As soon as the variable is changed, it enters that screen automatically. It can be accessed by setting address 10E5EC to 01 in the US version. Extract the build dates for the other versions.Find out if the memory address is what makes the difference for the functions or if the functionality remains in the ROM. There are differences in the functions and images that were discovered from the above video and the temptation and error test until you find the correct memory address.There's a video of it in action, but there does appear to be some discrepancies. The unused background mockup which overwrites it: The correct textures exist in the game files, but get overwritten when loaded into VRAM. By modifying the camera position to get closer it is however possible and this will show broken image data. This is normally not visible to the player due to the lower resolution variants of the texture normally only being visible as there is no way to get close enough for the high resolution ones to load. One can only assume that the Balue sprite was intended to be used in the Extra Vision instead of Breezegale’s crest and the Nahatomb sprite would be used in the Final Vision instead of Cress’ crest, but the Lephise sprite is anyone’s guess.ĭue to an oversight the window textures in Vision 6-2 get overwritten in VRAM by an unused background mockup texture. There is no empty version of any of the three. There are three dashboard sprites for the area where the rescued Phantomilians are tallied that go unused: one with a picture of Balue, one with Lephise and one with Nahatomb.