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Thread: Putty Squad for Mega Drive has been dumped

  1. #1
    WCPO Agent Mad Moham's Avatar
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    Default Putty Squad for Mega Drive has been dumped

    Hi guys, just thought I'd share the news that the previously unreleased proto of Putty Squad for the MD/Genesis has been dumped.

    It took more work than I thought it would. The process involved desoldering the two Eproms from the board, reading them individually, and then recombining the two files into a single binary. Luckily some very cool people were found that were able to help with the job, as I'm pretty sure that the game would still be undumped if the guys with the eprom reader hadn't helped (thanks guys if you're reading this).

    If anyone here has dumped a proto before then they know what I'm talking about, but it was all new to me.

    The game is quite long, and seems complete, other than the sound effects, and some kind of an ending screen. Also an easy level skip code remains, probably for review purposes, this can be accessed as follows:

    Hold down A+B+C, then press START twice, then release ABC.

    The code will take you to the next level, but won't give you a code, sadly.

    The rom has been tested with Fusion and on real hardware using a flash cartridge, the only bad news is that the proto board seems to now be dead, hopefully it can be repaired. There also seems to be some graphical glitching in a couple of the later levels, but the game remains playable.


    *EDIT*

    Upon finishing a level, the player is presented with a level select code. The codes work, but the code only flashes on screen very briefly so be careful.

    Level codes seem to be the same as the Amiga version, so are as follows:

    01 - DIOBMIG - Tomb of King Phut
    02 - YTREWQ - Halls of Silence
    03 - USTIJNIN - Bazaar Al Kebab
    04 - ELBARM - The Wailing Tower
    05 - MEHYAM - Palace of Baghdad
    06 - SSENDAM - Kebabs 'R' Us
    07 - LLEB - Downtown Klud
    08 - TONKFEER - Fortress of Klud
    09 - CIBARA - Upper Klud
    10 - DRATSUC - Lower Klud
    11 - OMZIG - Jungles of Squirt
    12 - FLOWEREW - Watchtower of Squirt
    13 - PUREWOP - Dr Sushi's Lab of Terror
    14 - EVALS - Dr Sushi's Scarier Lab
    15 - REDNIRG - Dr Sushi's Dinner of Fear
    16 - CINATIT - Dr Sushi's Snack of Death
    17 - DAEHOMUS - The House of Fun
    18 - YSSIRHC - Fun Land
    19 - SMARB - Ghost Train
    20 - LEGNA - Major Smith's Escape Tunnel
    21 - RETNUH - Gateway to the North
    22 - DORTOH - Night Flight
    23 - EGAGNE - The Tower of London
    24 - YTSEB - Jumble Street
    25 - LLIBSAG - Napalm's Pad
    26 - NACILEP - Old Moon Street
    27 - DEKCERW - Napalm's Kitchen
    28 - EZIGRENE - Cloud Castle
    29 - REFFUP - Wizard's Frozen Garden
    30 - DENAK - Castle Of Scatterflash
    31 - ECALAP - The Fortifications
    32 - IRARREF - The Way to the Depths
    33 - REHSINUP - The Depths of Despair
    34 - YEDIPS - The Sunken Brewery
    35 - ESREVINU - Chambers of Scatterflash

    Codes are not the same as SNES version.

    I hope everyone enjoys this game!
    Last edited by Mad Moham; 10-05-2015 at 04:16 PM.

  2. #2
    Raging in the Streets xelement5x's Avatar
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    Very neat to hear!

    From your post text (I hope everyone enjoys this game!) it sounds like you are releasing the ROM as well?

    Graphically the game looked amazing from what we saw in screenshots.
    Quote Originally Posted by StarMist View Post
    A spine card is the hymen of a new game assuring its first owner that he is truly her one and only, and of a used game assuring its new owner that whilst she has been played with in the past that play has never been too careless or thorough.

  3. #3
    WCPO Agent Mad Moham's Avatar
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    Haha! I just noticed that all the level codes are real words written backwards! That's cool, but I'm not sure what we needed a level 1 code for

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    Road Rasher
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    Quote Originally Posted by xelement5x View Post
    Very neat to hear!

