I was bored, so I spent this afternoon trying to fix the famous glitch at the second boss, that makes impossible to reach level 4. I also fixed the same glitch with the final boss, and a glitch that can happen with the three bosses if they die by touching you.
The bosses can lose health if you hit them or if they touch you. In the first boss, you can only go to level 3 if you give him the final blow (this is what happens normally) But if he dies by touching you, you will be stuck in the same way like in the second boss.
The other two bosses had this glitch even if you gave them the final blow.
But all of that is fixed now and you can play this "awesome" game till the "end".
Post by MikeSanders on Aug 10, 2010 10:39:57 GMT -6
This is cool stuff, but you can still get stuck in level 4 if Ape Man leaves the screen prior to your defeating him.
Is there any chance you might be kind enough to put together a complete bug fix that fixes the aforementioned error, and also corrects the bugged level numbers?
It would also be terrific to see Action 52 getting some of the same treatment. Ooze, Billy Bob, Alfredo, Jigsaw, and Shooting Gallery all have issues with starting or level continuation on certain versions of the cart. Since Active used a lot of code from Action 52 in Cheetahmen II, the fixes for these issues would probably be similar for both games.
I've tried fixing the level numbers, but it seems the game does some weird stuff internally that I don't understand.
I can try to bug fix the ape man leaving the screen, although I don't know if it would be easy. It's easy to beat him anyway.
And fixing Action 52 would be TOO time consuming. Because the game, as well as Cheetahmen II, is very bad programmed. Instead of having the same code for every level, it has the same code repeated for each level. But if someday I get bored, I will take a look into it.
I've fixed the level numbers glitch, and the dissapearing ApeMan when it reaches the left border of the screen. Now it appears at the right side again. Although this has some minor consequences. Since ApeMan and normal enemies in the same level share code, sometimes, some enemies will appear at the right side of the screen instead of dissapearing if they reach the left border. But it's a very minor side effect that has no solution. (What were they thinking by using the same code for normal enemies and for a boss?)
Regarding the level numbers glitch, it's been easier than I thought. Levels 3, 4, 5 and 6 are called internally level 3. So if I try to load a level 4, 5 or 6, it just loads a bunch of garbage. So I've managed to change only the number that appears at the beginning of the level.
So here's the new version. I've included an Infinite Health version too.
Post by MikeSanders on Aug 27, 2010 1:37:45 GMT -6
To say the least, you rock. Investing the effort required to actually make this awful, awful game vaguely playable is something that makes you some sort of Cheetah deity figure in my eyes. Anything else you may ever decide to do with these games certainly gets my seal of approval.