Reprogramming Dr. Jekyll and Mr. Hyde (NES) - Behind the Code

Поділитися
Вставка
  • Опубліковано 21 лис 2024

КОМЕНТАРІ • 331

  • @thecunninlynguist
    @thecunninlynguist 11 місяців тому +631

    The AVGN is rising from his exorcised body to shake your hand

    • @WikiHL
      @WikiHL 11 місяців тому +29

      Didn't James even complete the game eventually?

    • @thecunninlynguist
      @thecunninlynguist 11 місяців тому +33

      @@WikiHL newest avgn ep

    • @serbonkers4130
      @serbonkers4130 11 місяців тому +4

      Whats avgn

    • @alphagiga4878
      @alphagiga4878 11 місяців тому +11

      ​@@serbonkers4130angry video game nerd

    • @on-zm8sg
      @on-zm8sg 11 місяців тому +13

      @@serbonkers4130 You poor soul...

  • @hockeyinalabama
    @hockeyinalabama 11 місяців тому +533

    "This style of programming is called 'absolutely terrible.'" I love this line. I have this on while working. I'm a software engineer. So, that line caught me off guard, and I had to stop to laugh.

    • @GameDevMadeEasy
      @GameDevMadeEasy 11 місяців тому +6

      It made me smile as well.

    • @CaptainSouthbird
      @CaptainSouthbird 11 місяців тому +35

      In truth this was endemic to a _lot_ of NES games. Very few developers were actually super clever and in tune with the hardware, 90s era CAPCOM was one example of someone who pulled lots of fantastic tricks. I don't know if I can fully blame these old devs; computer science was kind of in its infancy, and programming an NES was an esoteric experience. Can't utilize high level programming languages here like we can easily do today, with tons of resources, autocomplete, prepackaged libraries, etc. You not only had to know how to "talk" to the hardware, but also speak the CPU's native language while trying to figure it out. And it's not like there were infinite resources on game programming, and UA-cam was only a thing of sci-fi imagination.
      They're still terrible games often not fun to play, however I kind of understand why they were the way they were.

    • @hockeyinalabama
      @hockeyinalabama 11 місяців тому +8

      @@CaptainSouthbird all true. I wasn't laughing at their coding skills, though. It was just his comment and delivery.

    • @jimmyhirr5773
      @jimmyhirr5773 11 місяців тому +3

      ​@@CaptainSouthbirdThis is more true for game development than computing more generally. By the late 80s, many home computer programs were developed in high level languages. HLLs were even more common for minicomputer and mainframe programs.

    • @alexjackson7929
      @alexjackson7929 11 місяців тому +7

      @@HowManyRobot Storing data in CHR ROM was actually a pretty common technique in early NES games (up to 1986 or so) and was still used in a few later games (such as every game Culture Brain developed). The first bankswitched cartridges available only bankswitched the CHR ROM, not PRG ROM. I think Dragon Quest has a higher ratio of data to actual graphics in CHR ROM than any other game, though--more than half the CHR ROM is data.

  • @garfieldepicmoments
    @garfieldepicmoments 11 місяців тому +156

    This game is the programming equivalent of outsider art. It's fascinating how strangely implemented every mechanic is.

  • @gmc9987
    @gmc9987 11 місяців тому +161

    ..."And it's only useful against bees." Makes as much sense as any other decision made in this game.

    • @mikeluna2026
      @mikeluna2026 11 місяців тому +7

      Well, I can't confirm (no interest in playing the game, haha), but I heard some people in other videos mention you can use the cane attack to diffuse the bombs...

    • @ayjanu
      @ayjanu 11 місяців тому +7

      @@mikeluna2026 I remember trying that trick after I heard that rumor - it doesn't seem to work.

    • @otaking3582
      @otaking3582 11 місяців тому +1

      I don't think this is the "deadly bee weapon" Batman was thinking of in Amazons Attack...

  • @frenchyproductions9692
    @frenchyproductions9692 11 місяців тому +74

    As a programmer, these videos remind me to not be lazy with my code because in 30 years or so someone might dig through it and roast me posthumously.