    From your post text (I hope everyone enjoys this game!) it sounds like you are releasing the ROM as well?

    Graphically the game looked amazing from what we saw in screenshots.
    Was wondering the same here.

    Aynway, great to know that this game is preserved for posterity.

  5. #5
    WCPO Agent Mad Moham's Avatar
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    Quote Originally Posted by netpredakonn View Post
    Was wondering the same here.

    Aynway, great to know that this game is preserved for posterity.
    The game has only just been dumped so it may take a while to appear on Google searches, I'm also glad that the game can now be enjoyed by everyone.


    I've now got to the end of the game (using level 35 code) and it appears that the game just takes you back to level 1 with no official ending.
    Also, the music is a bit repetitive, or at least seems that way due to the lack of sound effects.

  6. #6
    Raging in the Streets goldenband's Avatar
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    This is terrific news! Many thanks to all involved.

  7. #7
    Master of Shinobi LinkueiBR's Avatar
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    GREAT NEWS and Very thanks Mad Moham for the dump!!!

    but:

    "...the only bad news is that the proto board seems to now be dead..."

    LOL

    You need a Genesis Copier.. NOW!!!
    VISUAL SHOCK!
    SPEED SHOCK!
    SOUND SHOCK!
    NOW IS TIME TO THE 68000 HEART ON FIRE!


    Prince of Persia 2 - The Shadow and the Flame Remastered Edition v1.5

  8. #8
    Mega Driven Raging in the Streets cleeg's Avatar
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    Very nice, is this a complete game? Good job releasing it, I would've been too terrified to tamper with the cart.

  9. #9
    Nameless One
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    You must be careful what you say about Putty Squad:

    http://citizen-cube.tumblr.com/post/...w-i-learned-to


  10. #10
    Outrunner Wesker's Avatar
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    First, I would like to give a big thanks Mad Moham for getting this prototype and releasing it to the public. I have been waiting a lot for the Mega Drive version of Putty Squad to finally be available in some way or another, including contacts with System 3 which neglect the existence of this version as it wasn't developed by them.

    Given that this prototype was found in a lot coming from Sega Australia which was supposed to be sent to mags and retailers, I was expecting for this to be 100% finished (the other prototypes in the lot were all unreleased Ocean games which were all 100% finished but had already been dumped), but sadly it isn't. The game is essentially complete, but it's a rough conversion from the also cancelled Amiga version, which was released to the public two years ago by System 3 themselves. This is essentially the Amiga code converted to the Mega Drive without anything changed except for a little added mention in the credits roll stating the Mega Drive version developer (which again, wasn't System 3, more on that later).

    The worst aspect is that there's not a single trace of sfx present. This is something that was actually noticed in the recording that BeaglePuss did before selling the prototype, but there was the possibility that the sound was simply quiet and hart to listen. Not a chance. There's no sfx at all. And the option configurations regarding music and sound are far from being functional. There's never sfx present in the game even if it's enabled in the options (it's actually enabled by default), and the music is always present no matter if you disable it in the options. This is a big hit as the sfx in this game are hilariously creative and playing with music only detaches an essential part of the soul of Putty Squad.

    Then you have the controls. They haven't been adapted to the Mega Drive controller at all, it's just as if you are playing the Amiga version with a control pad. You have "B" button for interacting with the menus and attacking during the game (in the direction you are facing, the SNES version for example has "L" and "R" set to left attack and right attack which comes very handy), then you jump with "up". Yeah, Amiga influence clearly. A proper finished Mega Drive version surely would have switched that to a button or have both inputs for jumping like in the Mega Drive version of Turrican (1).

    Another indication that this is a straight Amiga conversion without adding anything, is the fact that there's not even a SEGA logo at boot like most games have (and this includes unreleased games). It shows a System 3 logo and an Ocean logo, yes, but those are essentially the same that appear when you boot up the Amiga version. The fact that the passwords are the same from the Amiga version is not a coincidence either. And the music placement in the levels is exactly the same from the Amiga version. The SNES version, for example, had a different one. Although the best thing about the SNES version is the 2 player split screen feature and that's not present neither in the Amiga version nor here (I wonder if it would have been in had this been a straight SNES conversion?).

