Retro Game Mechanics Explained

@rgmechex.com

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GCC Developer Steve Golson left a few comments on the recent video! He actually looked into an older version of the source code to see what exactly happened, and it looks like the code worked as intended at first, but was modified and broke during later development!

@13:46 Yes, it was just an error!

I disassembled the earliest version of code I have (this is actually Crazy Otto). It shows the correct patch for all four monsters:

2745: 2A 0A 4D    ld   hl,($4D0A)
2748: 3A 2C 4D    ld   a,($4D2C)
274B: CD 2F 3F    call $3F2F
274E: CD 66 29    call $2966

277B: 2A 0C 4D    ld   hl,($4D0C)
277E: 3A 2D 4D    ld   a,($4D2D)
2781: CD 2F 3F    call $3F2F
2784: CD 66 29    call $2966

27B8: 2A 0E 4D    ld   hl,($4D0E)
27BB: 3A 2E 4D    ld   a,($4D2E)
27BE: CD 2F 3F    call $3F2F
27C1: CD 66 29    call $2966

2800: 2A 10 4D    ld   hl,($4D10)
2803: 3A 2F 4D    ld   a,($4D2F)
2806: CD 2F 3F    call $3F2F
2809: CD 66 29    call $2966

Note they all have the same CALL $3F2F. So originally we had it working, all four monsters random, and then we screwed up INKY and SUE when we adjusted the patch code to align with 8-byte boundaries.

Ok that is seriously depressing. A bug report for work we did in November 1981, 43 years ago.

For all of my "followup" videos (the ones I put the quicker intro in), I tend to use my footnote voice, which is just my normal speaking voice instead of super enthusiastic voice I use for the main videos. Of course that means I get a lot of comments asking if I'm depressed, ha