    • @DisplacedGamers
      @DisplacedGamers  11 місяців тому +32

      Aww. That is never my intention. I've made mistakes, felt the crunch of deadlines, had last second changes asked of me that I didn't implement well - we all have. I might make jokes about the code here or there, but I'll always defend the programmers.

    • @frenchyproductions9692
      @frenchyproductions9692 11 місяців тому +21

      @@DisplacedGamers Haha, I know it's all in good jest. I'd be so blessed if anyone ever cared enough to reverse engineer the code I've written, yet alone talk about it!. Your videos are the best man, keep it up 💜

    • @brianhull2407
      @brianhull2407 5 місяців тому +3

      @@DisplacedGamers
      True, but I believe the point is that it serves as healthy motivation to not forget about the details (as opposed to the kind of unhealthy motivation many employers use that increases stress and often leads to mistakes like this in the first place). “Not a big deal, but still something to keep in mind,” sort of thing.

  • @saint23thomas
    @saint23thomas 11 місяців тому +286

    The stress meter could have doubled as a stamina meter for a run function.

    • @nonyabidness8676
      @nonyabidness8676 11 місяців тому +53

      Stressing out about making your suit all sweaty before you get married.

    • @TrueKoalaKnight
      @TrueKoalaKnight 11 місяців тому +34

      I had the same thought.
      It would add a risk/reward mechanic which is always interesting.

    • @ShanetheFreestyler
      @ShanetheFreestyler 11 місяців тому +23

      That's what I was thinking! Sprinting to outrun a bomb can be stressful in of itself.

    • @SQUIDWORD15
      @SQUIDWORD15 11 місяців тому +7

      That's perfect

    • @RoseSailor
      @RoseSailor 11 місяців тому +9

      Was gonna say the same thing.. Works conceptually, imagining Jekyll breaking into a brisk “gentlemanly” speed walk to get to the chapel on time :p

  • @decoboco222
    @decoboco222 11 місяців тому +112

    The thing I find incredibly fascinating about this game is that when it “lags”, the game actually speeds up. I have no idea what could possibly cause this, but it’s most apparent in the city stage when a woman is singing while there are barrels. The more sprites on screen, the faster everything moves.

    • @manjackson2772
      @manjackson2772 11 місяців тому +38

      Game trying to compensate for CPU slowdown by upping the speed per cycle, to try and make the speed per delta time stay the same? Later games like Rare's N64 games pulled that trick off.

    • @Rhino1004
      @Rhino1004 11 місяців тому +9

      More sprites onscreen means more update calls to the main game loop?

    • @Evnyofdeath
      @Evnyofdeath 9 місяців тому +6

      Some older games were programmed to detect if things were starting to run slowly and speed up *everything* to compensate. This can lead to funny things when running on much stronger hardware.

    • @NikoNoxious
      @NikoNoxious 9 місяців тому +3

      This channel has a new video describing the real reason just went up 2 week ago

  • @Winasaurus
    @Winasaurus 11 місяців тому +35

    "Oh damn you got blown up are you hurt?"
    Jekyll: "I guess. Mostly mad though. >:("

  • @thecunninlynguist
    @thecunninlynguist 11 місяців тому +133

    There is a decentish game hidden behind the final, shoddy product. Your suggestions would make it more playable (especially the smaller bomb blast radius)...and possibly even enjoyable.

  • @carlcouture1023
    @carlcouture1023 11 місяців тому +74

    I've always liked what this game is TRYING to do. Honestly it needs so much work under the hood it'd probably be better to remake it from scratch. I'd make the bomb radius smaller, the bomb timer longer and have it knock you away from the bomb instead of to the left regardless.

    • @machineofadream
      @machineofadream 11 місяців тому +3

      Heck, if we are remaking it, scrap bombs altogether. Make it so you have to avoid the people because they shove you, or something. Give the player more ground to go around things with, like a Double Dragon style ground. etc.

