<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://3do.world/index.php?action=history&amp;feed=atom&amp;title=Wolfenstein_3D%28JP%29</id>
	<title>Wolfenstein 3D(JP) - Revision history</title>
	<link rel="self" type="application/atom+xml" href="http://3do.world/index.php?action=history&amp;feed=atom&amp;title=Wolfenstein_3D%28JP%29"/>
	<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Wolfenstein_3D(JP)&amp;action=history"/>
	<updated>2026-09-18T09:00:10Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.44.5</generator>
	<entry>
		<id>http://3do.world/index.php?title=Wolfenstein_3D(JP)&amp;diff=18431&amp;oldid=prev</id>
		<title>Elliogle: Created page with &quot;== Disc Archaeology == &#039;&#039;Findings from a byte-level analysis of the Japanese retail disc image (115,957,760 bytes / 56,320 blocks), compared against the 1994 US release.&#039;&#039; === Cheat / password table === The password dispatch table survives unchanged in the Japanese executable (at offset &lt;code&gt;0x8BCC&lt;/code&gt; in &lt;code&gt;launchme&lt;/code&gt;), with all eight codes intact: &lt;code&gt;KICKBUTT&lt;/code&gt; · &lt;code&gt;BURGER&lt;/code&gt; · &lt;code&gt;GREG&lt;/code&gt; · &lt;code&gt;NOKITTY&lt;/code&gt; · &lt;code&gt;APPLEIIGS&lt;/c...&quot;</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Wolfenstein_3D(JP)&amp;diff=18431&amp;oldid=prev"/>
		<updated>2026-08-14T05:16:04Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;== Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the Japanese retail disc image (115,957,760 bytes / 56,320 blocks), compared against the 1994 US release.&amp;#039;&amp;#039; === Cheat / password table === The password dispatch table survives unchanged in the Japanese executable (at offset &amp;lt;code&amp;gt;0x8BCC&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;), with all eight codes intact: &amp;lt;code&amp;gt;KICKBUTT&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;BURGER&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;GREG&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;NOKITTY&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;APPLEIIGS&amp;lt;/c...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Disc Archaeology ==&lt;br /&gt;
&amp;#039;&amp;#039;Findings from a byte-level analysis of the Japanese retail disc image (115,957,760 bytes / 56,320 blocks), compared against the 1994 US release.&amp;#039;&amp;#039;&lt;br /&gt;
=== Cheat / password table ===&lt;br /&gt;
The password dispatch table survives unchanged in the Japanese executable (at offset &amp;lt;code&amp;gt;0x8BCC&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;), with all eight codes intact:&lt;br /&gt;
&amp;lt;code&amp;gt;KICKBUTT&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;BURGER&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;GREG&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;NOKITTY&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;APPLEIIGS&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;FENLEY&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;LOGICWARE&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;CHAD&amp;lt;/code&amp;gt;&lt;br /&gt;
The list is pure Rebecca &amp;quot;Burger Becky&amp;quot; Heineman autobiography: &amp;lt;code&amp;gt;BURGER&amp;lt;/code&amp;gt; is her nickname, &amp;lt;code&amp;gt;APPLEIIGS&amp;lt;/code&amp;gt; the machine she is famous for, &amp;lt;code&amp;gt;LOGICWARE&amp;lt;/code&amp;gt; her company, &amp;lt;code&amp;gt;NOKITTY&amp;lt;/code&amp;gt; a personal running gag; &amp;lt;code&amp;gt;GREG&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CHAD&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FENLEY&amp;lt;/code&amp;gt; are believed to be colleagues&amp;#039; names.&lt;br /&gt;
=== A revised Burger engine build ===&lt;br /&gt;
The Japanese &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt; is 484 bytes larger than the US build and contains code the US version lacks:&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;BRGR&amp;lt;/code&amp;gt; magic-number check&amp;#039;&amp;#039;&amp;#039; — the executable now validates the resource archive&amp;#039;s signature before loading it, with a new error message alongside: &amp;lt;code&amp;gt;Can&amp;#039;t open the resource file&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;BRGR&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;Invalid Resource file!&amp;lt;/code&amp;gt;. The four-byte magic is, fittingly, &amp;quot;Burger&amp;quot; — Heineman&amp;#039;s engine signing its own file format.&lt;br /&gt;
