http://www.nintendoage.com/media/_userm ... emo1%2Ezip
Hope the link works okay. Have fun, folks. You can check out the first area and first boss. The game will reset after beating the boss.
I also am aware of the game over screen not showing passwords or allowing you to pick end.
The game is very nice, congratulations! I suck too much at this kind of game (and in most others, to tell the truth), and barely managed to get to the boss. There is no way I'm killing it! =)
Sometimes it felt like the traps were a bit too cheap, so I used an occasional save state or I'd end up kicking my PC, but I guess this is just me. The challenge level is probably good for most players, who are usually more skilled than I am.
Something that bothered me a little was the quick switching of screens when I accidentally went past the top of the screen when jumping, or when I was trying to see where I could land on the next screen up. That made me somewhat dizzy for some reason, but again, maybe this is just me.
I'm quite impressed. The graphics are simple but extremely well done, the physics is easy to get used to, and the music is also nice. It was fun to play the first level. Congratulations again! I hope you can inspire people here to finish their projects as well (including me!).
Wow, took me quite a few tries to get through. The boss didn't seem that hard at first, but I kept making stupid mistakes. I second what tokumaru said, though. Played it on my PAL NES - lots of fun! The controls, graphics and music are pretty solid.
However, collision detection seemed a bit on the unforgiving side. I took a few screenshots in FCEU:
In all of these cases my instincts were clearly saying: "It should work, you won't die!"
The farthest I can go without dying is like 5 screens. Remember me Ghost & Goblins. I definitely don't like it, and not because it stops after the first boss.
The graphics are quite good tough.
- It's a masterpiece, really. My congrats! ^_^;;
1. The kid cannot touch any enemy, or he dies... much like Mega Man Zero system. Could you add some hit points system, perhaps like DuckTales does?
2. I would tweak the gravity a little, but it's not bad, really. ^_^;;
miau wrote:
However, collision detection seemed a bit on the unforgiving side. I took a few screenshots in FCEU:
In all of these cases my instincts were clearly saying: "It should work, you won't die!"
Hey there. I'll address the points.
-I'm guessing you're rushing for the vertical ball. Patience!
-That one I've known about. I may extend it to 2 spaces.
-I'll consider removing that. That does kinda seem like a silly spike the more I look at it. BTW, the image you linked is supposed to end with -2 and not -3.
Fx3 wrote:
1. The kid cannot touch any enemy, or he dies... much like Mega Man Zero system. Could you add some hit points system, perhaps like DuckTales does?
2. I would tweak the gravity a little, but it's not bad, really. ^_^;;
-The one hit deal was part of the design... Very much out of IWBTG... I know some peeps don't go for it, but it's how it is. Adding hits would require a big design change.
-Do you mean the low jumping? You obtain a high jump item after the first boss.
I've gone ahead and prepared up a newer rom. Hope this one feels better.
Sivak wrote:
miau wrote:
However, collision detection seemed a bit on the unforgiving side. I took a few screenshots in FCEU:
In all of these cases my instincts were clearly saying: "It should work, you won't die!"
Hey there. I'll address the points.
-I'm guessing you're rushing for the vertical ball. Patience!
-That one I've known about. I may extend it to 2 spaces.
-I'll consider removing that. That does kinda seem like a silly spike the more I look at it. BTW, the image you linked is supposed to end with -2 and not -3.
Well, I can't think of any other good game that has such strict collision detection. Imo at the high speed the character moves horizontally I can imagine myself and other less skilled players with shaky hands to bump into things quite often so a smaller hitbox might help, at least that's what other games seem to do. On the screenshots you can see I'm not even visually touching the spikes/enemy and still die. If it's like that in IWBTG, though, and you want your controls to feel the same, it's okay, I guess. The game seems to be more about minute control than others I've played.
Sivak wrote:
Fx3 wrote:
1. The kid cannot touch any enemy, or he dies... much like Mega Man Zero system. Could you add some hit points system, perhaps like DuckTales does?
2. I would tweak the gravity a little, but it's not bad, really. ^_^;;
-The one hit deal was part of the design... Very much out of IWBTG... I know some peeps don't go for it, but it's how it is. Adding hits would require a big design change.
-Do you mean the low jumping? You obtain a high jump item after the first boss.
I like the challenge. If you get continue points and passwords every few screens it seems alright to me... Not any harder than some of the classics games.
It's probably not a game you will finish in one sitting the first time you play it, but the graphics, music and gameplay will make you pick it up again. At least that's how I see it.
However, if the other levels and bosses get much harder, I might destroy a few nes controllers in the process of beating the game.