    • @ValkyrieTiara
      @ValkyrieTiara 11 місяців тому +12

      You are thinking of the game strictly as a game and not as a piece of art. By which I mean that making the bomb knock you to the right in any circumstance is antithetical to the point of the game.

  • @TheHermitsQuarters
    @TheHermitsQuarters 11 місяців тому +57

    How random is this! I just played through this whole game, US and the Japanese versions, and I was really thinking the same thing. "Is it fun?" Because in the abstract it's really a brilliant game. It even has multiple endings, the hidden one accessed by avoiding being struck by lightning for venturing past Jekyll as Hyde by using the rooftops of the final level. So many small and just bizarre changes in localization too, multiple levels removed and enemies as well. Really interesting stuff for game grognards like me.

    • @TUUK2006
      @TUUK2006 4 місяці тому +3

      "I just played through this whole game, US and the Japanese versions" Damn man, self harm is a serious issue.

  • @nickfarace9339
    @nickfarace9339 11 місяців тому +39

    This game really kind of shows how game programming was evolving back then. And even more, how much of a huge leap games like SMB1 were. Standards for scrolling and hitboxes just weren't there yet, everyone was finding out what they thought the best way to do it was. Trying to fit a puzzle piece in the large puzzle of gaming history.

  • @OtherScott64
    @OtherScott64 11 місяців тому +27

    Would be interesting to tie the run to the stress meter. Have it increase slightly as you run. Using the run to dodge things that will significantly increase stress, at the cost of a little stress.

  • @BenHeckHacks
    @BenHeckHacks 11 місяців тому +51

    This channel is truly in a league of extraordinary gentlemen!

  • @ayjanu
    @ayjanu 11 місяців тому +10

    The cane attack wouldn't be missed that much anyway, even for the bees, as, if you duck at the right time, you can actually headbutt the bees, and not take damage. Yes, this works....assuming the bees fly low enough. Anyway, nice dissection of the code! I haven't really seen anybody else tackle Jekyll and Hyde's code like this before.

  • @EvilCoffeeInc
    @EvilCoffeeInc 11 місяців тому +33

    Great video! The code reminds me of the first game I made in university, where everything moved in lockstep because I was a new programmer. Refactoring that sort of thing into something dynamic is very satisfying.
    If it were me, I'd make a run mechanic add to your stress. He's going to be late for the wedding! It would let you run as much as you want at the risk of taking self-damage, basically.

  • @mytwodogs4907
    @mytwodogs4907 11 місяців тому +25

    The only thing I don't like about your videos is that there can't be a new one every single day. Seriously my favorite thing in all of UA-cam.

  • @StRoRo
    @StRoRo 11 місяців тому +25

    I would like to see the logic of using the cane. Why does it only work on bees. is that by design or bug. I've also seen from one source the can can be used to defuse the bomb. Again, it would be good to see if that is true.
    There is also a bug seen in AVGN videos of this where if you fall off a wall instead of jumping off, you die. I think this happens as Jekyll Again love to see the logic there.

  • @paulstevens1493
    @paulstevens1493 11 місяців тому +26

    What brilliant timing, I just played through this whole game, and was wondering pretty hard about how the bizarre and infuriating bomb collisions worked! This channel always answers my most burning questions.
    The spiders are definitely one of the most maddening enemies ever conceived.

  • @Mr_Top_Hat_Jones
    @Mr_Top_Hat_Jones 10 місяців тому +4

    2:59 I’ve watched this video about five times in the past month, and this part cracks me up every single time.
    I love your videos. I only wish they were longer.

  • @mrhocuspocus
    @mrhocuspocus 11 місяців тому +20

    Most of humanities problems can be traced back to this one game. Imagine what life would be like if they would have gotten it right.

  • @IncredibleMD
    @IncredibleMD 11 місяців тому +6

    This and The Terminator are my favourite videos you've done. Please, keep explaining the code behind why the AVGN is so angry.

