Dragon Ball: Advanced Adventure (Feb 25, 2005 prototype)

A prototype of Dragon Ball: Advanced Adventure for the Game Boy Advance.
==Notes==
* European build; has the same build date as the retail version, but a different version number (the final EU version is listed as 0.61)
* Debug build
==Start-up Debug Menu==
Hold L while the GBA BIOS screen is playing to start the prototype on a Debug menu. It contains the following options:
* Taiman Battle is for testing the One on One mode. It starts by asking if you wish to connect with another GBA also on this debug menu to test the multiplayer mode.
** The Game Mode options feature a slightly more customizable VS mode, the fights that take place in Story Mode and Survival Mode. "Tutorial" and "Story_Lose" are just repeats of what's in "Story". Anything chosen in the suboptions for VS also applies for Survival.
** 1PCOL and CPUCOL change the characters' color pallete. Value 2 only works on King Piccolo to enable his eldery version and "OVER COLOR" just crashes the game.
** In this menu you can raise the life meter up to 10 levels instead of 4.
** Unlike in the proper game, you may use "Game Time" to set the timer to 99 seconds or to infinite without the infinity symbol on the clock.
** Setting CPU AI to 255 will disable the CPU.
** While playing One on One in this prototype, press Select once to view the characters' hurtboxes. Press it again to view the hitboxes of attacks instead. Hold Select to regenerate Ki, and hold it together with L to regenerate health instead. While the game is paused, you can hold L to make the menu popup disappear.
* Demo is a cutscene viewer that drops you into certain points of the story. You can also view content unlock messages here, with the game saving and applying them afterwards. 
** The unused "Change_Zako" pop-up brings up a message box with just "-" on it and saves the game. This is likely related to the Small Fry Fight minigame (Zakozako Fight in Japanese), but what exactly it does isn't known.
* Staff Roll Gok/Krr plays the credits for the Story Mode of either Goku or Krillin.
* Sound Test functions as expected, while Sound Select allows you to disable music and SFX. For some reason, it cannot be set to play music without sound effects.
* SaveLoad Test allows you to check the status of your save file in some detail.
** Press Select to switch between save slots. Press Left and Right to change the "num" value and press A to apply it to any of the 9 parameters below. Press L to load the save and undo your changes and R to save them.
** On a blank file, the first four values start at 0, followed by Life=2, Dif=0, Lng=2 and both Scr and Time at 0. Setting Cl_stg to values over 35 will crash the game when you get to the world map.
** At the bottom of the list is a convenient "fullcomp" option that unlocks everything. It sets G_stt to 2, Cl_stg to 35, St_g to 18 and St_k to 17. It also resets Life to 2.
** "Fullreset" wipes all save data, with the game freezing for a bit as it does so.
==Debug Mode in Action Stages==
By default, pausing the game on action stages will freeze the action without displaying a menu. Press the L trigger to bring up a Debug menu with the following options:
* MAPMOVE displays the current area ID. You can warp to any other area in the game with this option, with some interesting results.
** Maps 62 and 63 are the Rock Crushing and Catch Korin minigames, but their events won't trigger if accessed from this menu.
** Map 84 is the Shadow Goku fight from Bosses on Parade. Beating him here will warp you to Stage 1.
** Map 168 is the Small Fry Fight room set, with no timer or score, to its alternate hard mode that's been nicknamed "Big Shot War", a 10 minute-long encounter against every single minion in the game that ends with Giran as a boss. Clearing the fight in this way will send you to the world map instead of the congratulations screen. The existence of this minigame was first documented in this prototype, with seemingly no evidence of it ever being found before even in Japanese sites. This led to the misconception that it was cut out of the published game when in truth it can be accessed simply by holding L+R as you select a character in the Small Fry Fight menu.
* OBJ RECT and FIELD RECT display hitboxes.
* NO DAMAGE disables dying from damage, not the damage itself.
* LOCK DISPLAY displays number of active enemies and the properties of locked enemy encounters.
* MemoryDisp displays the game's memory usage.
* PlayerData displays coordinates and the current action of the player character.
* BarDisp disables all foreground and background graphics and displays a multicolored bar on the screen.
* L BUTTON enables the ENEMY BIRTH function if turned off.
* DebugPause switches the debug menu for the normal pause menu if turned off.
* VIT controls your current HP.
** Raising VIT after dying will cause Goku to stand back up, but he'll be unable to interact with enemies.
* Raise the KI counter to fill the special gauge up.
* NudeMap strips the level design of its graphics, revealing lewd blocky tiles for solid and platform objects underneath. 
* SELECT BUTTON toggles the Item List/Player Select menu.
If L BUTTON is turned off in the Debug menu, pressing L during stages will bring up the ENEMY BIRTH function, which allows you to place some items and enemies. Press A to place objects and hold R to bring up a menu that lets you switch between objects and change enemy properties. When you're done, press L again to turn the cursor off (B won't work despite the in-game instructions).
* You can spawn powerups and upgrades, but the upgrades won't set the flags that make them permanent upon saving progress.
** You can raise HP with the Super Life Water beyond the standard 1024 units, but the life bar's graphics will start glitching after its white level fills up. Collecting any healing items at this point will reset HP back to its 1024 cap.
** Even if you extend the Ki gauge with Super Ki Water, you can only use the Kamehameha after learning it from Roshi in the story. Collecting the Super Ki Water in said scene will fulfill Roshi's request thanks to the powerup's animation triggering the Kamehameha. Having the ENEMY BIRTH function enabled at all will skip Roshi's immediate reaction to Goku's energy blast for some reason. 
* The rest of the available objects are enemies and bosses. The only adapted One-On-One mode characters that can be spawned are Krillin and Goku as featured in Story mode, even though at the very least Giran does have an AI coded as seen in Map 168. 
** ACT determines enemy behaviour and LV is how agressive they are. Results vary from enemy to enemy. COL determines their palette, but certain variables will crash the game.
** You can spawn the rocks from the Rock Crushing minigame, but while you can collect the coins they drop for points, collecting the hourglass item will crash the game.
** Spawning the boss versions of Goku and Krillin will pop them far below the camera for some reason. They'll jump up through the foreground if possible until they reach the player.
To enter FREE MOVE mode, quickly tap the L trigger a few times while L BUTTON is turned off in the Debug menu. It's rather finicky, but the player character will be stuck on their falling animation if it works, and you'll be able to fly them around the level. Press either L again or B to turn the mode off.
* Moving the player character into walls with FREE MOVE and then enabling control will result in them dying by crushing.
* With this feature it can be seen that the stone bridge early in Stage 1 has animated river graphics below it. The camera never moves down there in normal play.
==Screenshots==
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==Files==
==Acknowledgments==
Special thanks to Frank Cifaldi at the Video Game History Foundation and the anonymous donor for this part of the lot! A huge thanks to ehw for researching this prototype! 
==See also==
* New Years 2022 (January 1, 2022)
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
* Video Game History Foundation (VGHF)