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The game follows the story of Mickey Mouse as he goes on a daring quest to save his girl Minnie Mouse from the evil witch named Mizrabel who stole Minnie Mouse’s beauty. I still haven't gone through all the objects in this game, and there are a ton that are unused.Oh no! Minnie Mouse has been taken by the evil witch Mizrabel! Join Mickey Mouse as he tries to rescue Minnie from the jealous witch in Castle of Illusion starring Mickey Mouse! Help our protagonist as he searches for the seven rainbow gems that will help him build a rainbow bridge and save his girl.Ĭastle of Illusion starring Mickey Mouse is a popular classic platformer video game that was released for the Sega Genesis/ Mega Drive back in 1990. Among all the code identified while playing the game normally, the only game mode screens that are never called at all in this version under any circumstances are:Ġe - (I don't remember what this was, but it's used somewhere and is located at 1B68C The other game mode subroutines that I didn't identify are actually used for screen transitioning from the unused "Coming Soon" and "Demo" screens. No music plays on this screen, but you can select either Donald or Mickey and the level will restart with the character that you selected. If it isn't, it will branch to 1C30 where it will load an additional subroutine that loads and displays the Mickey and Donald sprites before moving a value to change the game mode to that "let's go" screen. The game will loop a few checks in the main level loop (1B10) while in a level that checks if FFFFFC68 is not equal. I probably wont look at this game too much since I'm working on some other projects at the moment, but I'll probably return to this sometime in the future. I think I managed to pretty much load up every used object and stage in the game, so any address 'predicted' by Exodus is probably unused objects and other stuff. I went through the entire game and did an active disassembly with Exodus as thoroughly as I could and managed to make a pretty good guess on what's used and what isn't. Doesn't seem to load anything into VRAM.Ģ.) 1CE0 - doesn't seem to do anything in game but will cause the game to run in a NOP'd loop if loaded elsewhereģ.) 3CF2 - does something similar to 155A. Camera stops moving on one plane, main player sprite is partially garbled, hud disappears. There are three other subroutines that are unused in the game's game mode array but I don't know where they're called or what they do besides alter the game slightly.ġ.) 155A - more use in game it seems. It says something like "Now, let's go Donald!" (thanks franz for translating :*). Loading the subroutine at $3F5E before the next game loop at any time will display this: The only demo that kind of matches with the level layout in the game is 1-1, everything else doesn't seem to match. When you reach 4-1, it'll go back to the Sega screen when you press start. You can press start at each demo to go to the next one. The most interesting thing about this mode is that it covers 1-1, 1-D, 1-M, 2-1, 3-1, 4-1. Loading the subroutine at $1C70 before the next main game loop while at the title screen will load up an unused demo mode (used in the final, but disabled in the proto). This will reset the game and load the next unused thing. Loading the subroutine at $3C82 before the next main game loop while in a level will cause a "Work in progress" screen to display: Trying to load this up during any other part of the game will cause it to load improperly, so this was definitely shown immediately after completing a level at some point (probably at CES). Loading the subroutine at $1448 before the next main game loop while in a level will cause a "coming soon" screen to display (the "coming soon" graphic was found before but not the fantastic drawing in the background!): But I wanted to mention the things I found here and the page that GoldS wrote up because this was a great prototype for it's day.įirst let me show you the first thing I found that also happens to be my favorite discovery of the bunch: >/>Īs much as I loved this game, I'm not too crazy to try and disassemble it completely like I did with Castle of Illusion. I found some things myself that I mentioned on the Talk page that are definitely worth a mention. This was around the time GoldS from TCRF wrote up a fantastic article on the prototype, documenting as many things as he could.
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A few months a go, I actually did some hacking of the World of Illusion Starring Mickey Mouse and Donald Duck prototype for the Megadrive and found some really neat things.