenshot

Screenshots (Riff Sampler Only, March 7th 2003)

Screenshot Screenshot Screenshot

ROM Information (Pocket Music, March 7th 2003)

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Color        
File:               music gbc usa.gb
BitSize:            8 Mbit
Size (Bytes):       1048576
CRC32:              E6DDA84F
MD5:                4B5DA8D4B73304B6694651F3FD8C8216
SHA1:               5291A00AC57DCF47E485F33972000682B861BFE8
SHA256:             DC767D2C2BEC631F690BE20A47FF196D5A355BCA7C5FC1363155CAEDF296AB11
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:              POCKETMUSIC
Serial:             BP9E (USA)
GBC Flag:           0xC0 (GBC Only)
New Licensee Code:  7G (Rage Software)
SGB Support:        0x00 (No)
Cartridge Type:     0x1B (ROM + MBC5 + RAM + BATTERY)
ROM Size:           0x05 (Ok; 8 Mbit; 1048576 Bytes)
RAM Size:           0x03 (256 Kbit)
Old Licensee Code:  0x33
Version:            0x00 (v1.0)
Header Checksum:    0xFB (Ok)
Global Checksum:    0x3160 (Ok)

ROM Information (Riff Sampler Only, March 7th 2003)

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Color         
File:               FRESH.GB
BitSize:            256 Kbit
Size (Bytes):       32768
CRC32:              419D4565
MD5:                C159483205C4855951FBDE09AF451984
SHA1:               B7ECDD51358E2794A45B425ADA778722F5F000C0
SHA256:             2CD0A0E7A520A26796398D3BD2D97F83434BEE990121A4F25332D6E192D8602F
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:                         
Serial:                  (Unknown)
GBC Flag:           0x80 (GBC & GB Compatible)
New Licensee Code:  N/A
SGB Support:        0x00 (No)
Cartridge Type:     0x00 (ROM)
ROM Size:           0x00 (Ok; 256 Kbit; 32768 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0x00 (Unknown)
Version:            0x00 (v1.0)
Header Checksum:    0x87 (Ok)
Global Checksum:    0x163D (Ok)

Special Thanks

Massive thanks to March42 for sending this in for release!

Diddy Kong Racing (Tech Demo) (May 31st 2004)
- - togemet2

The following is a tech demo for the Nintendo DS created by Climax based on Rare Ltd’s Diddy Kong Racing. This demo is dated as being produced on May 31st, 2004, about five months before the release of the DS! Unfortunately running this version of the demo within modern emulators, it appears that player input doesn’t function. Instead, please use a version of Nintendo’s official DS emulator for developers, Ensata. This version of the demo also contains “proper” collision as well as some graphical debugging functions accessible via the select, start, and R buttons.

Screenshots

Screenshot Screenshot Screenshot

Playthrough Video

Special Thanks

Massive thanks to Rezrospect for his generous donation to get this preserved!

Diddy Kong Racing (Tech Demo) (May 27th 2004)
- - togemet2

The following is a tech demo for the Nintendo DS created by Climax based on Rare Ltd’s Diddy Kong Racing. This demo is dated as being produced on May 27th, 2004, about five months before the release of the DS! It (mostly) works fine on modern emulators, minus some graphical issues. This version of the demo also appears to have no proper collision, allowing players to drive through walls.

Screenshots

Screenshot Screenshot Screenshot

Playthrough Video

Special Thanks

Massive thanks to Rezrospect for his generous donation to get this preserved!

Manic Miner (GBA Source Code + Build)
- - togemet2

Today we have released the full source code to the Game Boy Advance port of Manic Miner by Jester Interactive! Also included is a build of the game dated as being from March 7th, 2003.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Advance            
File:               ManicMiner.bin
BitSize:            57 Mbit
Size (Bytes):       7562196
CRC32:              FB3D52BD
MD5:                DB80A326A5825C196E2DE77F319ABD69
SHA1:               44576581EF231D2BEFB369800769FFEE7E45F0E7
SHA256:             C08D6CA3B7E22EA0FA78D581757BCEC9B89B06C133A57F72305037B4725938FB
----| Header Data |------------------------------------------------
ROM Entry Point:    EA00002E
Logo Code:          Ok
Title:                          
Serial:                  (Unknown)
Maker Code:         01 (Nintendo)
Fixed Value:        0x96 (Ok)
Unit Code:          0x00
Device Code:        0x00
Reserved 1:         0x00000000000000
Version:            0x00 (v1.0)
Complement:         0xF0 (Ok)
Reserved 2:         0x0000
----| Backup Media |-----------------------------------------------
Chip:               None
Size:               N/A

Special Thanks

Massive thanks to March42 for sending this in for release!

Wii Auto Erase Disc (Repair Tool)
- - togemet2

The following disc was used within authorized Nintendo repair stores to quickly wipe all of the contents on Wii systems which were brought in for return. A detailed list of instructions on operating the disc appear on the front of the case.

