Displaced GamersAn examination of how we reached 240p as an output resolution for computers and game consoles. Focuses on the relevance of refresh rate (Hertz), interlacing, resolution, CRT technology, and how we ultimately reached 240p.
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The History of 240pDisplaced Gamers2018-02-21 | An examination of how we reached 240p as an output resolution for computers and game consoles. Focuses on the relevance of refresh rate (Hertz), interlacing, resolution, CRT technology, and how we ultimately reached 240p.
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#240p #CRT #GamingThe Awful Controls of Ikari Warriors for NES - Behind the CodeDisplaced Gamers2024-10-16 | Developer Micronics made some rather odd decisions about the controls for Ikari Warriors when porting it to the NES. Let's dive into arcade rotary controls, the NES d-pad, calculating velocities, and a terrible frame rate.
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#NES #Programming #SNKWhy is Contra Force so Slow? Konami, Mappers, and Money - Behind the CodeDisplaced Gamers2024-08-29 | Contra Force performance analysis, Mappers, porting the first Contra from NES to Famicom, Tiny Toon Adventures (yeah, seriously), and a small bit of Castlevania. It is all here.
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#NES #Programming #debuggingMega Man 3s Graphical Glitches, the MMC3 Mapper, and a Bad Development Timeline - Behind the CodeDisplaced Gamers2024-06-25 | Why is there a flashing line above Shadow Man on the Stage Select screen? Why does the pause menu flicker? How do these NES graphics work, anyway? Let's find out!
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#NES #Programming #megamanHow to Reprogram Tetris By Playing It - Behind the Code Leveled UpDisplaced Gamers2024-05-03 | Let's exploit the logic that crashes Tetris and write code by using the High Score Tables! All you need are a few extra controllers...
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0:00 Here, hold my tacos and watch this. 1:38 The Crash Theory Spreadsheet of Awesomeness 4:26 Our Target 7:14 Controllers, ports, and code explained 9:52 Has anyone seen D1 on the Controller Port? 10:43 240p Test Suite Cameo! 11:12 Two controllers for Each Player, huh? 12:08 Previously on "Behind the Code..." 12:35 We need to know what Temp_0 and Temp1 are 13:37 Original, Orange, and Yellow Interrupt Scenarios 17:54 Built my own controller. With switches. 19:27 What part of the High Score Table(s) will we use? 20:38 The Setup Work for Redirection 21:58 Opcodes explained 24:06 Programmin' Time! 29:25 Testing on the Emulator 30:43 Testing on Real Hardware 31:33 Outro
#NES #Programming #TetrisCrashing Tetris! The Logic Behind the Madness - Behind the Code Leveled UpDisplaced Gamers2024-03-07 | Technical pursuit of the code that leads to a crash on the NES for Tetris.
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#NES #Programming #TetrisThe Wacky Frame Rate and Game Engine of Dr. Jekyll and Mr. Hyde (NES) - Behind the Code: Leveled UpDisplaced Gamers2024-01-24 | Why does the game run so fast in Level 6? Why is the frame rate so inconsistent on the NES?
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#NES #Programming #JekyllReprogramming Dr. Jekyll and Mr. Hyde (NES) - Behind the CodeDisplaced Gamers2023-12-08 | Let's change Jekyll's walking speed, the bomb explosion size, damage, and more...
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#NES #Programming #JekyllWhy is Platforming so Difficult in The Terminator for NES? - Behind the CodeDisplaced Gamers2023-10-20 | Buttons don't work. Platforms seem to disappear. Sarah doesn't stand a chance!
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#NES #Programming #TerminatorThe Physics Nightmare and Bizarre Jumping of Strider (NES) - Behind the CodeDisplaced Gamers2023-09-15 | Strider Part TWO: Investigation and fixes for collision, jump canceling, and the Triangle Jump in Strider for NES.
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#NES #Programming #StriderThe Garbage Sprites in Strider (NES) - Behind the CodeDisplaced Gamers2023-07-28 | Why does Strider seem like it is going to fall apart at any moment? What is with all the sprite flickering and garbage graphics? Let's find out...
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#NES #Programming #StriderNES Sprites, OAM, and the Battle for Priority - Behind the CodeDisplaced Gamers2023-07-07 | Let's dive into how Sprites are prioritized and limited by Object Attribute Memory (OAM) and Secondary OAM on the NES. The journey toward understanding flicker has begun.
