[quote data-userid="348" data-postid="89494"]
[quote data-userid="178" data-postid="89480"]
Zak’s Frowning Balls Damage Oversight is not oversight or a bug. At ROM(RED version) in 0x2474E, there is a piece of code that monitors RAM value at 0x4E and compares its value to 150. If it is 150, no damage is dealt when Zaks’s ball hits you. 150 is scroll value for the bottom of the Tower.
[/quote]
Now it would make sense that the game prevents the "fall through the floor" effect of the balls when you're already on the bottom floor, but you don't believe that it might be skipping the damage increase along with that by mistake?
[/quote]
Im positive its not mistake.
Falling through the floor is based on a RAM counter. When ball hits Dizzy, a RAM value at 0x66 gets set to 0x16. The counter gets decreased by one each frame Dizzy is falling down. While the counter is bigger than 0, Dizzy will fall through the floor.
At the bottom level, the counter gets set to 0 by another check in the code. The check is at 0x24422 in ROM. It is a simple cmp #150, which test for bottom of the tower. You can test it by changing the second value form 0x96 to anything thats bigger(like 0xA0). If you do so, you will be able to fall through the bottom of the tower when Zakss ball hits you.
There, actually, IS a glitch linked to this in that Dizzy CAN get damaged when at bottom of the tower(even though game is coded that he should not get damaged)...but Im way too tired to explain it. The whole thing turns out to be a nice material for a NES secrets episode, if I can find someone to do a voice over.
Also, can we move the discussion to the FAOD forum section?