If the flag is clear, in the Japanese version when completing Level 3-3 will cause the game to loop back to the first level. At the start of the game, the partial CHR ROM checksum is calculated to ensure its consistency (for CHR banks $38-$3B, sum total of four 256-byte blocks at $0000, $0500, $0B80, and $0D00, which contain the graphics for the Konami logo and fonts for the copyright string), and a flag is clear if there's a consistency failure. They look like early or alternate graphics for the ramps in the 2nd section of the stage.Īs with most games Konami published in the '90s, Tiny Toon Adventures has a copy-protection routine. Unused slope tiles found in Stage 5's graphics bank. Probably a reference to "The Persistence of Memory" by Salvador Dali, as the clock(?) seems to be hanging from a tree branch. Present in the graphics bank for the backgrounds of Stage 2-3 (pirate ship) are tiles for a cannon.Ī reconstruction of the cannon. Unknown pillar graphics, found in the graphics bank of Stage 1-3. ![]() Two unknown blocks, found in the graphics bank of Stage 1-3. The graphics bank of this enemy was probably repurposed into a background graphics bank. The sprites can be found in the background graphics bank of Stage 4-3. These were likely meant for a trap similar to one in the final stage of the sequel. What appears to be a set of teeth, found in the same sprite bank as the chandeliers of Stage 6. It seems that some of these frames were used as a base in Tiny Toon Adventures 2: Trouble in Wackyland - Buster's front and back frames are used for door animations, and Furrball's back frame is used for his death animation. The dates are the same in all versions.Įvery playable character has unused front and back frames, probably intended for doors. As a result, we can tell that this build was compiled on August 9, 1991. MAST means it's the "master" version, and the numbers represent the date. ![]() An ID string listing the build version and date can be found at the end of the PRG ROM:
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