    The color conversion is also very lacking and dull. Take a look at this quick comparison between the title screen of the three classic 16-versions to see what I mean.

    SNES-/-AMIGA-/-MEGA DRIVE



    The color choices in the game itself are also poorly optimized, even if the redesigned HUD seems to be a little prettier than the gray-tinted one in the Amiga and SNES versions, evidencing this was definitely a lazy job by the conversion developer (a largely unknown studio known by the long name Dynamic Interactive Computer Entertainment, this is also why System 3 is not aware of this version as this one was surely done under the publisher side, Ocean). It could have been much better than this. An easy color hack prey for sure.

    But despite all these conversion shortcomings (most of which wouldn't have been present if this would have been a final 100% prototype), this is still Putty Squad which is a great game and a welcome addition to the Mega Drive library. I still haven't played it in deep, but it has already being said by Mad that all levels are present (though there's no ending, sigh) so that's a good thing at least. I hope those glitches in the later levels are not a big deal. What I noticed is that there's a little of lag/slowdown, maybe because this is not properly optimized to be played in 60hz (it was aimed as a PAL exclusive release, like the SNES version) or simply because of poorly optimized code. I'll also give it a test in 50hz to check it for sure.
    http://www.sega-16.com/forum/image.php?type=sigpic&userid=154&dateline=15683853  53

  11. #11
    Master of Shinobi LinkueiBR's Avatar
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    Where's the rom??
    Last edited by LinkueiBR; 10-06-2015 at 07:30 PM.
    VISUAL SHOCK!
    SPEED SHOCK!
    SOUND SHOCK!
    NOW IS TIME TO THE 68000 HEART ON FIRE!


    Prince of Persia 2 - The Shadow and the Flame Remastered Edition v1.5

  12. #12
    Nameless One
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    Quote Originally Posted by LinkueiBR View Post
    Where's the rom??
    You have a PM

  13. #13
    Outrunner Raistlin's Avatar
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    Quote Originally Posted by Darguel View Post
    You have a PM
    Can I have the same same PM too? ;-)

    Edit: Do not need the PM anymore but thanks anyway.
    Last edited by Raistlin; 10-07-2015 at 06:23 AM.

  14. #14
    WCPO Agent Mad Moham's Avatar
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    Quote Originally Posted by LinkueiBR View Post
    GREAT NEWS and Very thanks Mad Moham for the dump!!!

    but:

    "...the only bad news is that the proto board seems to now be dead..."

    LOL

    You need a Genesis Copier.. NOW!!!
    I think I've found the problem with the board, its seems to be the TI multiplexer chip that's at fault, so I have a new one on the way.


    Quote Originally Posted by Wesker View Post
    The color choices in the game itself are also poorly optimized, even if the redesigned HUD seems to be a little prettier than the gray-tinted one in the Amiga and SNES versions, evidencing this was definitely a lazy job by the conversion developer (a largely unknown studio known by the long name Dynamic Interactive Computer Entertainment, this is also why System 3 is not aware of this version as this one was surely done under the publisher side, Ocean). It could have been much better than this. An easy color hack prey for sure.
    Thanks for the analysis Wesker. I think you're absolutely right, especially about the lack of effort with the colors. So fingers crossed for a color hack, and also hopefully a hack (if possible) to insert some sound effects.


    I think this could be a pretty good game if those two issues were fixed, I've actually gotten used to the controls now but I suppose we have to remember that the game is incomplete

    I now have some photos of the glitching, it seems to only affect one level and I think its something to do with the background. I hope its an easy fix
    putty_glitch2.jpg
    putty_glitch1.jpg
    putty_glitch3.jpg
    Last edited by Mad Moham; 10-08-2015 at 05:27 PM.

  15. #15
    Raging in the Streets
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    What's the frame rate on this like? The Amiga version was good but the scrolling was quite choppy.

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