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Zoo Mania Final +3 [2011] |
AKA :
Zoo Mania +3
Credits :
Intro used in this crack:
Download :
Look for downloads on external sites:
Pokefinder.org
Production Info Submitted by hedning on 21 October 2011
New fixed version (demo-mode fixed in trainer mode) finally uploaded on csdb too (it was uploaded quickly to the hidden and antidote - but not here). | Production Info Submitted by chatGPZ on 13 October 2011
changes/improvements over Zoo Mania Preview V3 +1F:
* trivial changes in linker config to make it work with latest cc65
snapshot (Compiled with CC65 V2.13.9 SVN version: 4974M using Linux)
* enabled compiler optimizations in the makefile
* trivial bugfix in the "clean" target
Fixed bugs:
* made assembler functions that return "unsigned char" properly set the
X register to zero before returning to conform with cc65 calling
conventions. (not doing this may result in odd behaviour/bugs)
* at various places only fire button port 2 was checked (so player 2 could
not skip certain screens)
* all hardcoded delay loops and wait-for-rasterline in main loop removed and
replaced by a frame-synced function, which makes the various delays much
more predictable :)
* fixed bug with bonus/joker piece becoming corrupted when pausing the game
when it is active. (bug reported by l.a.style)
* disabled cbm+shift (switch case) (bug reported by l.a.style)
cosmetical changes/additions:
* added screenwipe when leaving title screen, reworked fld, added color fading
and music fade out.
* added screenwipe and music fade out when leaving high scores
* added cursor on high score name entry
* fixed various glitches when switching screens (junk displayed for a fraction
of a frame)
* added a/w/s/d + shift keyboard input for player 1 (joystick port 2)
* joystick port one can now also be used in the title screen (however, a single
player game can only be started using joystick in port 2)
NTSC related:
* fixed a bug that prevented it from working on NTSC (missing instruction)
* changed ingame interupt to use 50hz timers, the onslaught release is
much harder to play on NTSC than on PAL since the time is still driven
by the raster irq. this also truely fixes the cause of the "animal
insertion bug" mentioned by onslaught.
* reworked ingame multiplexer to work with the 50Hz timer irq
* reworked all other interrupt handlers, music always runs in a 50Hz timer
interrupt so it plays at correct speed at all times in NTSC
-> the game should behave in NTSC exactly as in PAL now (talk about a true
ntsc fix...)
other:
* update default highscores
* changed scroller to say "final version"
* some more cosmetic code cleanup
| Production Info Submitted by hedning on 13 October 2011
Intro and trainer menu by Itch! <3 | Production Info Submitted by hedning on 12 October 2011
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