I found it to be a pleasent expirience and I don't really have to complain about anything. Except for this damn room with the two one-eyed bats.
miau wrote:
I like the challenge. If you get continue points and passwords every few screens it seems alright to me... Not any harder than some of the classics games.
It's probably not a game you will finish in one sitting the first time you play it, but the graphics, music and gameplay will make you pick it up again. At least that's how I see it.
However, if the other levels and bosses get much harder, I might destroy a few nes controllers in the process of beating the game.
Well, you do indeed get the continue rooms around every 9-12 screens. It obviously varies... But I believe they are spaced out fairly. Passwords are available for Easy and Normal difficulties.
The easy difficulty gives you the damage amp item, which doubles your attack power. Really helps with bosses. You can find this item on other difficulties as well, though.
Quote:
Well, I can't think of any other good game that has such strict collision detection. Imo at the high speed the character moves horizontally I can imagine myself and other less skilled players with shaky hands to bump into things quite often so a smaller hitbox might help, at least that's what other games seem to do. On the screenshots you can see I'm not even visually touching the spikes/enemy and still die.
This also happens in Mega Man 1.
Quote:
I like the challenge. If you get continue points and passwords every few screens it seems alright to me... Not any harder than some of the classics games.
I disagreee. A lot of classic games are hard but I can't remember any classics game where I couldn't beat the stage 1 without savestates, let alone the first part of stage 1. If you consider Ghost & Goblins an classic then threre is one expetion.
A good game should have a learning curve in my opinion. Altough I couldn't care less cause it's not my game.
Congratulations, Sivak. I really enjoy it, the graphics, gameplay and music are really good. Very challenging, just like I like it =D. This is indeed very inspiring to see a game like this getting finished. Thank you for sharing your creation with us.
Bregalad wrote:
If you consider Ghost & Goblins an classic then threre is one expetion.
It is a classic, but it's an arcade game, and those have to be hard in order to get money out of the kiddies.
About games like Sivak's, I just don't have the patience to go through all these rooms in order to get to a particular room that's giving me problems so that I can test all possible ways to get through it. Going through the same rooms over and over again really gets on my nerves, even though I know this is probably how you master going through them. I don't like large doses of repetition, so it was pretty entertaining once I started using save states for certain rooms.
tokumaru wrote:
Bregalad wrote:
If you consider Ghost & Goblins an classic then threre is one expetion.
It is a classic, but it's an arcade game, and those have to be hard in order to get money out of the kiddies.
But if the kiddies are shunning a game for being too difficult, the administrator needs to flip DIP switches to make it easier. For example, Qix lets the administrator change the minimum fenced-off area to clear a field, and Dance Dance Revolution games let the administrator change the rate at which "miss" judgments deplete health.
Pretty exciting to finally play it.
Luv:
level design - have a thing for intricate corridors
control - with so many commercial NES games having questionable design choices, this is worth a compliment. It's playable even on a keyboard.
overall aesthetic - I can't think of another NES game that tried this format (except Legacy of the Wizard and even that had scrolling) and it's exactly the kind of game it was made for
Do you plan a speed power up?
Thanks for the comments, start.
strat wrote:
Do you plan a speed power up?
Uh, nah. I already have the items made. They are:
High Jump: It is what it says
Feather fall: Hold up to drop slower
Infinite O2: Breathe underwater forever
Double jump: Self-explained
One hidden item: Hm hm hm?
There are also keys which are item pickups and they let you destroy the numbered blocks. A few #1 blocks are seen in the demo.
I was asking because I'd like to outrun the snail instead of having to jump over its shots and fire back (i.e. the one before the boss).
Oh, it takes me 15 minutes to beat the demo without save states. Given that, can you estimate how long the game will be? Maybe 90 minutes?
I managed to finish the demo but I did end up using a few save states to save on some repeating of a few later screens. Very nice game though it seems to lack much mercy. Even less mercy than Battletoads had.
Great work though.
MottZilla wrote:
I managed to finish the demo but I did end up using a few save states to save on some repeating of a few later screens. Very nice game though it seems to lack much mercy. Even less mercy than Battletoads had.
Great work though.
It does seem very polished and possibly fun but I haven't yet figured out how to get past even the first set of baddies on the third screen. Too hard!
oh nice. have to try when I get home. is it PAL/powerpak friendly?
It probably is but will run slower than intended like running any NTSC game on a PAL system.
Nice graphics, catchy music and smooth gameplay. My thumb goes up for what's probably the best homebrew NES game yet!
Not having a life meter is wicked. But on the other hand, continue points are plentiful so it evens out. I beat it in about 20 minutes I think. But I suspect the full game will be much harder the further you make it through...