Screenshots

Screenshot

ROM Information

Name: AutoDelete Disc (Disc 1, Revision 0)
Game ID: 007E01 (0000000100000002)
Country: USA
Maker: Nintendo (01)
Apploader IOS9                                     

Disc Images, Artwork, and Inserts

Disc Front
Box Art

Special Thanks

Massive thanks to b3l0kk for sending this in for release!

Mario Party 3 (USA) (Prototype)
- - togemet2

Today we’ve preserved a near-final prototype of Mario Party 3 for the Nintendo 64! The first 5.4MB contains differences, and it has capabilities for debug message outputs. In addition, it also has an overdump for a prototype of Conker’s Bad Fur Day! (Data starting at 0x2000000). We’ve attempted to see these debug message outputs on the IS-Viewer 64 to no avail, but it supports the Partner-N64!

Screenshot

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo 64     
File:               Mario Party 3 (USA) (Proto).rom
BitSize:            512 Mbit
Size (Bytes):       67108864
CRC32:              697C1777
MD5:                F6E3475F64B966B3FF2867CA69DBF759
SHA1:               C0C2A8EEFA4C06264095DF9DC78F459A9F3975BB
SHA256:             06661F5715023A75CC92EC40A1B520F6A84A4BB6F12DB126A5EA759E1A8BF8CF
----| Header Data |------------------------------------------------
Fixed Value 1:      0x8037
Compression Flag:   0x12
Fixed Value 2:      0x400000000F
EntryPoint:         0x00040080
Fixed Value 3:      0x000014
Unknown Value:      0x4C
Boot Chip:          CIC-NUS-6102
CRC1:               0x3734932E (Ok)
CRC2:               0xA40E4E1E (Ok)
Reserved 1:         0x0000000000000000
Title:              MarioParty3         
Reserved 2:         0x0000000000000000
Serial:             NMVE (USA)
Version:            0x00 (v1.0)

Board / Cartridge Images

Mario Party 3 (USA) (Prototype) - Cart Front

Rockman EXE 5 - Modification Card - 136-C002 - Gospel (Japan) (e-Reader)
- - togemet2

Today we have released yet another promotional Japanese e-Reader card for Mega Man Battle Network 5! The following is what’s known as a “Mod Card”, and this specific one gives the player +600 HP. It also contains some negative effects (Battle HP Drain, Custom HP Drain, Emotion Bug, Status Bug). This specific card has an MB value of 60, with the player having a limit of 80 MB.

Screenshots

Screenshot Screenshot Screenshot

Card Images

Card Front
Card Back
Kidou Soukou Dion (Japan) (Prototype)
- - togemet2

This is a prototype of Kidou Soukou Dion by Vic Tokai. It is an intermediary build between the US and Japanese versions, and contains several of the graphical changes only seen in the US version of the game. Some other differences that could be noted are as follows: No continues, stage select cheat does not work, and the game restarts after beating the first stage.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Super Nintendo Entertainment System           
File:               Imperium.00FF.sfc
BitSize:            8 Mbit
Size (Bytes):       1048576
CRC32:              2C4B9492
MD5:                5DEF1A9CDCF4FA129364FE5D2C13E2C3
SHA1:               BF4C617F7FD407847AD72CB7F843DEE620180E33
SHA256:             B764711E56CC106C79A9405135992E762344E1FB450CB1774BBBD284A4C789E7
----| Detection Data |---------------------------------------------
ROM Type:           LoROM
Cartridge Type:     Normal
----| Header Data |------------------------------------------------
New Maker Code:      N/A
Serial:              N/A
SFX SRAM Size:      0x00
Title:              IMPERIUM             
Map Type:           0x20 (SlowROM-200ns; LoROM-32KB Banks)
ROM Type:           0x20 (Unknown)
ROM Size:           0x00 (8 Kbit; Bad)
SRAM Size:          0x0A (8 Mbit)
Country:            0x00 (Japan)
Old Maker Code:     0x01 (Nintendo)
Version:            0x8C (v1.140)
Inverse Checksum:   0xFF00 (Bad; 0x4FD9)
Checksum:           0x00FF (Bad; 0xB026)

Special Thanks

Massive thanks to Zoda-Y13 for sending this in for release!

F1 Racing Championship (USA) (Prototype)
- - togemet2

Today we have released a prototype of F1 Racing Championship by Ubisoft! This build is appears to be quite early and uses many placeholder assets carried over from Ubisoft’s previous game, Monaco Grand Prix. It also contains plenty of differences within the music, HUD, menus, and more. Another interesting thing of note is that this is a build from before the cancellation of the NTSC USA release. The game ended up only getting a release in PAL regions and Brazil.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo 64            
File:               N64F1.n64
BitSize:            256 Mbit
Size (Bytes):       33554432
CRC32:              5A55B4C2
MD5:                40246128052B0AA0FFFC7A06A72930F2
SHA1:               499DD70CB9D85F6E0C65AF0E07C08FC1C0919638
SHA256:             2FE66B2ACD642D8557250DF6C5C8B92D58E76997EA09ACDCA9CCBA8387C305A2
----| Header Data |------------------------------------------------
Fixed Value 1:      0x8037
Compression Flag:   0x12
Fixed Value 2:      0x400000000F
EntryPoint:         0x70B40480
Fixed Value 3:      0x000014
Unknown Value:      0x48
Boot Chip:          CIC-NUS-6102
CRC1:               0x20EC5CAB (Ok)
CRC2:               0x0A027F26 (Ok)
Reserved 1:         0x0000000000000000
Title:              Monaco Grand Prix   
Reserved 2:         0x0000000000000000
Serial:             NMGE (USA)
Version:            0x00 (v1.0)