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#NES #Programming #graphicsDESTROYING Gravity in Super Mario World - Game Genie: Uncorked Episode 2Displaced Gamers2023-06-01 | Several Game Genie codes can alter jumping in Super Mario World, but HOW?
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#SNES #programming #marioworldFinal Fantasy II SNES - Game Genie: Uncorked Episode 1Displaced Gamers2023-05-01 | Dissection of several Game Genie Codes for Final Fantasy II (aka FFIV) on the Super Nintendo. Most work dives into adding gold won from battle to inventory.
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#SNES #programming #finalfantasyLets Dive into the Cycles, Speed, and Video Output Timing of the NES - Behind the CodeDisplaced Gamers2023-04-10 | To learn more about Mappers and interrupts, we need to know about clock speeds. As for video output? Better hold on to your sync pulses.
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#NES #ProgrammingMMC2 Magic - How Punch-Outs Graphics WorkDisplaced Gamers2023-03-17 | Two boxers. No flicker? How is this possible? The MMC2 Mapper chip: Explained
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#NES #Programming #punchoutHow do Boxers Work in Mike Tysons Punch-Out!!? - Behind the CodeDisplaced Gamers2023-02-17 | Opponent Engines? Secrets in the crowd? Tyson is predictable? Let's dive in!
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#NES #Programming #punchoutHow Speedrunners BROKE Castlevanias Scrolling - Behind the CodeDisplaced Gamers2022-12-16 | Technical dive into how to use the NES controller to break level loading in Castlevania.
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#NES #Programming #CastlevaniaHow does the Critical Hit with the Whip work in Castlevania? - Behind the CodeDisplaced Gamers2022-11-04 | If you would like to support this channel, here is a link to the Displaced Gamers Patreon page - patreon.com/displacedgamers
#NES #Programming #CastlevaniaThe Input Lag and Attack Animation Delay of Teenage Mutant Ninja Turtles (NES) - Behind the CodeDisplaced Gamers2022-10-07 | Examination of the time between pressing the button and a forward attack. Are the attacks slower than they should be?
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[0:00] Lag Explained [2:35] Order of Operations [3:33] Animation Delay [10:02] Wind-Up Explained [10:36] Some Game Design Talk [10:57] Input Lag - Logic and Code [12:56] The DMC Problem [15:22] It all Adds up [16:09] Conclusion
#TMNT #cowabunga #NESThe Bad Jump Design and 30 FPS Gravity of TMNT (NES) - Behind the CodeDisplaced Gamers2022-09-01 | Breakdown of the physics-defying logic of jumping in the game. Frame rate, gravity, and special code all apply. Let's dive in.
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[0:00] Intro [0:54] Gravity [2:13] Jump Example [2:55] Frame Rate Rabbit Hole [5:25] TMNT Jump Breakdown [9:09] Jump Override Code [10:23] Game Genie Time [12:27] Conclusion and Outro
#TMNT #cowabunga #NESThe Broken Water Level of Teenage Mutant Ninja Turtles (NES) - Behind the CodeDisplaced Gamers2022-08-05 | What collision detection? Code investigation into the velocity and collision logic in the water level as well as some hitbox mistakes.
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[0:00] Opening [0:49] Level setup [1:10] Basic Object Collision [2:40] Bubbles and Current [4:33] Code Walk: Controller Input and Velocity Application [10:57] Code Change Proposal [12:41] Environmental Collision Detection [17:39] Conclusion and Outro
#TMNT #Turtles #NESCode History of Minus World and its Return to Mario All-Stars - Talkin Code Episode 5Displaced Gamers2022-07-15 | Six game code investigation of Minus World including the fix in Lost Levels/All Night Nippon as well as how to access it in All-Stars with a Game Genie.
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0:00 Intro 0:42 Super Mario Bros. Timeline 2:43 What we will examine 3:07 Famicom Disk System Version 3:49 VS. Super Mario Bros. 4:51 Lost Levels (SMB2j) 6:23 All Night Nippon 7:52 Super Mario All-Stars 10:37 Game Genie Time 11:26 The Return of Minus World! 11:56 More fun with SNES Game Genie 14:18 How to make your own codes 15:05 Outro
#MARIO #SNES #minusworldNew Discovery for Minus World in Super Mario Bros! - Behind the CodeDisplaced Gamers2022-06-17 | An odd instruction in the code has been analyzed, and it appears the Warp Zones do not work in the way they were designed. Let's fix the Minus World bugs!