The boss was a bit frustrating though and would have been better with half as many hits needed, since IMHO the point should just be to prove you can learn to dodge the attack pattern skillfully - not prove that you can repeat it forever and ever without making a single mistake.
Looking forward to the full version! :)
I don't read nesdev for 2-3 days and this came out. I will give it a try soon.
edit:
I was able to test it a little bit during lunch time. Playing it with a small portable keyboard made it harder for sure. Since I saw the videos long time ago, I knew how to react at the beginning. But later I didn't know the enemy location so when I jumped after defeating the second pink ball, I ended up on one.
It's really in the spirit of Iwtbtg for sure. The game by itself is good but will requires a lot of memorization. I don't know how much patience I will have for this since it's a one shot instead death. For Mega man 9, it was less an issue since as long as I don't fall in a pit/spikes, I still had hope to continue. Now if you do a "leap of faith" from one screen you never saw, you could die right away.
I will see if I can finish it tonight. With a gamepad it should make the experience smoother. I won't be able to play the final version on my famicom unless I can find an adapter.
Actually from what I've seen he does a good job of not having leaps-of-faith. I didn't get far in this game but I noticed in the videos, on the screens with the spikes that flash in and out, there's a good buffer zone or a block to run into so you won't hit the spikes immediately.
Right now it seems easier than iwtbtg because there are not a lot of completely unexpected left-field deaths, just obvious stuff that you could've done better. At the same time I must say, sorry for my strong opinion, but I can't stand the gameplay and would probably not even play this for free because as others have said it relies so much on memorization and long stretches of perfect playing just so you can try a tough room one more time.
UncleSporky wrote:
I can't stand the gameplay and would probably not even play this for free because as others have said it relies so much on memorization and long stretches of perfect playing just so you can try a tough room one more time.
It depends how much later you must memorize I guess. It should, normally, gets harder with time but if harder mean to just remember each room exactly to not get kill just before entering it, it may get irritating with time. But Iwtbtg is even worst than that
Edit:
I had a chance to play with a joystick tonight. My verdict: the game is very irritating already! If you don't do exactly what the game expect, you're dead. So you restart from your safe point again, and again, and again.. Until you give up in frustration. hmm... Since it's the first level, I'm surprised a little bit. Usually I don't give up that easily. Maybe I don't have as much patience like I used to be have. I have less time to spend on games than before I guess.
I gave up after those 2 flying thing (which was irritating to have to jump at the exact right moment on that breakable block and shoot just at the exact time then jump before it shoots). I was at those 2 pink balls. Destroyed one, had enough leeway to jump over the second one but the game didn't let me to. I guess you must destroy both fast enough since the game is that way but I had enough space to jump over it and avoid it. The game didn't think so. Is it a bug?
The game music and graphics are good, the idea is interesting and I will try to finish the demo but for now the game is too frustrating for my taste. I thought battletoad was frustrating but I found a new winner
For now, the demo killed my interest in buying the game since if the game is even harder after.. I think the game will fly by the window.
This is a pretty cool game technically, nice job! I played up to the boss.
Gameplay wise.. wow, its really hard, similar in toughness and gameplay to the end levels in "An Untitled Story". I like tough games, but it would be nice to have a "normal" mode, where you have some number of hitpoints like others recommended.
NESICIDE wrote:
MottZilla wrote:
I managed to finish the demo but I did end up using a few save states to save on some repeating of a few later screens. Very nice game though it seems to lack much mercy. Even less mercy than Battletoads had.
Great work though.
It does seem very polished and possibly fun but I haven't yet figured out how to get past even the first set of baddies on the third screen. Too hard!
Ok I am a complete idiot.
I was entirely neglecting the 'shoot' button. Still very hard, though!
For the pink balls, I may have found in my sleep (...) what is the solution but still I would like to know why I was not able to jump over the remaining one by staying in the center platform. I'm sure I had enough space to jump over it and go back on the platform.
edit:
It's not really an issue but if the transition between screen could be done without the screen becoming black, that would be great. I wouldn't mind to wait an extra half second for that.
For example, there is one place at the beginning, where you have to climb to see the first snail. If you jump in advance, you it your head on a wall and go back on the previous screen. This make the screen flash very fast from black to screen to black to screen. This is hard on the eyes. If this doesn't happen often then maybe it's not a big issue but still. I guess the game is too far in it's development cycle to change this behavior.
If you could draw the next map in the alternate name table then switch to this one when finished, I don't know if you could achieve it without the flashing of the screen. Except from the fact the game is hard, this is the maybe the only thing that annoy me a little bit in this game.
