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Kirby's Star Stacker

AuthorMessage

MGA
Posted: 28 Jun, 2015 16:28
Last Edit: 06 Apr, 2018 22:47
Official Topic Post for discussion about
Created 28 Jun, 2015 17:28 by


1. Kirby's Star Stacker (USA, Europe) (SGB Enhanced).gb
Kirby's Star Stacker (U) [S][!].gb
dmg-akcp-0.u1
RA Checksum: f4c0bf35939be6786c099e9eb4635919
CRC32 Checksum: 91300898

2. Kirby's Star Stacker (U) [S][b1].gb
RA Checksum: cea7920a93f79c0eb32237df1c65c093
CRC32 Checksum: 676F2107

3. Kirby's Star Stacker (U) [S][b2].gb
RA Checksum: 7bb6d3420a7df1b9874b5cc7b29386b2
CRC32 Checksum: E5B6BD07


Resources:
GameFAQs
Longplay
Wikipedia

Corkscrew
Posted: 08 Nov, 2017 10:58
okay so I improved the "Game Complete" achievement in order to try to avoid the bug where it triggers before completion. I did the following:

PREVIOUS CODE:



The issue here is that the check being made is for bigger or equal than 2f, while the values for completing each of the difficulties are stored on the 5 lowest bits. 2f stands for 0010 1111, and the check being made as a >= for 16 bits allows having any of the most significant bits (which don't correspond to any difficulty) as 1 to trigger this achievement. To prevent this, i changed the conditions to check if the round clear difficulties were cleared to be tested individually. (the 4 lower bits as an 8-bit to ff, and the 5th in a single-bit condition to 1). Also, to completely dodge the issue where the game flashes all the memory to ff, instead of doing a 50 frame != ff, i change it to check if the number of normal difficulty stages cleared is the correct one. (07).

NEW CODE:

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