Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)
Note that the hack is incomplete but feel free to enjoy the hack as-is.
=================== = About the patch = =================== I prepared this hack having on mind one of the most interesting and closest games published for NES/Famicon - The Fantasctic Adventures of Dizzy. The patch itself was prepared - as it used to be in case of my works - in NINJA2 (*.rup) format. This patch works with NTSC/U version of the game, released in 1991. Different versions, overdumps, etc. are not going to work (md5). I gave up on the patch that changed colors of the evening from dark blue to dark orange - if you still are eager to check it out, try finding my older release a patch the game with evening.ips. =========== = Changes = =========== I usually don't do documentation, so I will simply write down changes I made comparing to the original game. > Locations Most of in-game locations had been redesigned, I mainly mean stars and key items. In the beginning I didn't want to change the game so radically. Thanks to finding most of the tables (in which Dizzy9 was the most helpful) I could give free rein to my level design imagination. I also tried to make the game a little harder, so many opponents were camouflaged, some places are harder to get to, other are harder to find. I'd say that knowing the original version is crucial. What can I say, it is more hardcore than before! > Stars All of the stars had changed their locations. Some of them were hidden or hard to grab. > Key Items Most of the Key Items had changed their locations, not only in particular map, but also whole game (some characters even may offer you different items). This carried a little bit different turn of events and ways of getting to some places. You have to watch out not to leave rope for example in wrong place, or not to dig a hole in a graveyard before laying down the bridge - you can make the game impossible to finish this way. > Colors We modified color pallete, like the dragon in mines, sea (azure :)), Yolkfolk's paws, flames, lava, piglet in front of the forest, etc. > Other changes and fixes - speed of a wagon in mines was changed to full. - Beginning of the game is not in Dizzy's home - (...) and not with two lives. - In one location you can hear unused music. - Dialogues of two characters were modified a bit, which made the translation of the game not compatible with this hack. - Poogie does not run in the air. - Some other fixes in graphics which you won't notice probably. ======== = Bugs = ======== Try not to lay all three stones next to each other. They may not raise the water level after you throw them into it. It makes other part of the game full of other bugs. It's best to throw those stones right after you find them, or simply not to move them. In the mini game in mines, you have to slow down a bit right before the hole leading to the city. Otherwise, the game will "count" an accident caused by "mole". Other bugs are not my fault, but programmers:) ================== = Special thanks = ================== >> Chronix For a program and explaining me algorithms of in-game bitmap compression and also program that made a decompression of a Codemasters logo screen possible. >> Grimm for writing great map editor (Green Dizzy wouldn't be made without it), working out how Poogie moving system worked and some ASM mods. >> FFGriever for retyping and making some improvements to Cronix's soft. It may crack from time to time but it is great one generally:) >> Dr00id88 for making furball stop moving and a crossbow fix. May the ASM6502 be with you! Enjoy the game - bastard Berion and Dizzy9.