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0:00 Introduction 1:13 How a Mario Level is built 2:41 SMB Utility (Level Editor) 5:56 Objects and Enemies for Minus World 8:29 Analysis with Emulation 11:42 Scroll Lock/Unlock Fix 12:42 Pipe Trio Fix 14:53 Outro
#NES #Mario #MinusWorldMega Man 2 - Quick Man A.I. Explained - Behind the CodeDisplaced Gamers2022-05-13 | Breakdown of Quick Man's Behavior and the BUGS in Mega Man 2 for the NES
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#NES #MegaMan #ProgrammingCode Walk! CPU Cycles and Performance of Mega Man 2 (Bonus: MM3) - Talkin Code Ep. 4Displaced Gamers2022-04-20 | Code walk of a Mega Man 2 subroutine with cycle counting, execution time as a frame percentage, and improving Mega Man 3.
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0:00 Intro 0:41 Code Walk 14:13 The Math (Percentage of Frame) 17:54 Marked Breakpoints 24:26 Mega Man 3 Performance 27:19 Outro
#NES #MegaMan #ProgrammingThe Complex Code of Mega Man 2 and How Zipping Works - Behind the CodeDisplaced Gamers2022-04-08 | The massive code behind moving Mega Man + the Zipping Bug. How does it work behind the scenes? What went wrong?
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#Megaman #Zipping #NESVertical Super Mario Bros.!? Not exactly... - Talkin Code Episode 3.1Displaced Gamers2022-03-04 | What happens if we change the circuit board to "Vertical" for Super Mario Bros.?
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#NintendoPower #Mappers #NESNES Scrolling Basics featuring Super Mario Bros. - Behind the CodeDisplaced Gamers2022-02-01 | NES PPU, Scrolling, and some background talk - how does it all work?
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#NES #Programming #MarioNES vs Famicom Disk System - Zelda, Disks, Mappers, and Ports - Talkin Code Episode 2Displaced Gamers2022-01-07 | How do cartridges and the Famicom Disk System map into CPU addressing? What are the differences between MMC1 Cart Zelda & FDS Zelda?
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#NES #FDS #ZeldaNES Mapper History to 1988 and Blaster Master Code Analysis - Talkin Code Ep. 1Displaced Gamers2021-12-15 | Unscripted look into the history of Famicom/NES cart capacity, Mappers, Sunsoft, and a deep dive into Zero Page and the Stack using Sunsoft's Blaster Master
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0:00 Opening 1:03 Topics 3:05 NES ROM and Mapper History 6:54 Sunsoft 8:17 Zero Page 13:25 The Stack 23:45 Outro
#Programming #NES #HistoryBlaster Master Pause Glitch and Rotating Tanks Explained - Behind the CodeDisplaced Gamers2021-11-26 | Some bosses take damage even with the game paused. The tank can rotate around platforms. How does all of this work?
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#NES #Programming #CodeThe Frustrating Weapons and TWO Versions of Festers Quest - Behind the CodeDisplaced Gamers2021-10-21 | Examination of the questionable weapons design and the second release of Fester's Quest
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#NES #BUGS #CODEThe Airmailing Enemies Bug of Super Mario Bros. 2 - Behind the CodeDisplaced Gamers2021-09-28 | Why do two enemies thrown back-to-back fly straight up into the air in Super Mario Bros. 2? Let's find out!
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#NES #BUGS #CODEShould Old Games Be Fixed? The Faxanadu Pendant Bug - Behind the CodeDisplaced Gamers2021-09-07 | Examination of known bugs in older games and some pondering of whether or not they should be officially fixed.
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#NES #Faxanadu #BugsAction 52 - A Bit of History & A Bit of ROM ArchaeologyDisplaced Gamers2021-08-27 | The Miracle that is Action 52 for the NES. Text to graphics? Aspect Ratio? Controller handling? It is all here!
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#NES #Action52 #ProgrammingThe Trade A.I. of NES Monopoly - Behind the CodeDisplaced Gamers2021-08-10 | Fast code walk of the logic used for the computer player to determine how to respond to a human player-proposed trade.