It kind of sucks jumping to the higher screen and falling back down, but it's no big deal. Hopefully once you get the items the annoying stuff won't be so bad. I don't see why the one hit death should be any worse than SMB or Contra. In fact, this game is probably easier than Contra.
I hope so for the items. As for the difficulty, I don't find contra hard actually. It does requires memorization but in general good reflexes will help you. The fact that you don't restart at the beginning of the level makes it easier too.
For now, when I pass the 2 flying thing with the breaking block (I don't know their name), I always feel that for the second one that I pass it out of luck. Maybe with more practice it will become easier to pass it.
Edit:
I tried again during lunch but with a keyboard. It's even harder. So I guess I made my mind for this game. I will pass since it's not my type: it's too frustrating for me and I don't have the patience anymore to go through this
Absolutely amazing for homebrew! Seriously, I've been waiting for this to come out for awhile now and I'm inspired to start working on mine again. Somehow I managed to get a little blood blister on might right thumb thanks to this game
If you wanted critiques though:
*1 hit=death is a pain. I know you mentioned its a big deal to change though, personally its a turn off for me
*Jumping between screens (as in up and falling back down) is disorienting. Maybe when he jumps up have it land in a predetermined place. I realize that would a pain to implement though.
*I lack skills, but it couldn't be done with out saves. Esp. at the boss. I figure those rooms with the swirly stuff are intended for that purpose though.
*On the area with the first bird (and 1 ball), if you jump out of the top it temporarily throws the bird off from firing. I used this to my advantage though, but figure it wasn't intended.
Otherwise, its a great game. If this is just the first level I can't imagine what the rest will be like. I'd be happy to buy a cartridge if you go that route. Keep up the good work.
For the black out of the screen, I can understand why it is done now. Since the game uses VRAM, the pattern table for the background needs to be loaded between maps change (which is almost always). So it's not the map loading the cause but filling the pattern table. If the screen was up while filling it, it would show some artifact.
To make it less flashing, there could be one thing you could do. Instead of blanking the complete screen, you could:
- Erase the map area to black during vlank without force blanking
- Load the pattern table data (doesn't have to be during vblank)
- Load map data during vblank
This way, it would make the screen transition a lot smoother. The status bar would always be shown: only the map area would be changing. I don't know how much impact for loading but that would remove the flickering.
The room loading routine is set in stone. It is as fast as I could make it. If I combine steps, pointers become erroneous and the wrong attributes can get written places... Other issues such as the game just stopping were present, hence why it's spread out.
Basically, this is the way it does a room:
-Makes pointers to the room and tileset
-Decodes the tiles into the right BG tiles and writes them to the screen over 3 frames. I use 256 bytes of memory to store the tiles
-Writes the new data to CHR RAM over 2 frames.
-OPTIONALLY writes the new sprite CHR.
-Writes the attributes
All in all, it's done over 11 frames. This was the fastest I could get without crashing or errors.
Sivak wrote:
All in all, it's done over 11 frames. This was the fastest I could get without crashing or errors.
I was curious and I now see the reason. You had to make a compromise to make the game work properly and there is nothing wrong with that. Most people will not even care about that detail. Just as a programmer, I just wanted to know the why behind it.
That was the only annoyance I had with the game, except for the difficulty level but there is nothing that can be done about that
In general, the game is quite good for a home brew effort. The music and art looks very japanese to me and this is what got me interested in the first place. too bad I cannot stand the game style and cannot enjoy it like I expected. One thing for sure, it is faithful to IWTBTG for the game design. I guess I'm not part of the new generation of masochistic players
Quote:
In fact, this game is probably easier than Contra.
In Contra you are killed in 1 hit, but you seem to forget most non-boss enemies are also killed in 1 hit from you. Even bosses are defeated quickly. I beat Contra without the 30 life code several times, and I got pretty far in Battletoads, but I weren't able to pass the first part of Sivak's game before being seriously pissed off.
(Hi. I lurk here.)
I've been keeping tabs on this game for a while, and I must say I'm rather impressed with the demo. I've played through it twice so far, and it feels quite polished. Aside from a few minor complaints, I feel like it could be passed off as a commercial title.
Unlike most of the other posters here, the difficulty didn't really bother me because the game doesn't have very many cheap "gotcha" deaths. When you enter each screen, you usually have ample time to see and analyze your threats (which act in a deterministic manner) and decide how to react. The real difficultly lies in developing the muscle memory (or having the reflexes) to get past the obstacles. Compared to IWBTG, this game is quite tame. The most trouble I had was with the boss. The first time I fought it, it took me the better half of an hour to beat it. However, on my second playthrough, I managed to beat it on my first try (yes, I was as shocked as you are).