  • @curtx88
    @curtx88 11 місяців тому +11

    It’s always interesting to see what kind of improvements can be made by just a few tweaks. Makes me wonder how they landed on certain decisions they made

    • @robertwest4269
      @robertwest4269 11 місяців тому +4

      Probably ran out of time/money. That's the usual reason 😂

  • @jayjasespud
    @jayjasespud 11 місяців тому +20

    Running should perhaps fill the stress meter?
    Edit: I guess I mean deplete, since it drains when you get hit and you turn when it empties.

  • @Cheeeeseman
    @Cheeeeseman 11 місяців тому +4

    18:29 I love Jekyll’s 40 foot long jump while he was booking it at 16 pixels per second lol

  • @VinsCool
    @VinsCool 11 місяців тому +10

    Reprogramming the cane "attack" button would almost make this game fun to play if it actually becomes useful, for example, pushing bombs away, killing enemies, breaking obstacles, etc.
    As for the jerky walking speed, having a subpixel and velocity counter would go a long way over the arguably disgusting movement code in place, lots of things could make this game almost good lol

  • @cougar2013
    @cougar2013 11 місяців тому +2

    Holy moly! Someone who says “composed of” instead of “comprised of”. Finally! 😂

  • @TaranAlvein
    @TaranAlvein 11 місяців тому +3

    17:46 - Watching you outrun the bird poop was giving me flashbacks to outrunning Robotnik's bomber at the end of Act 1 of Sonic 3. It made me laugh.

  • @CAPSLOCKPRIME
    @CAPSLOCKPRIME 11 місяців тому +3

    AVGN GOT HIS CHRISTMAS PRESENT EARLY

  • @orugma
    @orugma 11 місяців тому +3

    Thanks for having proper captions on your videos 😊

  • @SmeddyTooBestChannel
    @SmeddyTooBestChannel 11 місяців тому +32

    every time this channel uploads i get excited. i love these code dives on games you wouldn't immediately think about. we've beaten SMB1-3 to death, let's bring on dissecting the regrettable rentals we all made at Blockbuster

    • @azforu29
      @azforu29 11 місяців тому +3

      Lol more like Video Paradise for me. That was my 80s and 90s NES era rental store.

    • @kri249
      @kri249 11 місяців тому +2

      Same. It always feels like Christmas came early every time I see the notification.

  • @mikeluna2026
    @mikeluna2026 11 місяців тому +3

    I've heard some people mention that the cane can also be used to diffuse the bombs (by hitting the wick), I've never played the game to say if that's true though, haha...

  • @joebeezy9471
    @joebeezy9471 11 місяців тому +1

    Man, this is one of the best UA-cam channels. I can’t thank you enough for sharing your knowledge.

  • @rinsatomi9527
    @rinsatomi9527 11 місяців тому +10

    I'd love for you to go into detail about how the Supersonic Jekyll causes memory underruns due to oversped scrolling.

    • @jimmyhirr5773
      @jimmyhirr5773 11 місяців тому +3

      Displaced Gamers made a video about a similar bug in Castlevania. You might want to check that out.

    • @LonelySpaceDetective
      @LonelySpaceDetective 11 місяців тому +2

      "'Supersonic Jekyll causes memory underruns" is a sentence I didn't know needed to be said until now.

    • @rinsatomi9527
      @rinsatomi9527 11 місяців тому +1

      @@LonelySpaceDetective That's what we're here for brother

  • @CyberDragon10K
    @CyberDragon10K 11 місяців тому +2

    Oh good grief, Jekyll is hitting _ludicrous speed_ in that outro sequence! D:

    • @DisplacedGamers
      @DisplacedGamers  11 місяців тому +1

      Even though it breaks a lot of things, it was satisfying to see!

  • @azforu29
    @azforu29 11 місяців тому +3

    This dude is brilliant. He knows his shit

  • @JustWasted3HoursHere
    @JustWasted3HoursHere 10 місяців тому

    This is the perfect companion channel to the excellent "Retro game Mechanics Explained" if you're into retro games, their code and their quirks.

  • @aurathedraak7909
    @aurathedraak7909 11 місяців тому +28

    The nerd needs to see this.

