If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Talk:Dynamite Headdy (Genesis)

From The Cutting Room Floor
Jump to navigation Jump to search
This is the talk page for Dynamite Headdy (Genesis).
  • Sign and date your posts by typing four tildes (~~~~).
  • Put new text below old text.
  • Indent replies by prefixing with a colon :
  • Add new sections with the 'Add topic' button at the top right.
  • Be polite.
  • Assume good faith.
  • Don't delete discussions.
  • Be familiar with the talk help page.

In my opinion, the character name changes don't seem so unusual/worthy of mention, as the Japanese names are very clearly Japanese and would normally not be preserved in an English release. The rest is interesting, however. ^^ ~GlitterBerri 16/12/10

A quick note about that second unused graphic: It's used in scene 6-1. Wait at the start long enough before you hit Headcase and eventually he will display that graphic on his box. Hit him when you see the graphic and you'll get a secret bonus point. --BSonirachi 09:35, 18 December 2010 (EST)

Uhh, two quick questions...
1) What should I do with localization prototypes? They have a few things, mostly related to longer dialogue and different level names, that I found in the earliest prototype.
2) Any indication what compression the game's graphics uses? I can't figure out what it is for the life of me. It's not 100% needed, but it would be nice.
Thank you. --From: divingkataetheweirdo 23:12, 22 December 2010 (EST)

A bit of progress on the unused head

I tried messing with the memory yesterday, and tried to change the value for the "current power". The closest I ever got was 00FFEE0B, which seems to control what head (group) you have. I know, it's a bit confusing. Well, I figured that:

  • Normal head, shield head and tiny head set this address to value 0.
  • Hammer, bomb and rocket to 32.
  • Vacuum, super and airplane to 64.
  • Pig, time freeze and bird to 96.
  • Spike to 128.
  • Fat and war to 160.
  • Liberty and sleep to 192.
  • Triple and invisible to 224.

I played a bit on Toys n the Hood with value 128, which gives you the fun spike head. When I got to the tower and tried to get the pig powerup, lo and behold, the graphics changed to those of the unused head! (Turns out trying to get some other powers also give you this head.) Now, this doesn't necessarily give you that power, just the appearance, with an incorrect palette. But if it DOES give you the power in full, then we can conclude that it does nothing, you can't even shoot your head. If you want to mess around with it a bit and try to find a better code, these addresses might be of interest; I found them while searching for a code that controlled what head you had: 00FFB358 00FFFA73 00FFFA75 00FFFA72 00FFFA56 00FFEE0B 00FFE077 00FFB357. {EspyoT} 06:10, 26 September 2011 (EDT)

Theory on the unused head

was it possible it was meant to be some kind of bomb? you press the attack button, it would count down, then explode taking out enemies.

Continue screen regional difference?

It looks to me like the Japanese version shows the number of continues you have left inside the "Try again" box on the continue screen, to the right of the box's text proper. This counter is absent from the overseas release. However, I can't be completely sure of this, since I was using cheats and memory editing when I noticed this, and I don't have the time to check if this difference is real in unmodified playthroughs. Can anybody confirm? {EspyoT} 13:24, 25 November 2017 (EST)