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Posted Mon Jan 7, 2019 2:21 PM
Posted Mon Jan 7, 2019 2:55 PM
Interesting, but not surprising. Debug levels are pretty common and it's not like this is something in the game play or even playable or accessible on an actual cart. But always interesting to peek behind the code and see what's doing.
Posted Mon Jan 7, 2019 5:11 PM
It's also possible that they aren't debug levels at all. I suspect that the game just has room descriptions that are indexed by location in an array. Run off the end of that array, and you can find a lot of unintended stuff. It's likely that the only way you get coherency at all is because each screen is built from one or more templates that are indexed in the array.
That also goes for the monster arrays. If there are, say, 30 monster types and you ask for monster type 31+, you'll get a strange mix of creatures with wrong graphics, odd behaviors, etc.
A better example of stubbed data would be the Faxanadu game for NES. It was shipped with about 6 items that have unique, coherent images, but are completely inert and useless. The only way to even get them is with a specially-crafted save code. But since you can't use them and the game has no way to drop or sell them, they just permanently steal one of your inventory slots.
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