  • @tepafray
    @tepafray 11 місяців тому +1

    An interesting mechanic with the bombs in that running to the left means the bomb will knock you out of range if you get caught. Running to the right basically guarantees full damage if you get caught. Might be why the damage range to the right is shorter.

  • @ToniaGlitched
    @ToniaGlitched 11 місяців тому +1

    ok this last change the code looks actually awesome, it's v cool to have a notion on how this game loads in VRAM by seeing it... Not being able to load properly due to speedy scrolling

  • @johnboats9075
    @johnboats9075 11 місяців тому +5

    Aww I was hopeing you were gonna make the cane not useless.
    But i doubt the jekyll sprites had collision and that would have been some massive reprogramming. So i get why not, but still would have been cool.

  • @TehDrewsus
    @TehDrewsus 11 місяців тому +1

    Awesome video. Whenever a new video comes out I always make sure to take time to pay 100% attention. Some videos I just let play in the background, not these. Thanks !

  • @goatbone
    @goatbone 11 місяців тому +1

    When I was watching the AVGN followup last week I actually thought for a moment he was going to call on you in the episode.

    • @DisplacedGamers
      @DisplacedGamers  11 місяців тому +1

      Ha!

    • @notsyzagts7967
      @notsyzagts7967 11 місяців тому +1

      You're assuming he already knows about this channel, which he may not.

  • @nin10doadict
    @nin10doadict 11 місяців тому +1

    So that's why the bombs do varying amounts of damage. They have a big damage area that lingers for 15 frames, and you take damage every frame you're inside it.
    If you try to run back left away from the bomb but don't make it, you'll get sent flying left and out of danger so you won't take much damage. If you try to run right past it but don't make it, you'll be bounced left back into the danger zone and take maximum damage...

  • @SlimXG
    @SlimXG 11 місяців тому +4

    You press the bee button to attack bees. Seems reasonable to me.

  • @JohnWolfy
    @JohnWolfy 11 місяців тому +1

    AVGN would be proud of this dissection.

  • @useruser-tc7xx
    @useruser-tc7xx 11 місяців тому +4

    3:00 that startled me cus I was standing 😆

  • @polocatfan
    @polocatfan 11 місяців тому +1

    yeah honestly this game is so close to being decent. it's a game that absolutely deserves a remake or reimagining. a jekyll/hyde game where you can only get the good ending if you manage to balance good/evil is such a good idea imo.

  • @StevenQBeatz
    @StevenQBeatz 11 місяців тому +2

    Another awesome episode!! Would be cool to make a Game Genie code to damage all enemies with that useless cane 😂😂
    Are you familiar with the Famicom exclusive Sweet Home? There's a super crazy glitch that breaks the game in multiple ways, such as moving at 2x speed. I've even done some speedruns using it. I know how to do the glitch, but I'd love a technical explanation of exactly what is happening.

    • @DisplacedGamers
      @DisplacedGamers  11 місяців тому +1

      I know of it, but I haven't investigated it. Moving at 2x speed sounds... interesting.

  • @ozzie_goat
    @ozzie_goat 11 місяців тому +1

    Babe wake up, new Displaced Gamers just dropped

  • @vonVile
    @vonVile 11 місяців тому +1

    I would add paralax scrolling. I think it can be done when the foreground moving twice the speed of the midground Hyde is on and the background moving half that.

    • @traumatizedgeworth
      @traumatizedgeworth 10 місяців тому +1

      the NES only has 1 background layer. there is no foreground and background, just one background

  • @ramakrishnamishra8179
    @ramakrishnamishra8179 11 місяців тому +1

    Nice.. I was waiting for another DG video!

  • @AKheon
    @AKheon 7 місяців тому +1

    But running would be too unseemly for a proper gentleman such as Dr. Jekyll.

  • @RaposaCadela
    @RaposaCadela 11 місяців тому +2

    I love this channel

  • @Thelostrune
    @Thelostrune 11 місяців тому +2

    Running increasing the stress meter would probably make sense.

  • @SuperAnthony3
    @SuperAnthony3 11 місяців тому

    Fantastic! Glad you pointed out the genius behind the concept.