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#Monopoly #ai #ProgrammingCheating the Turbo Tunnel of Battletoads - Behind the CodeDisplaced Gamers2021-07-09 | Pondering what Game Genie codes could make the Turbo Tunnel easier to beat. "Easier" might be subjective...
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Score Boost - 1100 Points: PAUUEIAA Rollover to 0: AAXLXSPA
Misc Fun - Increase Jump Velocity: GEEZKPZA
Reduce Gravity: OYNAXVEV
Early Speed Limit to 1: PAVNGUAA
Early Speed Limit to 7: YAVNGUAA
Screen Wrap (Broken. A lazy change) - Uh Oh: IYEAUNSO
Don’t Do it: GGEAVYAO
#BATTLETOADS #TURBOTUNNEL #CHEATThe Atari 2600, Analog Video, Scalers, and the Agony of 240p AmbiguityDisplaced Gamers2021-06-21 | Technical dive into the reasons why scaling Atari 2600 video output can be troublesome
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Racing the Beam (Affiliate Link. Helps out this channel!): amzn.to/3gN8VlW
#Atari #retrotink #240pReprogramming Mega Man 4s Charged Shot - Behind the CodeDisplaced Gamers2021-05-17 | Cut the charge time in half? How about a damage boost? Focus on the process of reverse engineering code in this episode. Lots of code-hopping!
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Charged-Up Sound Fun (Use to replace charged up looping sound) - Boss Door: GXOELAYX Explosion: IXOELAYZ "You Got" Music: GOOELAYZ
#MEGAMAN #HACKING #BEHINDTHECODELets put the Jump from Ninja Gaiden II into Ninja Gaiden III - Behind the CodeDisplaced Gamers2021-04-28 | Ninja Gaiden II jumping in Ninja Gaiden III. Collision detection. Sword hitboxes. Enemies do less damage.
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Respawn in Same Room: VXOKXLSA Enemies do one damage: OXKAEVPX, PEKAOTLA Crazy Sword (large hitbox): YYXKEGAO, YYXKKGYE Super Sword by Default: PAXGKGAA, APXKEGAO, APXKKGYA
#BEHINDTHECODE #NES #GAMEGENIENinja Gaiden II - The Jumping, Clones and Wind - Behind the CodeDisplaced Gamers2021-04-09 | The jumping of Ninja Gaiden 1 vs 2. How do the clone ninjas work? How does the wind work?
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Featured Game Genie Codes: (Take note that I have not tested all of these with a real cartridge)
Pit Screen-wrap: AESSGYEA Pit Trampoline: AESSGYEA + EVSSPYEA + NNSIYNNY Ninja Gaiden 1 Jump: GANUOIZA + LANUUIZA + LANUSIZA + LANUNIZA + LEELOIZA + YEELKIAP + NNELUIZE + LYNZNLVO + AASKZPTT Front Clone Close to Ryu: ZLOPEIAX No Wind: AAKITEYA No Wind at 2-3 Boss: AAKIZEPE All Stages have Wind: GAKIAEAA + AAKIGAGA Disable Left Wind: AEUKGPAG + AEKGPONY Lights on in Stage 3-1: OXNPPGSX
0:00 Intro 1:34 Jumping - Ninja Gaiden 1 vs 2 9:32 Pit Deaths Be Gone 12:09 How do the Clones Work? 15:46 How is Wind Applied to Ryu? 24:26 Keep the Lightning Lights On 25:04 Game Genie Codes + Outro
#NINJAGAIDEN #NES #BEHINDTHECODEThe Jumping, Gravity, and Punishment of Ninja Gaiden (NES) - Behind the CodeDisplaced Gamers2021-03-20 | A look at the gravity and velocity design of Ninja Gaiden and the new Game Genie cheat codes we can create from what we've learned.
