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Game Information

FDS Dirty Pair: Project Eden

  • Platform: FDS (Famicom Disk System)
  • Abbreviation: drtypair
  • Display name: Dirty Pair: Project Eden
  • Goodtools name: Dirty Pair - Project Eden
  • Game resources: GameResources/NES/DirtyPairProjectEden
#40067147588770269 - FDS Dirty Pair Project Eden old WIP 3
MESHUGGAH_DPPE_WIP3.fm2 (560kB fm2 movie [FDS])
Uploaded 2017-07-01 10:01:38 by MESHUGGAH (344 files)
For FDS Dirty Pair: Project Eden (1 file)
In 06:54.75 [24926 frames], 5386 rerecords)
4071 views, 384 downloads
Uploaded old WIP for future discussion.

This game doesn't have a clean ROM, only really bad dumps or the dump I've used already having a saved file.

All informations about save data: http://tasvideos.org/GameResources/NES/DirtyPairProjectEden.html

Info Download

Note that this is a FDS (Famicom Disk System) game.

Leaving your riding partner
You can save 1 frame by jumping off the spaceship right before the camera would hit the stage's boundary so the end of level object will be 1px closer to you, activating it 1 frame earlier.

Pre-start glitch
If you....
  • leave your spaceship earlier, you will lose time for not being perfect
  • leave your spaceship 2 frames before finishing a stage, you will have +2px on the next stage (because of acceleration)
  • leave your spaceship 1 frames before finishing a stage, you will have +1px on the next stage (because of acceleration)
  • ride your spaceship when finishing the stage, you can jump in the air on the next stage (minimal "get off the ride" jump length)

TODO: examine what does the game saves and how it alters gameplay.

  • There's a "DAMMYSVD" @ C6B5, judging by it's structure, it's a "dummy save data" (maybe the game copies from there when killing a save slot?)
  • Slot 1 starts @ C7D4, Slot 2 @ C854.

Affected bytes when killing Slot 1: C7D4~C7DB (PlayerName), C7E6~C7ED, C7EF, C7F4~C7F6.

Things the game saves/depends on:

  • Each player requires a different slot (saved independently) from the available 2.
  • Stores player's name, score, lives and a counter for an item (?)
  • The game stores the amount of times you fire a bullet and the number of bullets that hit an enemy. The number of enemies hit and the number of bullets fired are divided by each other and then multiplied by a hundred. That accuracy percentage is then compared to five threshold percentages which decide which ending you get from a total of 5.