  • @brendn
    @brendn 11 місяців тому

    It really is a good day when a new DG video comes out.

  • @hi-i-am-atan
    @hi-i-am-atan 11 місяців тому

    y'know, i was gonna comment on that recent avgn vid something along the lines of "welp, can't wait for the behind the code followup vid!"
    i should've known to commit to the bit

  • @marscaleb
    @marscaleb 11 місяців тому +1

    16:10 "This method of programming is what we call..." ...Terrible? "...Absolutely terrible." Ah, right, I forgot to account for making negative values still count toward the same direction.

  • @blackzerox9305
    @blackzerox9305 11 місяців тому +1

    Very enjoyable video, as always.

  • @PlasticCogLiquid
    @PlasticCogLiquid 11 місяців тому +1

    Do an isometric game, like Racing Destruction Set on the C64 or something like that. I'm curious how they went about programming the movement regarding the slopes and whatnot. Same with Marble Madness! Your vids are awesome

  • @kri249
    @kri249 11 місяців тому +1

    I live when a new BTC video cones up. I like the idea of using pixels regarding hit detection I don't know why it isn't implemented more with early games.
    Also, I love how self reflecting this video is. The more you tinker with the code the more warped and horrendous the game becomes. As if you're turning the game into an NES version of Mr Hyde itself.

  • @dynatrol2192
    @dynatrol2192 11 місяців тому

    finally uploaded again. my will to live has been restored

  • @DiamondLongplays
    @DiamondLongplays 11 місяців тому +1

    I speedrun this game from time to time and have noticed on parts with too many sprites (mainly the final level) that game speedsup on its own about 300% for a duration until you turn into Hyde or you can wait it out. Any idea how this game does reverse slowdown from too many sprites.

  • @minirop
    @minirop 11 місяців тому +1

    banked bytes to get RNG? wild!
    I love that in the first example, with bank 6, LDA RNG_1DF is used as RNG data.

  • @ItsHyomoto
    @ItsHyomoto 11 місяців тому +1

    I think AVGN said it best, if you want an example of a game that does nothing to explain its rules and boundaries, this is a great case study. Less RNG would probably help a lot, as I think its also a great showcase of randomness is not more fun as it leads to frustrating waits and enemy patterns that feel unfair. Reducing that would likely make the game much more playable.

  • @xfixium
    @xfixium 11 місяців тому +1

    Love your videos, always learn something interesting

  • @downscale
    @downscale 9 місяців тому

    :( I wish you made videos more often, but since your videos are so awesome I'm willing to wait.... You're awesome.

    • @DisplacedGamers
      @DisplacedGamers  9 місяців тому +1

      Thanks. It takes a long time to crank out each one of them.

  • @OshiiMikomi
    @OshiiMikomi 11 місяців тому +5

    I am super interested in why running into elevated ground with the increased walking speed causes the level to change. That's such an odd bug. Wonder if it's possible to trigger under normal circumstances?

    • @3rdalbum
      @3rdalbum 11 місяців тому

      Perhaps the end of the level check is implemented by an object that doesn't trigger the normal hit detection, so when Jekyll clips into it the level is ended. However the faster walking speed means that you clip into all solid objects, triggering the end of the level, which only checked to see if you were clipping into an object.

    • @DescipleOfDJK
      @DescipleOfDJK 11 місяців тому

      I'm thinking it's an out of bounds failsafe like how mario bros pushes you, if you're inside a block.

  • @Roach1
    @Roach1 11 місяців тому +1

    someone should 100% send this video to cinemassacre

  • @soulfuzz368
    @soulfuzz368 11 місяців тому +1

    There is always danger on the left

  • @metademetra
    @metademetra 11 місяців тому +1

    Yes. Everyone knows you never turn your back on a detonating bomb.

  • @PurpleLPikmin
    @PurpleLPikmin 9 місяців тому

    Using the games code itself for an rng seed is so nifty

  • @joesshows6793
    @joesshows6793 11 місяців тому

    Doing the lords work my friend!!!