Board / Cartridge Images

Cart Front
Cart Back

PCB Front PCB Back

Special Thanks

Massive thanks to Voodooween for sending this in for release!

Petz Puppyz & Kittenz (USA) (Prototype)
- - togemet2

Prototype of Petz Puppyz & Kittenz by Ubisoft. If you happen to know the game well and know the differences between the retail release and this prototype, please let us know!

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo DS       
File:               PETZPUPKIT_BUFE41_224.nds
BitSize:            128 Mbit
Size (Bytes):       16777216
CRC32:              D129159A
MD5:                857E79A5E17375CEE05D1973168B09A2
SHA1:               60A84557C732C46D12578DFE92ECF6F4F4038219
SHA256:             17513FDC18CD0B5FE28D7B22F44A7D3EF6CEE7864F31DC4FBA5D1D085FA70F75
----| Header Data |------------------------------------------------
Game Title:         PETZPUPKIT  
Game Serial:        BUFE (USA)
Maker Code:         41 (Ubi Soft Entertainment)
Unit Code:          0x00
Encryption Seed:    0x00
Device Size:        0x07 (Ok; 128 Mbit; 16777216 Bytes)
Asian Region:       0x00
Reserved 1:         0x000000000000000000
Version:            0xE0 (v1.224)
Autostart:          0x00 (No)
ARM9 ROM Offset:    0x00004000
ARM9 Entry Address: 0x02000800
ARM9 RAM Offset:    0x02000000
ARM7 ROM Offset:    0x00154E00
ARM7 Entry Address: 0x02380000
ARM7 RAM Offset:    0x02380000
FNT Offset:         0x0017B400
FNT Size:           0x0000003C
FAT Offset:         0x0017B600
FAT Size:           0x00000158
ARM9 Overlay Offset:0x00121C00
ARM9 Overlay Size:  0x00000500
ARM7 Overlay Offset:0x00000000
ARM7 Overlay Size:  0x00000500
Normal CMD Setting: 0x00416017
Key1 CMD Setting:   0x001808F8
Icon Address:       0x0017B800
Secure CRC16:       0x1D88 (Bad; 0x5202; Decrypted)
Secure Timeout:     0x051E
ARM9 Autoload Address:0x02000A74
ARM7 Autoload Address:0x02380158
Secure Disable:     0x0000000000000000
Used Rom Size:      0x00DDFD40 (14548288 Bytes)
Header Size:        0x00004000 (16384 Bytes)
Logo CRC16:         0xCF56 (Ok)
Header CRC16:       0x6924 (Bad; 0x0000)
----| Icon/Title Data |--------------------------------------------
Icon Version:       0x0001
Icon CRC16:         0xC441 (Ok)                                                                                 
English Title:
Petz® Puppyz & Kittenz
Ubisoft Entertainment
----| Encrypted Data |---------------------------------------------
Encrypted Secure:   0x1D88 (Ok)
Encrypted CRC32:    49401030
Encrypted MD5:      5F2BEF5A02874F5C76C24A271378731B
Encrypted SHA1:     02EEB55EFE8C712DB169088B95E58C10E717DF53
Encrypted SHA256:   A41B75A8CC4A2D5615666E4D7D1FE3C91B4A2C37CD173199A314B769FE73F990

Board / Cartridge Images

Cart Front
Cart Back

Special Thanks

Massive thanks to GamingLegend64 for sending this in for release!

Safe Frame Viewer (Debug Tool)
- - togemet2

The following is a debug tool titled “Safe Frame Viewer” which was discovered on an RVT-R Reader Wii development kit belonging to IE Institute, likely used for quality assurance. This tool was designed for testing to ensure that the content stays within the safe frame, so things are displayed neatly on screen.

Screenshots

Screenshot Screenshot Screenshot

RVT-R Reader NAND (IE Institute)
- - togemet2

The following is a NAND dump of a Wii RVT-R Reader unit from the Japanese developer IE Institute, most likely used during quality assurance. It contains the following games: Kanken Minna de Waiwai Kanji Nou and Osu! Exercise Dojo. The contents of each game matches the retail release, with the only differences being that they are debug signed. In addition to those, there is also a debug tool titled “Safe Frame Viewer”.

Screenshots

Screenshot