Also, since this game has infinite continues and well-distributed save points (so far), I'm going to say that, by default, it's easier than Contra 1 and Battletoads.
Anyways, now to the questions:
- Every time I look at the HUD I have to remind myself the coordinate display is not a clock. Can you please change that colon to another symbol, like a dash or comma (don't forget about changing the item's graphic too)?
- Do you have any estimated release date (or something along those lines)?
- Do you mind if I link to this from other forums?
RT-55J wrote:
[size=9]- Every time I look at the HUD I have to remind myself the coordinate display is not a clock. Can you please change that colon to another symbol, like a dash or comma (don't forget about changing the item's graphic too)?
- Do you have any estimated release date (or something along those lines)?
- Do you mind if I link to this from other forums?
-Eh... I don't know. I thought the colon was fine. I guess I'm used to it.
-When it's done.
I am working on the ending to the game, however. Hopefully in September. I need label artwork too.
-Link away!
Thanks for your answers!
Sivak wrote:
RT-55J wrote:
- Every time I look at the HUD I have to remind myself the coordinate display is not a clock. Can you please change that colon to another symbol, like a dash or comma (don't forget about changing the item's graphic too)?
-Eh... I don't know. I thought the colon was fine. I guess I'm used to it.
It's not that big of an issue now that I'm used to it. I just found it a bit distracting when I was first playing, and thought that other people might feel the same way.
It's pretty nice for what it is, a homebrew demo. I do agree, the difficulty does seem a tad unfair. I am thinking primarily of the stupid pink ball right after the screen with the snail. (above the tree) I guess I was able to put up with some of it, having played alot of very punishing games and still enjoyed them (Metal Slug 3 and DoDonPachi come to mind) but in those games it's at least somewhat more fair. They make your hitbox smaller and enemies aren't so crazy fast.
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 of time replaying all the old sections over.
I think I'm in a unique position here to comment about game difficulty because:
1) When I was younger, playing the NES like all of us, I SUCKED at video games and beat very few of them.
2) In the last couple of years I learned true discipline and perseverance, and applied these virtues to old NES games such as Castlevania, and developed a taste and a tolerance for dying hundreds upon hundreds of times to learn how to play a difficult game properly.
Having gone through that experience with Castlevania and some other classic NES games recently, I can say I found the difficulty of this game demo comparable to the old classics, making it fit in quite well. I played this on my PowerPAK on my real NES with no savestates. Plays great. I found it rather addicting after a while. I now think of difficult platform games more as puzzles, since most enemy behavior is deterministic. What pattern of movement or timings is required to progress? It requires analytical thought.
I thought the that room with the two 3-way shooting aliens was much tougher than the first boss. Although that room Right After the 3-way aliens with the two balls killed me way too many times.
ZomCoder wrote:
2) In the last couple of years I learned true discipline and perseverance, and applied these virtues to old NES games such as Castlevania, and developed a taste and a tolerance for dying hundreds upon hundreds of times to learn how to play a difficult game properly.
Oh yeah, I'm way past the freaking-out-because-I-died stage. It's funny because now I feel so "zen" when I play games. It's like I start to laugh when I keep dying rather than get angry. It makes me way better at games now!
I agree. I guess I started to develop that kind of attitude playing games like Metal Slug, especially the third one. If you haven't played it you haven't learned just how fast you can get killed off by a game.
Dwedit wrote:
I thought the that room with the two 3-way shooting aliens was much tougher than the first boss. Although that room Right After the 3-way aliens with the two balls killed me way too many times.
The key to getting past the two bats is to take out the second bat just as you're landing on the ice cube. I went batty mad figuring that out!
Until you're 10 hours into a game and you get sent back to the beginning because of something you missed 5 hours ago. NetHack anyone?
I love this game. It controls and looks great! I think the level design is great too. Each room is like a little puzzle of its own.
I thought it was really hard at first, but like others have mentioned going through the rooms multiple times really builds your muscle memory. I can breeze through the early rooms now, and have even optimized how I run through some of them for speed.
Still haven't beat the boss yet. I have his pattern down I just haven't managed to hit him to 0 without making a mistake yet. I've been playing with the keyboard.
Like others have mentioned, I'm also bothered by the double black screens that happen when you jump up to a new room and fall back down immediately. Would it be possible to add in an invisible floor when moving up a screen that would give you a moment to look at the new room and jump to a ledge? Like silent, invisible ice blocks that only show up when entering a room from the bottom.
Great work!
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.
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%.
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.
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.
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!
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!
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?
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.