  • @SrGalindo
    @SrGalindo 11 місяців тому +3

    amazing work as always, not a fan of these infamous nes games, but quite nice to fix some of those weird behaviours. Would you consider doing a video explaining how the scenes load in The last ninja games for C64 ? that was super advanced, and uses the same cpu as the NES

    • @DisplacedGamers
      @DisplacedGamers  11 місяців тому +2

      I have a C64, but I haven't messed with the emulators for it. Are they pretty good as far as debugging?

    • @SrGalindo
      @SrGalindo 11 місяців тому +1

      @@DisplacedGamers hey ! thanks for reading me legend ! yes, in fact they are very similar to NES ones in terms of showing raster position, audio debugging, sprites, etc. The most complete one is C64 65XE Debugger, you can see in real time all the memory and video working. I managed to reverse engineer Battleship and Tapper with it and no other emu. Let me know if I can give you more info or help in any way. And thanks again

  • @videostash413
    @videostash413 11 місяців тому

    I'd probably add some type of meter for Hyde that lets you know how close you are to getting out of the Hyde state or failing. And make the cane more useful.

  • @NerdyMeathead
    @NerdyMeathead 11 місяців тому

    that 8 pixel scrolling is great. Someone make a Rom and call it Jekyll and Hyde Turbo. I bet Mike Metai would live stream it

  • @MickMacklerack
    @MickMacklerack 11 місяців тому

    Great video! Has an original game developer ever commented on one of your videos about their work? This one especially I'd love to hear the background story to the development.

  • @ashen-one--x
    @ashen-one--x Місяць тому

    love your content!

  • @signal2_
    @signal2_ 11 місяців тому +5

    With how much you know 650s Assembly, I bet you could make your own NES game lol

  • @FunnelCakeRyan
    @FunnelCakeRyan 11 місяців тому +2

    "Let's double Jekyll's walking speed from 2 pixels to 4 pixels...." should NOT have to be followed with "This is the most reprogramming work I've done for Behind the Code so far."

  • @McStebb
    @McStebb 9 місяців тому

    I would replace the music track with a faithful NES sound chip recreation of Men at Work's "Dr. Heckyll and Mr. Jive". That's it.

  • @GenesisSaturna
    @GenesisSaturna 9 місяців тому

    As an avid fan of the original novel and of the general concept of JnH, i can confirm that this game is about as well held together as the main man himself, which fittingly means it's on the constany verge of breaking down entirely

  • @officialFredDurstfanclub
    @officialFredDurstfanclub 11 місяців тому

    I unironically love this game and wouldn’t change a thing about it. Yeah it’s a bizarre, cryptic, frustrating, slow mindfuck that seems to actively have it out for the player but it’s such a unique and one of a kind game that tries something different; with a lot of genuinely cool symbolism and imagery. While changing some of the design to make it more “game-like” is a cool concept that would probably make it more accessible to others, I think it also takes away a lot of the game’s alien charm. That’s just my two cents at least

  • @gameman250
    @gameman250 11 місяців тому

    If you wanted to do a stamina mechanic for running, the Stress meter sounds like a perfect candidate. Slowly drop the meter from J(ekyll) to H(yde) the more the run is relied on.

  • @guillermos8447
    @guillermos8447 11 місяців тому

    Excellent explanation.

  • @BiohazardEXTREME
    @BiohazardEXTREME 11 місяців тому +3

    This is the kind of game (and analysis) that makes me want to create a more competent clone of it. As you said, the idea for the game is brilliant, and it's a shame that such poor execution meant that nobody has attempted something like this again.

  • @monkeywithocd
    @monkeywithocd 11 місяців тому +2

    I never heard of this game, but conceptually I think it's brilliant. Too bad they didn't get the balancing right.

  • @Bada4ever
    @Bada4ever 11 місяців тому

    Very interesting channel. Glad I checked it out. I wish you would do the SNES game of Lord of the Rings. I feel that game has the potential to be great, if fixed.

  • @kingbrettpro
    @kingbrettpro 11 місяців тому +2

    Now let's see you dissect Clash at Demonhead, I want to know if it's possible to beat the demon without the Sword of Apollo. You die in one hit during that boss fight so let's see if you can reprogram it where it can be beaten.

