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KungFuFurby Member Level: 12 Posts: 25/25 EXP: 7826 For next: 95 Since: 08-10-11 Since last post: 8.3 years Last activity: 2.6 years |
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| I'm back with a mostly complete level analysis for Action 52... I'm still working on it, but there's one game in particular that I should reveal, as well as some other details that I've found out so far.
The results are in for Ooze. There is no bankswitching involved in the conventional sense (unlike Billy Bob and the Cheetahmen, which do use bankswitching). However, the game is broken because of improperly dummied out data. The level counter is set to 6, and the action for clearing six levels is to merely update some variables, which I presume means switch the graphic set. The seventh level fails to load because it never existed (the pointer is FF FF). This makes the eighth level all but inaccessible. This same bug affects Star Evil. The game has a level counter of 9, but in reality it only has 3 levels, and therefore runs into undefined territory. I'm almost done with the rest of the games. I have about 80 kilobytes of banks left to look up before all of the games are covered. Time Warp Tickers has a pointer to a third level, but the data it points to is no good. 32 kilobytes are reserved for the Action 52 sequence. I can guarantee you that Billy Bob and Cheetahmen are tied for the largest games in terms of memory consumption. Both consume 224 kilobytes in the ROM. For Cheetahmen, 32 KB is reserved for the opening. Billy Bob is supposed to have 16 levels, and it would crash after stage 16 because of a bad pointer. A bank switch bug causes the game to loop levels 4 and 5 instead, and you can't get out if you make it to those two levels. Cheetahmen, on the other hand, is not affected by the bankswitch bug to that extent. I have an interesting thought: maybe the games have memory constraints that come into play. There are plenty of 32 KB banks that have two or three games in there (so far, I've counted 15 32KB banks that have more than one game in there). Cheetahmen and Billy Bob are the only games that are larger than 32KB (counting all duplicates in code), and for Billy Bob, it's technically got the largest variety of levels (Spread Fire doesn't count despite having more levels: they're all duplicate pointers, so they're not unique to my knowledge in that sense). |











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