Developer: Dempa
Publishers: Dempa (JP), Sega (US/EU/AU), Tec Toy (BR)
Platform: Genesis
Released in JP: March 23, 1990
Released in US: March 22, 1990
Released in EU: 1990
Released in AU: 1990
Released in BR: 1990
Publishers: Dempa (JP), Sega (US/EU/AU), Tec Toy (BR)
Platform: Genesis
Released in JP: March 23, 1990
Released in US: March 22, 1990
Released in EU: 1990
Released in AU: 1990
Released in BR: 1990
![](/uploads/1/2/5/6/125699964/457208556.jpg)
![After Burner Sega Genesis After Burner Sega Genesis](/uploads/1/2/5/6/125699964/359445166.jpg)
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After Burner II |
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This game has unused text.
This game has a hidden level select. |
Sega 32x port of the arcade game After Burner II released in 1995. Much better than the Genesis release and much closer to the arcade original.
While this port of After Burner II was decent for it's time (being released early in the console's lifespan and that Dempa was the one doing it), the Genesis could surely do better. Also the first Genesis/Mega Drive game with support for custom 3rd party controllers.
To do: XE-1AP versions of cheat codes. |
- 1Max Out Missiles/Secret Message
Max Out Missiles/Secret Message
At the start of various levels, the game will stop the action and send a ship which will restock your missiles; it only gives you 50 missiles. If you use a certain button combination before your ship makes contact with that ship (that is, before the RELOAD WEAPONS message appears), you will see a secret message and the ship will give you 100 missiles instead, maxing out your stock. Taken together, all the secret messages tell some story completely unrelated to the game. It seems to be describing drawing mangaː Tone and G-pens are traditional manga drawing tools, while 'simekiri' refers to a deadline and 'bottsu' is rejection of a submitted piece.
Level | Button Code | Message |
---|---|---|
3 | hold Left, then press B | |
5 | hold Right, then press B | |
9 | just press B | |
11 | hold Right, then press B | |
13 | hold Left, then press B | |
16 | hold Left, then press B | |
19 | just press B | |
21 | hold Right, then press B |
Unused Related Text
Levels 1 and 23 (the cutscene-only level used for the ending) also have strings associated with this cheat, but the cheat does not work for those levels. Had it worked, you would just press B to activate it.
Level | String | Address in Japanese ROM | Address in US/Europe ROM |
---|---|---|---|
1 | ............... | $4DD2 | $4EC4 |
23 | +100 MISSILES !! | $4F86 | $5078 |
For the addresses, the first byte indicates the button combination, the next three bytes position (and possibly color? TODO) the text, and after that is the null-terminated string. The three bytes+string would be repeated if there were more text, however since these are the only strings printed here, the byte $FF ends printing. Most, if not all, text in the game takes the three bytes-string-...-$FF form.
(Source: andlabs (entire section))
![After burner 2 sega genesis review After burner 2 sega genesis review](/uploads/1/2/5/6/125699964/672781039.jpg)
Demo recording?
To do: These are for the Japanese ROM; the code is still in the US/Europe ROM but I need to rewrite this paragraph to cover it. |
There is unused code at $6ACE that runs a special version of the main game loop that logs all controller input to the (invalid for this game) address range [$80000, $80400] for some time, then freezes with the message 'READY TRACE!!' (at $6C3C in the above-mentioned string format). Pausing is disabled in this special game loop. The freezing is presumably caused by the opcode $FFFF (triggering a line 1111 emulator handler) at $6BBC; the game does jump into the (shared by most errors) handler. My (andlabs) best guess is that the debug hardware allowed grabbing the data from the address range above and placing it elsewhere for the demos.
You can jump into this game loop and play with patch codes 006350:4EF8 and 006352:6ACE (which replaces the actual game loop with this new one), however I do not know how to extract the data (it could just be changing the two addresses to be in SRAM for emulators that automatically create SRAM) or how to play your demos back (as I have not yet located the demo data in ROM).
(Source: andlabs)
Miscellaneous
This needs some investigation. Discuss ideas and findings on the talk page. |
The trap #8 vector (at $A0) is set to point to the out of bounds ROM address $F0CE0 in the US/Europe ROM rather than the standard error handler in the Japanese ROM. The reason for this, as well as what this would point to, is unknown.
(Source: andlabs)
Level Select
At the title screen, hold A + B + C. Start the game for the level select.
The After Burner series | |
---|---|
Arcade | After Burner • After Burner II |
NES | After Burner |
FM Towns | After Burner • After Burner III |
Genesis | After Burner II |
Sega CD | After Burner III |
32X | After Burner II Complete |
Retrieved from 'https://tcrf.net/index.php?title=After_Burner_II_(Genesis)&oldid=470115'
Contents.Max Out Missiles/Secret MessageAt the start of various levels, the game will stop the action and send a ship which will restock your missiles; it only gives you 50 missiles. If you use a certain button combination before your ship makes contact with that ship (that is, before the RELOAD WEAPONS message appears), you will see a secret message and the ship will give you 100 missiles instead, maxing out your stock.
Taken together, all the secret messages tell some story completely unrelated to the game. It seems to be describing drawing mangaː Tone and G-pens are traditional manga drawing tools, while 'simekiri' refers to a deadline and 'bottsu' is rejection of a submitted piece.LevelButton CodeMessage3hold Left, then press BPRINCESS CAPTURED DARK FORCE.RESCUE PRINCESS MIA,TOM!!5hold Right, then press BTHE NAME OF DARK FORCE IS= SIMEKIRI =9just press BTOM FIGHT THE FORCEAT G-PEN AND TONE.11hold Right, then press BDARK MASTER USES SPELL,'BOTTSU!!' .TOM FEELS EVIL POWER.13hold Left, then press BOH! IT IS SO DANGEROUS!16hold Left, then press B'I NEVER GIVE UP!' TOM USES ITEM. 19just press BTOM DRAWS AND DRAWS.PRINCESS MIA ONLY PRAYS.21hold Right, then press BHURRY UP!!THE MORNING COMING SOON.Unused Related TextLevels 1 and 23 (the cutscene-only level used for the ending) also have strings associated with this cheat, but the cheat does not work for those levels. Had it worked, you would just press B to activate it.LevelStringAddress in Japanese ROMAddress in US/Europe ROM1.
$4DD2$4EC423+100 MISSILES!!$4F86$5078For the addresses, the first byte indicates the button combination, the next three bytes position (and possibly color? TODO) the text, and after that is the null-terminated string. The three bytes+string would be repeated if there were more text, however since these are the only strings printed here, the byte $FF ends printing. Most, if not all, text in the game takes the three bytes-string.- $FF form. To do:These are for the Japanese ROM; the code is still in the US/Europe ROM but I need to rewrite this paragraph to cover it.There is unused code at $6ACE that runs a special version of the main game loop that logs all controller input to the (invalid for this game) address range $80000, $80400 for some time, then freezes with the message 'READY TRACE!!' (at $6C3C in the above-mentioned string format). Pausing is disabled in this special game loop.
The freezing is presumably caused by the opcode $FFFF (triggering a line 1111 emulator handler) at $6BBC; the game does jump into the (shared by most errors) handler. My (andlabs) best guess is that the debug hardware allowed grabbing the data from the address range above and placing it elsewhere for the demos.You can jump into this game loop and play with patch codes 006350:4EF8 and 006352:6ACE (which replaces the actual game loop with this new one), however I do not know how to extract the data (it could just be changing the two addresses to be in SRAM for emulators that automatically create SRAM) or how to play your demos back (as I have not yet located the demo data in ROM).
![](/uploads/1/2/5/6/125699964/457208556.jpg)