  • @vonmatrices
    @vonmatrices 11 місяців тому +3

    What if an added run mechanic adds to Jekylls stress? So yeah you can outrun a bomb to dodge a big stress hit but run too much and you still turn into Hyde?

    • @ladyabaxa
      @ladyabaxa 11 місяців тому +3

      Given that the Hyde portions of the game are auto-scrolling with automatic death if Hyde gets too close to Jekyll that would make the Run function too dangerous to actually use since stress can change so dramatically due to just one bomb blast (and the bombs are relentlessly being placed). Plus there would always be the issue of having only a little stress to go and accidentally hitting the run button. The only way I can see that possibly working is if there was a delay before stress started changing.
      Better to have a separate stamina better. Someone else mentioned Clocktower 1 and yeah I totally understand. In that game Jennifer's health and stamina are the same value and she too is slow-moving so there's always an impetus to run. You can stop and rest but this requires you to stop and its rather slow and cumbersome. There's a reason later games in the series have health and stamina as different values.

    • @vonmatrices
      @vonmatrices 11 місяців тому

      @@ladyabaxa great reference to another game with a mechanic like this. Thanks!

  • @andrew_stamps
    @andrew_stamps 11 місяців тому +1

    2:32 I don't understand what he means the by increment the sprites x position in RAM? Does he mean that each sprite has an address in RAM to store its x position, dont all NES sprites have that data for sprites? How's this different from say how SMB draws mario at a certain position. doesn't SMB update the sprites' position data to draw him at the correct location?

    • @skylo706
      @skylo706 11 місяців тому

      I think it was a general explanation for how that was done, not specific for this game

  • @Thy_Boss
    @Thy_Boss 10 місяців тому

    I love these videos

  • @wojciechmilczarek6051
    @wojciechmilczarek6051 10 місяців тому

    Great video! You truly have content unlike anything else on this platform, and it's amazing! Also quick question, I wanted to try out dissecting games, and I was wondering what program do you use to see all the machine code and the sprites in the ROM?

    • @DisplacedGamers
      @DisplacedGamers  10 місяців тому +1

      Thanks! I use an emulator called Mesen.

    • @wojciechmilczarek6051
      @wojciechmilczarek6051 10 місяців тому

      @@DisplacedGamers Thank you! This is more than what I was looking for!

  • @ericsbuds
    @ericsbuds 11 місяців тому

    great video!

  • @kai-waehner
    @kai-waehner 11 місяців тому +1

    I am curious how you make videos of the game and change things (like moving a piece of the player character, putting it somewhere else on the screen), then continue walking.
    Is this an emulator, decompiled code of the original game, or how does this work?

    • @DisplacedGamers
      @DisplacedGamers  11 місяців тому +3

      The emulator translates the machine code into assembly and lets you debug it. I figure out what the code does, label and comment it, and then make changes from there.

  • @fidgetyou
    @fidgetyou 11 місяців тому +4

    What about making his cane attack work on more enemies? Being able to poke the spider would be very helpful!
    The video mentions that Jekyll doesn't move every frame. Would it possible to speed him up by moving him 2 pixels every frame?

    • @DisplacedGamers
      @DisplacedGamers  11 місяців тому +6

      Since he isn't programmed to move each frame even when holding a direction on the d-pad, it is likely that the game uses a frame counter in order to split game logic across specific frames - i.e. "move jekyll on this frame, do collision detection on this other frame, handle enemy actions and spawning on this one other frame."
      My gut says it would break the game even more than the method I used, but we'd have to try it to find out.

  • @rustyjones7908
    @rustyjones7908 11 місяців тому

    This game does have potential

  • @relic374
    @relic374 11 місяців тому

    another janky game you should look into if you have a chance is hydlide. theres probably so much goofy shit in the inner workings of that game lol
    great video as always!

  • @Ryowhosakazaki
    @Ryowhosakazaki 11 місяців тому +1

    Now Jekyll is the fastest thing alive.