3.4 KiB
Overview
This document outlines the bugs discovered in the code during the disassembly process.
1. Missing Animation Entering Water
When animating the player falling into water, a comparison was missed which
causes sprite_18
to not be used for the animation sequence. This bug also
exists in the Japanese version as well as Probotector. It's clear from the
code that there was an attempt to show sprite_18
(frame 3 in the table below)
as part of the animation sequence. sprite_18
is the same sprite as when the
player is in water and presses the d-pad down button.
Frame 1 | Frame 2 | Frame 3 (missing) | Frame 4 |
---|---|---|---|
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@set_enter_water_sprite:
...
lda PLAYER_WATER_TIMER,x ; load water animation timer
beq ... ; if timer has elapsed, branch
cmp #$0c ; see if timer is greater than or equal to #$0c
bcs ... ; branch if timer >= #$0c (keep current sprite)
lda #$73 ; PLAYER_WATER_TIMER less than #$0c, update sprite
sta PLAYER_SPRITE_CODE,x ; set player sprite (sprite_73) water splash
cmp #$08 ; !(BUG?) always branch, doesn't compare to PLAYER_WATER_TIMER
; but instead compares against #$73
; no lda PLAYER_WATER_TIMER,x before this line, so part of splash animation is missing
bcs ... ; branch using sprite_73
lda #$18 ; dead code - a = #$18 (sprite_18) water splash/puddle
sta PLAYER_SPRITE_CODE,x ; dead code - set player animation frame to water splash/puddle
2. Accidental Sound Sample In Snow Field
After defeating the boss UFO (Guldaf), before calling the method
level_boss_defeated
, the developers forgot to load into the accumulator the
appropriate sound code, usually #$57 for sound_57
. So bytes in bank 7 are
interpreted as an audio sample incorrectly and a short DMC channel audio clip is
played.
level_boss_defeated
uses whatever is in the accumulator as the sound code to
play. Since the accumulator wasn't set, it has the previous value of #$ff (see
boss_ufo_routine_0b
). This is interpreted by the audio engine as a DMC sound
code that doesn't exist.
The audio engine will incorrectly read bytes from sound_table_00
as the dmc
data below.
- sampling rate #$03 (5593.04 Hz), no loop
- counter length #$77
- offset #$97 --> $c000 + (#$97 * #$40) --> $e5c0
- sample length #$19
The data that is interpreted as a DPCM-encoded DMC sample is $e5c0, which is
in bank 7's collision_box_codes_03
data. This bug does not exist in the
Japanese version of the game because the level_boss_defeated
is not
responsible for playing the boss defeated sound. This bug does exist in
Probotector.
Extracted sound sample: sound_ff.mp3
Note that the boss defeated audio (sound_55
) is still played because the enemy
defeated routine is set to boss_ufo_routine_09
(see
enemy_destroyed_routine_05
). boss_ufo_routine_09
plays sound_55
.