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04-24-22 02:49:41 AM
Jul - The Cutting Room Floor - Deep Dungeon III Famicom New poll - New thread - New reply
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KingMike
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Posted on 05-09-13 03:04:56 PM Link | Quote
Not sure how much of this qualifies for TCRF.

A couple price discrepancies from the manual. Possibly last minute changes to the game.
Iron Shield: listed at 160 Gold in the manual, 300 in game.
Magic Shield: 15,000 Gold according to the manual, 10K in game.

A few significant bugs, but I guess those don't qualify as TCRF.
- Using a key while facing a wall runs the paralysis-cure item routine. Probably meant to use the "can't use" routine.
- Good thing that the paralysis-cure item (Solun nut) isn't removed after use. Probably meant to be one-time use. But the escape-dungeon item (Circlet) has a random change of breaking after use, so I'm not certain (better than the first two games "it'll randomly warp you to safety or it will immediately kill you" effect. )
- Using a spell on a party member in battle will nullify the caster's armor AC bonus. Because battles use a separate AC stat, it won't immediately take effect unless a stat-changing spell is used on the character or in the next battle, if you don't make the game recalculate the armor AC stat by going to the stats window.
- What causes the above is because the game nulls the droppable item from a living enemy after every action in battle, which itself is probably a bug. But the game doesn't even first verify its pointing to an enemy's stats block.
- The Shield spell boosts one character's AC, the Resist spell boosts the hidden magic Resistance stat for one character, the Armor spell casts both on the entire party. But the game prints the same string for both spells (for both player and enemy characters).

I have no evidence, but the ROM structure strongly hints that this game was developed for the FDS before being released on cartridge. (and also explains why the battle music is so much worse than the previous)
Like the map files in the second game, it devotes a single ROM bank for the map and event data for each pair of floors. Significant parts of the code (including item effect routines and window operation, though not window drawing routines) are repeated in every map bank. Corresponding map data (like floor-specific text blocks and enemy data) are at the same offset within each bank.
The cartridge DD4 is programmed different and (as I recall) did not have such a repetitious data structure.
And probably not a hint, why is the title screen date still 1987 when it was released in May 1988, a little late into the year for them to not update it.
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Jul - The Cutting Room Floor - Deep Dungeon III Famicom New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

27 database queries.
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Tidy found 68 warnings and 0 errors!


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