⌂ YolkfolkThe Dizzy Fansite
Community discussion

A list of secrets and unused stuff for DTA

Started by Dizzy9 on 18 July 2021 • 2,289 views

7 posts
#55859
Hi, took me quite a while to sort this thing, but Im finally here.
Heres a link(with some pictures!) to a google document describing glitches, cheats and unused stuff I've found in the game so far.
https://docs.google.com/document/d/1VFm9B6M9S0ZQlbnSlt4fcvynPMEeUjLHdA9khGIRbjs/edit?usp=sharing
I hope someone can smooth out my bad English and put it on tcrf page for this game.
I also have something similar in works for Fantastic Dizzy(also NES) but free time is scarce for me these days.
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#89454
Awesome, thanks for your effort! As much as I'm not a fan of DTA, it's always fun to see more unused content. Can't wait to see what you've found in The Fantastic Adventures of Dizzy!

Speaking of TFAoD, if you happen to find anything incorrect on TCRF - assuming you don't want to make edits yourself - please let us know. I've been adding content to the wiki for quite a while (along with Bag of Magic Food), but my technical knowledge about this game is still quite limited, and some of the assumptions I've made in the articles might not be true. BoMF is definitely doing a better research than I do.
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#89466

Heh, just earlier this week a random search took me to an old topic on this very forum in which I mentioned some unused graphics I had found in The Fantastic Adventures of Dizzy, but I forgot all about them until now! This place is great for reminding us what still needs to be fully documented.

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#89480

Thank you.

Please add whats on the google doc list to the tcrf, Im not very able to do it myself. Thank you :smile:

I Also found a new fun fact about DTA too:

Pausing the game does not pause the music, only silences it for duration of the pause..

You can test it by pausing the game, then unpausing and you’ll hear that music actually progressed during the pause.

 

Yojc: Yes, there is one incorrect information on the tcrf about Fantastic Dizzy. 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.

I'll put a FOAD document as soon as Im able. Thank you both for contributing to the tcrf :smile:

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#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?

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#89502

[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?

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