Talk:Kirby's Dream Land
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Regarding those unused Dedede sprites
It's just a theory, but you know the mike item? I was thinking that if the mike is somehow used in Dedede's boss fight (impossible during normal play) that they might show up in game (They sort of look like he's covering his ears). Is there a way to hack the mike into the foyer of Dedede's castle to test it? My attempts at hunting down an infinite mike cheat to test this theory have been unsuccessful.--Broken Hedgehog (talk) 05:38, 16 December 2013 (EST)
- Given that they load into the VRAM at the extra mode tip screen, it would seem that they're unused frames for that scene. They do not load during Dedede's fight, nor do they load with the configuration mode tip screen. Additionally, the palette should be the same as the other character sprites. --11th (talk) 01:34, 20 June 2017 (EDT)
??
if you pause, then wait, you should see kirby stay in place but animate with his victory sprites(?), then stay in his falling sprite... unpausing will bring him back to whatever action he was doing before, but pausing again restarts the cycle...is this an easter-egg, or is this a bug? is this actually known-about? Lunathedog (talk) 15:53, 6 October 2023 (UTC)
- It's not uncommon for certain games of that era to show animations if you let the game paused or idle for too long. ReyVGM (talk) 19:30, 6 October 2023 (UTC)
Japanese versions
I found that the Japanese game has a version 1.0 and 1.1. There are a lot of differences in the hex dumps, but couldn't find anything while playing through both versions. --Mugg1991 (talk) 22:14, 15 November 2023 (UTC)
- I added a difference between J1.0 and J1.1 to the article (star sprite). There are two or three more instances in the ROM where a few bytes of code have been added. Apparently, the jumping logic seems to be executed every frame on J1.0 whereas it runs only when Kirby actually performs a jump on J1.1.
When Kirby starts jumping, there is code EA 14 D4 which was added in J1.1 to ROM location 434B. It is still unknown to me what this code does. Note: Address D414 is non-zero if a star sprite is on screen.
There are differences made to some locations in the ROM that are filled up with rows of FF and 00 that seems to be empty space. J1.0 has some instances of what appears to be garbage data or uninitialised values (?) which J1.0 changed to be in line with the rest of the rows of FF and 00.
The rest of the changes seems to be just slight adjustment to destination addresses throughout the ROM due to the added bytes of code.
All this information is a bit vague so I'm not adding it to the article yet.--Mugg1991 (talk) 00:44, 2 December 2023 (UTC)- Here is the last (?) as of yet undocumented bit of code version J1.1 added: At ROM address 01418C the two bytes of code 38 07 are added, which seems to mean "if carry flag is set, add 07 to PC". It is executed when Whispy Woods is hit. But it seems like the carry flag is never set and these bytes of code don't seem to matter. But why would the devs add this then, unless there is some rare special case bug that made it necessary to add this check. If the code is edited to 18 07 (= add 07 to PC no matter what), then upon getting hit Whispy's face will shake briefly as well as do the "hurt animation", both at the same time. When Whispy takes the last hit and is defeated, this section of code is not executed btw. Still looking for the purpose of this added code... --Mugg1991 (talk) 02:43, 27 December 2023 (UTC)