The Fantastic Adventures Of Dizzy: Green Dizzy Nintendo Entertainment System

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Redesigned all locations in game, changed several colors, few tiles and key items/stars position.

===================
= 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.

Fantastic Adventures of Dizzy, The (USA) (Unl).nes - NOINTRO
CRC32: 59318584
MD5: FE4E19F31ADACFD9FEDC8AE6FBEB1E06
SHA-1: 8700CB469BA4E0F7BBC04A6AB6F6CE06D9009513
SHA-256: 6AC7F74D73D1D6937AF1D9D25AD9F2931ED935AE820465F5A44D4A71BE613C79
Release Date
Jun 26, 2008
16 years ago
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