Talk:High Seas Havoc

Did someone contact you about finding this? I'm still trying to go through and find it. We just dumped Captain Lang so I might as well see if a button code survived if I turn up nothing - Andlabs 15:50, 11 April 2012 (EDT)
 * Are you talking about the stage select? Definately check the Japanese version for a button code if you get the chance. --JLukas 16:57, 11 April 2012 (EDT)
 * Yes - I got a message from someone a while ago asking about it; I'm just wondering if you did too - Andlabs 16:58, 11 April 2012 (EDT)
 * Yeah, I've been getting occasional requests to look at random games that have debug type text --JLukas 17:16, 11 April 2012 (EDT)

"Unused" Difficulty
Are we certain this is actually an unused difficulty level? Its behavior suggests to me that it's pulling invalid damage values from outside the usual table boundaries. --BMF54123 15:31, 1 May 2012 (EDT)
 * The code itself isn't valid PAR as far as I know — it won't be taken by Gens's patch code system as it's taken as a word write to $FFFE07. Should it be FFFE06:0004? What syntax is this? I can take a look at the intended effect later - Andlabs 16:15, 1 May 2012 (EDT)
 * I kept thinking twice about adding the difficulty, but all the other difficulty values above 4 caused the game to crash, so I figured this was some unused difficulty that actually existed. And having a damage table for every single hazard and enemy seems so wasteful. A simple multiplication would be more than enough, and would be the obvious thing to do, no? As for the code, it works in Gens for the EU version. Applying patch codes always felt so weird... I know they're forced to be 2 bytes, but I was always puzzled on how I should create one. Anyway, I simply went to the options menu, chose the "Normal" rank, searched 1, "Easy", searched 0, "Hard", searched 2, and I quickly got the address. Then, I just cranked it up to 4. Also, I just tested, and the memory address' the same for the US version. {EspyoT} 19:45, 1 May 2012 (EDT)

Sigh... [15:23]  FFFE07:0004 [15:23]  the issue is how PAR interprets this [15:23]  the high byte is 0, so it's handled as a byte-write [15:24]  gens does *not* handle this properly [15:24] --> cechismydestiny has joined this channel (just@bdnk-377c8013.cust.tele2.ru). [15:24]  my game genie plugin doesn't handle that either, since it would make it impossible to do a 16-bit write starting with 0 [15:24]  what i did was i had byte codes use the format FFFE07:04 [15:24]  FFFE07:0400, of course, is wrong [15:30] FFFE07:0400 [15:30] doesn't kega do this [15:30] *** Channel modes: S, no messages from outside, server reop, topic protection [15:30] *** This channel was created on 02/16/12 11:26 PM. [15:31]  it may handle it, but it technically isn't valid [15:32] so FFF800:007C would not be handled corectly by PAR? [15:32] *** Reimu_Hakurei is now known as Reimu|Away. [15:32]  kega do dat [15:33]  that would write $7C at $FFF800 [15:33]  byte-write [15:33] yeah [15:33] which yes, puts a damper on everything [15:33]  you'd need two codes to write a 16-bit value starting with 00 [15:33] so the patch code format is completely nonportable So how are we going to handle patch codes? - Andlabs 15:27, 14 May 2012 (EDT)

Unused music
Is the song Prelude on the sound test used at any point? I was going to add it to the article, as well as The Admirer, seeing as only a bit of the latter has time to play on the level end score tally screen. But the thing is, I just double checked and realized that The Admirer can be heard in full on the "Try normal mode" screen (complete Burning Hamlet 1 on easy), so I figured maybe I should ask before adding Prelude, while I'm at it. {EspyoT} 09:28, 15 April 2013 (EDT)