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PostPosted: Tue Aug 25, 2009 7:42 pm 
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Beat the boss on my NES this evening. It took quite a few tries until I realized the most effective pattern for avoiding the attacks. Anyway, this was very enjoyable and I look forward to the full release. Sivak, I haven't pored through enough posts on nesdev to discover this but, did you do the graphics/music? Have some help? The music is delightful, I found myself humming it while playing.


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PostPosted: Wed Aug 26, 2009 9:08 am 
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ZomCoder wrote:
Sivak, I haven't pored through enough posts on nesdev to discover this but, did you do the graphics/music?


Graphics - only partially. In most cases it was just small edits to stuff submitted to me.

Music - Yes. 100%.

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PostPosted: Fri Aug 28, 2009 8:15 pm 
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I was just trying out some basic coordinate hacking. Basically, you can't get anything more than what you see in the demo. (although, there are tons of unused graphics in the rom)

So far, I only see a few odd things:

There appears to be a endless hallway underneath the starting location. You can keep walking to the right, then eventually the coordinates display logic breaks at X=129 (displayed as C9). You can keep walking right until you reach X coordinate 0xFC when the game crashes.

Also, there's a save room two screens above the boss room for some reason.

Adding 32 to your X coordinate moves your effective Y coordinate down by 1.

Most out of bounds rooms crash the game. No surprise there.

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PostPosted: Sat Aug 29, 2009 12:11 am 
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Dwedit wrote:
I was just trying out some basic coordinate hacking. Basically, you can't get anything more than what you see in the demo. (although, there are tons of unused graphics in the rom)

So far, I only see a few odd things:

There appears to be a endless hallway underneath the starting location. You can keep walking to the right, then eventually the coordinates display logic breaks at X=129 (displayed as C9). You can keep walking right until you reach X coordinate 0xFC when the game crashes.

Also, there's a save room two screens above the boss room for some reason.

Adding 32 to your X coordinate moves your effective Y coordinate down by 1.

Most out of bounds rooms crash the game. No surprise there.


Yeah, I was messing around with the game too. It was pretty fun.
Works in PocketNES btw.

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PostPosted: Sat Aug 29, 2009 9:24 am 
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Dwedit wrote:
Also, there's a save room two screens above the boss room for some reason.


It's there in the real game too. Meant to be there! 8)

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PostPosted: Mon Aug 31, 2009 4:18 pm 
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I played through the demo. The game play and controls are tight. The artwork is well done and has a "clean" design. Most of all though, the music is just fantastic Sivak. I'm listening to the nsf right now, really nicely done.

As for the difficulty...
arfink wrote:
... Having extra lives and re-spawning on the same screen would make it a much more enjoyable setup, instead of having to either 1) use save-state constantly, or 2) spending alot [sic] of time replaying all the old sections over.

3) Make some cheat codes!
For those of us that lack skill or patience...
Assuming you've run the game straight from zip and use mednafen, add this to your ~/.mednafen/cheats/nes.cht
Code:
[62fd81dec0d51a01da4ddaf1df8acbc4] BK-demo1
R A 1 L 0 00000088 01 X and Y location

S A 1 L 0 0000001f 00 Invincible

S A 1 L 0 0000004c 01 Multi Jump


No excuse not to try it now!


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PostPosted: Mon Aug 31, 2009 6:15 pm 
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Ortega wrote:
Code:
[62fd81dec0d51a01da4ddaf1df8acbc4] BK-demo1
R A 1 L 0 00000088 01 X and Y location

S A 1 L 0 0000001f 00 Invincible

S A 1 L 0 0000004c 01 Multi Jump


No excuse not to try it now!


Any chance these convert 'neatly' into GG codes?


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PostPosted: Mon Aug 31, 2009 6:48 pm 
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Of course not, zeropage RAM addresses are never Game Genie (ROM) codes. To make game genie codes out of them, use Data Breakpoints to see what code uses those addresses.

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