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Kolibri 32x debugger? |
Tony Hedstrom - Jan 24, 2005 |
Borisz | Jan 25, 2005 | |||
What hidden menu in garfield? |
Borisz | Jan 26, 2005 | |||
Tried fiddling around with a level select PAR code, to see if it can warp you to unused places? |
ICEknight | Jan 27, 2005 | |||
I haven't been able to find any PAR/GG codes for this game... I think this might be because it stores the variables in some wierd way, or at least that's what it looked like when I tried to hack the bgm menu. =\ |
Tony Hedstrom | Jan 28, 2005 | |||
Here's some new stuff I found in the Garfield ROM... Passwords start at $1462E. 3 bytes for each password, followed by a hex number that the game uses for that level (different than the numbers used in the password screen). 3 of these passwords are undocumented (I could only find 4 of the 7 passwords on the internet). The 3 bytes determine which game character to use for each slot in the password screen (use the chart below). The number in parentheses is the level number. 05 04 07 (0A) 07 01 03 (0C) 04 02 05 (0D) 02 04 00 (0F) 03 00 02 (10) 07 04 01 (12) 03 03 00 (14) Here's the chart that determines which game character to use for each number: 00 = Cat (Arlene) 01 = Garfield 02 = Boy (Jon) 03 = Dog (Odie) 04 = Bear 05 = Chicken 06 = Mouse 07 = Old Lady (Erma?) 08 = Insect (Termite?) As you can tell, I don't know the names of all the characters in the game, but you should be able to figure out which is which. Tony. EDIT: BTW, the RAM address (PAR code) for level select is FFEE22. Example: FFEE22:000A lets you start on a different level (not sure which one). PAR codes work on Gens. |
ICEknight | Jan 29, 2005 | |||||||||||||
Heh, I wish I could have found these before trying every single combination in the password screen. Still, this is some nice info to have, thanks!
Neat! I've tried many different level values and none of them seemed to bring any special menu, sadly. However, there's some "This level under construction" messages I had never been able to find. Here's the list of all the values I've tried at the moment:
Code:
Strangely enough, these values aren't the same the password screen uses when loading levels. These are the values I've tested in there:
Code:
An interesting thing to note is that there's a garbled title screen that lets the music end before returning to the SEGA logo, as opposed to the normal title screen that doesn't last for too long and exits to the demo mode. This could be a leftover from the prototype title, although for some reason it uses the same moving objects as the final. So it looks like the level values were rearranged after the lost levels were removed, as they seem to be in the right order without any gaps between them (there should be at least a gap for Catsablanca's train level). Now if only it was possible to alter the music value each level uses, perhaps we could at least check if they left some of the lost tunes in there. |
Tony Hedstrom | Jan 30, 2005 | |||
For anyone who's interested... someone found out how to activate the Kolibri debugger. I tried it, and it does work. You can get the details from the forums at Eidolon's Inn. Tony. |