* A new &amp;lt;code&amp;gt;Timer60Hz&amp;lt;/code&amp;gt; resource name, absent from the US build.&lt;br /&gt;
Both additions indicate the Japanese release was compiled from a later revision of the Burger engine, not merely re-linked.&lt;br /&gt;
=== Regional Comparison ===&lt;br /&gt;
The two releases share their entire audiovisual payload — verified byte-identical by checksum: both Cinepak movies, all nine streamed music files, all 42 sound effects, the BannerScreen, the 3DO logo CEL and the embedded OS files are exactly the same data on both discs. Both discs also share the same quirk of music files numbered &amp;lt;code&amp;gt;Song128&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;Song138&amp;lt;/code&amp;gt; with 132 and 137 missing.&lt;br /&gt;
What actually changed is the game code and every gameplay resource file:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File !! US (1994) !! JP (1995) !! Change&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt; || 95,784 bytes || 96,268 bytes || +484&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;REZFILE&amp;lt;/code&amp;gt; || 3,159,664 bytes || 3,206,072 bytes || +46,408&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;confront.rez&amp;lt;/code&amp;gt; || 155,670 bytes || 156,046 bytes || +376&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dark.rez&amp;lt;/code&amp;gt; || 137,897 bytes || 138,489 bytes || +592&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;die.rez&amp;lt;/code&amp;gt; || 113,936 bytes || 114,492 bytes || +556&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;eisen.rez&amp;lt;/code&amp;gt; || 132,292 bytes || 133,260 bytes || +968&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;firstesc.rez&amp;lt;/code&amp;gt; || 140,101 bytes || 141,037 bytes || +936&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;second.rez&amp;lt;/code&amp;gt; || 312,693 bytes || 313,685 bytes || +992&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;trail.rez&amp;lt;/code&amp;gt; || 100,975 bytes || 102,995 bytes || +2,020&lt;br /&gt;
|}&lt;br /&gt;
All seven level archives and the main resource file were rebuilt with small size increases. String analysis found no plain Shift-JIS text inside them — the differences are in binary resource data, so the Japanese localization appears to be carried as pre-rendered graphics (and possibly revised level resources) rather than as text strings. A smaller cosmetic difference: the level files were renamed from uppercase (&amp;lt;code&amp;gt;CONFRONT.REZ&amp;lt;/code&amp;gt;, filesystem type &amp;lt;code&amp;gt;REZ &amp;lt;/code&amp;gt;) on the US disc to lowercase (&amp;lt;code&amp;gt;confront.rez&amp;lt;/code&amp;gt;, type &amp;lt;code&amp;gt;rez &amp;lt;/code&amp;gt;) on the Japanese disc.&lt;br /&gt;
=== Developer fingerprints ===&lt;br /&gt;
* Every 3DO library linked into the disc carries the build stamp &amp;lt;code&amp;gt;(port2_5) stan@warrior&amp;lt;/code&amp;gt; — a 3DO engineer&amp;#039;s username and machine name, frozen into the retail pressing.&lt;br /&gt;
* The data-streaming library inside &amp;lt;code&amp;gt;Playmovie&amp;lt;/code&amp;gt; contains the error message &amp;#039;&amp;#039;&amp;quot;the streamer has fallen, and it can&amp;#039;t get up&amp;quot;&amp;#039;&amp;#039; — a joke reference to the 1990s LifeCall commercial, left in by 3DO&amp;#039;s own SDK engineers.&lt;br /&gt;
* The NVRAM storage manager embeds name/description pairs for a dozen &amp;#039;&amp;#039;other&amp;#039;&amp;#039; games&amp;#039; save files, so its storage screen could label them: Crash &amp;#039;n Burn, Escape from Monster Manor, Stellar 7, CPU Bach, Super Wing Commander, Mad Dog McCree, Battle Chess, Who Shot Johnny Rock?, The Incredible Machine, John Madden Football (&amp;lt;code&amp;gt;EA_JMFB94&amp;lt;/code&amp;gt;) and The Horde.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
13,352 blocks (~26 MB, 23% of the disc) belong to no file. Every byte was checked: the region is 100% the standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, with nothing hidden inside.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
</feed>