Battletoads first tunnel

Discuss emulation of the Nintendo Entertainment System and Famicom.

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Zelex
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Battletoads first tunnel

Post by Zelex »

Battletoads has a peculiar problem where the game is emulated perfectly until the first vertical tunnel. You go down the tunnel and if your character touches the bottom pixel he disappears, and your rope disappears. You can still play the game and move left and right (and the mosters will continue to look at you), but you can't come back up. Eventually your character dies and you start back at the top, but then you can't kill any enemies and as such the level never ends. I've had problems with this tunnel in at least 2 emulators that I've written. This new emulator does better and gets further, but this tunnel is ridiculous. There has to be a simple explanation of what its expecting in terms of accuracy and what I'm not doing. Any ideas or suggestions on where to look specifically?
3gengames
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Re: Battletoads first tunnel

Post by 3gengames »

Can you make a video of how to do the glitch? I've never heard of this glitch.
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rainwarrior
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Re: Battletoads first tunnel

Post by rainwarrior »

Your character should not be able to go off the bottom of the screen, there is normally a little bounce reaction that bumps you up if you go all the way down. I can't really speculate how your emulation would fail to make that happen though.
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Dwedit
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Re: Battletoads first tunnel

Post by Dwedit »

Battletoads really doesn't like it when you press Up and Down at the same time.
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blargg
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Re: Battletoads first tunnel

Post by blargg »

Left and Right as well. I remember spending quite a bit of time chasing down a bug where the toad rose and stayed higher off platforms in the snake level, due to pressing left and right at the same time as I playtested.
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tokumaru
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Re: Battletoads first tunnel

Post by tokumaru »

Zelex wrote:Battletoads has a peculiar problem...
No it doesn't, your emulator does! :roll:

In all fairness, the game does have that terrible two-player mode bug that makes it impossible to complete, but that's not the one you were talking about. =)
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Re: Battletoads first tunnel

Post by Bananmos »

> In all fairness, the game does have that terrible two-player mode bug that makes it impossible to complete

Just want to point out that the PAL version does not, so we European kids were saved of this disappointment if we were lucky enough to have a friend as OCD:d as us to play it in two players with. Still, the difficulty increase you get from two-player mode makes the game virtually impossible to complete anyway without game genie cheats. Though I would love to have a go at this with another skilled and infinitely patient Battletoads fan sometime... :)
Zelex
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Re: Battletoads first tunnel

Post by Zelex »

tokumaru wrote:
Zelex wrote:Battletoads has a peculiar problem...
No it doesn't, your emulator does! :roll:

In all fairness, the game does have that terrible two-player mode bug that makes it impossible to complete, but that's not the one you were talking about. =)
Yeah, thats what I was implying. I'm just curious as to what that tunnel does that is special, other than the parallax scrolling stuff (as that works fine).

If nobody has any ideas, np. I'll debug it and put it in this thread for future reference for future NES emu developers if they experience similar problems.
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rainwarrior
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Re: Battletoads first tunnel

Post by rainwarrior »

Two of the levels disabled rendering during vblank and let it run long for extra CHR-RAM upload time, leaving a noticeable extended black bar at the top of the screen (the snake level, and the revolution). I don't know if this is the case for the turbo cables level, but maybe it runs a few lines over, unnoticeable to the eye (but would make a significant difference to the emulator of course). The game always has at least one row of black tiles at the top of the screen, perhaps sometimes rendering is actually off during those rows.
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Zepper
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Re: Battletoads first tunnel

Post by Zepper »

Isn't related with sprite zero hits?
Zelex
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Re: Battletoads first tunnel

Post by Zelex »

The problem looks to be pressing left+right or up+down at the same time. :) Pretty sure its fixed now.

Btw, thanks to you guys for the suggestions :) It shortened my time to finding the problem immensely.
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Zepper
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Re: Battletoads first tunnel

Post by Zepper »

Ah... that problem. Yes, it's weird. In a few controllers, you're able to press up+down for example. It completely messes up the gameplay.
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Gilbert
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Re: Battletoads first tunnel

Post by Gilbert »

I think a number of other games have similar problems too. Unfortunately it's hard to classify whether this is a bug of the games, as they work on the original controllers (not broken ones, at least) and you could just say this is an oversight of the possibility of using a 3rd party controller.

At least it's not as ridiculous as Karnov, in which you commit suicide when you press A and B at the same time (and that's intentional most probably).
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Re: Battletoads first tunnel

Post by LocalH »

Gilbert wrote:Unfortunately it's hard to classify whether this is a bug of the games, as they work on the original controllers (not broken ones, at least) and you could just say this is an oversight of the possibility of using a 3rd party controller.
If the undesired behavior appears when running on authentic hardware from an authentic cart, then I say that it's a bug in the game (or in rare circumstances, perhaps an interaction between a game and a quirk of the hardware, although I'm not sure if there are any such situations in the NES/FC library). In such cases, if emulated or clone hardware does not reproduce the bug in the same way, then I consider it to be faulty with regards to the goal of accuracy.
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Zepper
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Re: Battletoads first tunnel

Post by Zepper »

Zelda 2 has a similar problem with left+right.
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