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Pyramids of Ra

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Unused Introductions / Game Objects#

There are some "INTRODUCING" screens before the game starts showing basic game mechanics and used objects. There are regular objects like "1/2/3 BOUNCE TILE" and "MOVING TILE".

However, there are two unused and unreferenced leftovers for two additional "INTRODUCING" screens with rather completely unused objects: "2/3 MOVING BOUNCE TILE". The only "MOVING TILE" in the game does not limit the number of bounces. Note, the moving platforms use the same color gradations as regular "2/3 BOUNCE TILES" and disappear after used.

Pyramids_of_Ra_(GB)_2bounce_text.pngPyramids_of_Ra_(GB)_2bounce_demo.png

Pyramids_of_Ra_(GB)_3bounce_text.pngPyramids_of_Ra_(GB)_3bounce_demo.png

Not only both unused objects are fully programmed, but also corresponding demo sequences are present in data. Use either Game Genie code 2D2-DAF-4CB 4B2-DBF-80F or 032-DAF-4CB 4C2-DBF-80F to replace very first "INTRODUCING" screen with one of the unused accordingly.

Unused Graphics#

Some tiles in the tile set aren't used in the game.

Also, at 0x006C3C in the ROM there is an unused portion of a tile set with early versions of some in-game tiles. It's also worth noting that all CHR tiles in this game are in NES format, which makes sense as this game is based on the unreleased NES game Scarabeus.

Early

Used

Hidden Credit#

Present at the beginning of the ROM.

SOFTWARE AND HARDWARE DESIGN BY JOHN MORRISON (MICROS) 1/9/19

Starting at 0x76C:

  19  29   39   --   --  (11)
ADD IX,    DD09 DD19 --  DD39 DD29  --  (15)
ADD IY,    FD09 FD19 --  FD39  --  FD29 (15)
*AND
X AND X = RESULT
0     0 =   0
0     1 =   0
1     0 =   0
1     1 =   1
  P
CZVSNH     Flags
0ZPS01
           A  B  C  D  E  H  L (HL) nn  (IX+d) (IY+d)
AND A,     A7 A0 A1 A2 A3 A4 A5 A6 E6nn DDA6dd FDA6dd
           +---------4--------+ +--7--+