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Featured Game Genie Codes: (Take note that I have not tested all of these with a real cartridge)
Pit Screen-wrap: AEEVSLEA Pit Spit: ENEVSLEE + OEEVNUUE Death on final bosses takes Ryu to 6-3: ZOSVALAP Low Gravity: ZOOTKLYU High Jump (Up, Right, and Left): XYETKSKN + XNXVESKN + XYKVKVKN Invincibility: ATNTYOOZ No horizontal knockback: AEXTLPPA Unlimited Time: SXNYPYSA Start with 1 Health: PAUVYIAP Respawn with 1 Health: PENTILAP Super throwback from Enemies: ZEXTLPPE Backward jump same as forward: PENTSTAA Backward jump bonus: ZENTSTAA Death on final bosses takes Ryu to 1-1: PESVALAP + AESVZLPA
0:00 The Intro 1:55 The Design 12:15 The Cheating 22:23 The New Punishment 23:12 Outro
#BEHINDTHECODE #NES #GAMEGENIEPreserving Sound of Consoles and Computers - UPLINK 2021Displaced Gamers2021-03-09 | We need programmers! My Life in Gaming and Artemio join me to talk about sound preservation.
#MDFourier #Sound #PreservationThe Hidden Source Code in Dragons Lair (NES)Displaced Gamers2021-02-10 | What secrets are hidden inside the Japanese and European ROMs for Dragon's Lair (NES)? Let's take a look inside!
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#SourceCode #ROM #AssemblyZelda Drops and RNG - Behind the CodeDisplaced Gamers2021-01-21 | Item drop explanations plus code walks for random number generation and random drops.
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Featured Game Genie Code: (Take note that I have not tested this with a real cartridge)
Force item drops: AEVLLAPP
0:00 Intro 0:40 Four RAM Locations 2:43 10th Enemy Has the Bomb 3:09 Some Caveats 4:22 Strategies 7:04 Drop Oddities 12:08 RNG Code Walk 18:51 A Random Drop Example 22:39 Outro
#ZELDA #CODE #PROGRAMMINGZelda Hit Detection - Behind the CodeDisplaced Gamers2020-12-18 | Code walk through sword collision detection, sword/wand states, and the wand collision bug.
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0:00 Intro 1:42 Item Usage Conflict 3:27 Overview and Emulator Helpfulness 6:00 Begin Code Trace 9:40 Sword States and Comparing Values 14:50 Resume Code Walk 19:04 Execution Time? 20:35 Enemy Size and Hitboxes? 24:47 The Wand Melee Bug 28:05 An Abandoned Sword Animation? 29:03 Fix the Wand Melee Bug 31:42 Removing Sword Wind-Up 32:57 Outro
#ZELDA #CODE #PROGRAMMINGNES Sound: The DMC - Behind the CodeDisplaced Gamers2020-11-06 | Examination of one sound channel of the NES - the DMC. Analog to digital conversion, PCM, and DPCM are covered.
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0:00 Intro 1:00 What is Sound? 3:08 From Analog to Digital 5:59 PCM Explanation 7:45 PCM on the NES 10:15 Raw PCM on Register $4011 11:21 DPCM on the NES 12:52 Dwouble Dwibble and Registers $4012 and $4013 18:37 NES DPCM Sample Rate Options 20:56 NES Speech Replacement 21:53 DPCM Instruments 23:26 Sample Length and the Off-by-one Error 26:06 Looping Samples 27:46 A DPCM ROM Modification... 28:33 Journey to Silius Bass Compare 29:56 Thoughts on Bass Change 30:46 Super C and Drums vs Orchestra Hits 32:07 DMC Shortcomings 33:10 Conclusion and Outro
#NES #SOUND #SPEECHZelda 2 - Behind the CodeDisplaced Gamers2020-10-02 | Explanation of Fairy Warp Glitch, Objects, Elevators, and more
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Featured cheat codes: A smaller Great Palace: EIXATNGE
Double Elevator Speed - Down: AUKIEEAP Up: ESKIOEET
MAX Elevator Speed - Down: YNKIEEAO Up: EEKIOEET
0:00 Intro 1:02 Disk vs Cartridge Overworld 1:35 The Mystery of F-Attack 3:31 Zelda 2's Object System 10:24 The Fairy Warp Glitch and Sidescrolling World Design 19:53 The Zelda 2 Level-Up Softlock 23:37 Slow Elevators or Fast Elevators? 27:59 Outro
#ZELDA2 #CODE #PROGRAMMINGContra - Behind the CodeDisplaced Gamers2020-09-04 | The code behind the Konami code and some ROM editing for Contra.
Reduce Konami Code to a single "UP" press: PAKKPUZA
0:00 Intro 2:34 Konami Code Entry Explained 15:05 Assembly Post-Game Show 15:15 Intermission 15:49 Rapid Fire Explained 19:51 Can we change the rate of fire? 22:36 Outro