
Why yes I have been trying to glitch sprites so that they appear in areas they aren't supposed to. I want to know if anything interesting pops up. I'm using the Zug because it's semi-reliable in not wanting to crash. However, I have to keep infinite life enabled because if Arthur dies the emulator will crash. It is interesting in that the Viper sprite is loaded into memory as soon as you enter his room. That's good because once you close the menu and start fighting the giant snake you can't re-open it to try another warp until Viper is dead.
How did I do this? That's simple. I warped to the screen with the creature I wanted to transplant then warped to the Swamp of Zagar. The first critter's sprite will, at times, overwrite the second one's. I would try taking the Zug someplace else but the way it works is that it spawns offscreen and charges Arthur. At the moment it spawns the game goes into combat mode (a special script is running) until the Zug has been offscreen for a few seconds on the opposite side where it then despawns.
It's probably just as well. The Zug is invincible. Believe me, I've tried to kill that thing!
This will work with any screen up to memory position 255. Trying to warp to a position any higher doesn't work for some reason. This means I can't take any boss creature to any of those screens. I was hoping I could drag the ogre into the last room in Blackroot Keep but it simply refuses to work. That room is item 258 in the list. It's already enough of a pain getting multiple warp codes working in unison. Oh well I guess there's not much I can do about it.
Click the LJ cut if you want a list of all warp memory positions I've located.
Warp codes
Warping is unpredictable as the exact coordinates can change depending upon where you are standing when you activate the warp. You can warp into walls, trees, rocks, or on top of areas with no walking path off. In addition disabling the code, entering the map screen, then exiting frequently results in warping into a wall in a fortress. To clear the address in memory disable the code then walk from one area to another. You can also use the Magic Map in the overworld as intended without a warp code getting in the way.
Things to keep in mind:
Having allies while using warp codes can cause Arthur to become stuck. If you warp into a wall he and the other knights will be overlapped which will NOT be corrected if you then warp to another screen. This can be corrected by actually using the magic Map as designed (i.e. keep the code on but warp via the map to a valid destination).
Just be warned that if you are exiting the Dark Forest or any area in that region there is a semi-permanent lock-out from using the map. Returning to Camelot will not correct this issue. The only remedy is to progress through the game's events in the land of the dead and enter the Stone Gardens.
Warping onto a screen with enemies can cause Arthur to become stuck if he cannot move. To prevent this always warp by entering Inventory, NOT the map screen and do not close the main menu until you are certain your position is valid to move from. Once the menu is closed if there are enemies close by the game sends you into Combat Mode and the menu locks. As long as the menu isn't closed out after warping you can re-enter Inventory and warp out. Technically the password and status screens work too but have a longer transition time each. It's almost always faster to use the Inventory screen.
Warping into a living warlord's room is extremely dangerous as the room may not load properly and Arthur is prone to being stuck and unable to defend himself. The warlord may also spawn invisible "phantom" clones and have an accelerated rate of attack. Because all Warlord rooms with an active boss lock down the menu as part of the room loading there is no escape if you exit the menu and the boss can't reach you. If you warp into Warlord Slasher's room you must quickly hit multiple directions on the D-Pad or the controls will remain locked out and you will only be able to pause the game. This is because of a loading script that transitions Slasher from a normal human size into the giant which you fight.
If you do warp in and kill Morgana the game does not end early. Doing so actually triggers a series of glitches. The game thinks you are picking up whatever Key you're supposed to be getting based on your Key count and Arthur will say you need that Knight in your party but he is then allowed to pick up the key, Merlin appears to congratulate Breeze, Arthur returns to Camelot, and the game thinks you've killed another Warlord so it advances the plot.
However, if the Key would be a non-boss key (such as Tone's) the game might hang once you return to Camelot before Merlin would appear to give you the next clue. Sometimes it only appears as a crash but the game is just waiting for the player to close invisible dialogue boxes. Hitting A will resolve this issue. It is not a problem unique to this case as any time you change screens with an open dialogue box the same thing will happen.
If the warp code is active during Merlin's Vilor dream explanation after showing the backdoor to the fortress Merlin and Arthur will be warped to Morganna's room to finish the conversation. This can result in her dragon form having a case of scrambled graphics.
The Key count can also be glitchy. I first did this fight without picking up the Keys for Trunk, Zeke, or Lance. On killing Morgana I got the speech about needing Lance - skipping Trunk and Zeke completely! On warping immediately back and killing her again the game thought I had all 12 Keys and started the ending sequence.
Another skip happened again on another test. ALL the non-boss keys were skipped along with Lance's.
7E1155 :mod number as listed below
:00 [000] - Camelot
:01 [001] - map screen
:02 [002] - map screen
:03 [003] - forest w/path to Tintangel
:04 [004] - forest by Blacksmith
:05 [005] - screen south of Blinder's Way
:06 [006] - forest two screens south of Gruesome Keep
:07 [007] - field outside Tintangel
:08 [008] - warp to Stadium
:09 [009] - debug room? By disabling BG Layer 1 Arthur becomes visible. By porting in from the southwestern corner of Camelot Field can move around here. There are invisible walls and warps all over the place. Most of the warps crash.
-There is quite a lot of text still in the ROM pointing to a Debug room's existence. That text will be in a seperate post. Each warp *seems* to have a specific time in the game when it won't crash.
------------------------------------------------
:0a [010] - debug room 2 (see notes above under debug room 1)
:0b [011] - Welton forest where the pixies attack
:0c [012] - forest trail leading to Gruesome keep
:0d [013] - forest trail leading to the east coast
:0e [014] - crash
:0f [015] - screen between Welton and Stonehenge
------------------------------------------------
:10 [016] - crash
:11 [017] - Welton Village
:12 [018] - Crownhorn Village
:13 [019] - Morgana's room, generally in a wall unable to move and the game freezes just before the first bolt of lightning - See notes listed above
:14 [020] - same as :32
:15 [021] - road from Camelot
:16 [022] - north side of the broken bridge
:17 [023] - Shield Heights
:18 [024] - screen outside of Erek's cave
:19 [025] - Lady of the Lake's well, lake
------------------------------------------------
:1a [026] - game crashes!
:1b [027] - Erek's Cave
:1c [028] - Ogre's Tree
This can spawn multiple ogres. All ogres will perform the same action simultaneously. They are limited to moving straight up and down. If one clone goes offscreen at the bottom scrolling the screen that far down can cause lines of scrambled junk to appear. Once one dies it drops the staff piece at that spot. If there are any living clones they must also be killed before the piece can be collected.
Be careful with taking the Ogre to other screens if you need the staff piece. If the piece is in an unreachable location it will disappear as soon as you leave the screen and the ogre will still be dead. This can cause a potentially unwinnable situation.
:1d [029] - crashes
:1e [030] - southern Crownhorn cliffs
:1f [031] - water cave
------------------------------------------------
:20 [032] - northwest of zagar
:21 [033] - northern forest south of a fortress
(cape of death?)
:22 [034] - area south of Cape of Death
:23 [035] - same as 28
:24 [036] - warp to forest south of Cape of Death and be stuck in trees if using from Camelot, otherwise area west of Blinder's Way
:25 [037] - crash
:26 [038] - crash
:27 [039] - crash, somehow enables using the magic map inside Camelot Castle (this is true of most warp codes)
:28 [040] - crash
:29 [041] - crashes or warps around Vilor if lucky
------------------------------------------------
2a: [042] - Vilor forest, 1 screen north of Zagar swamp
2b: [043] - Vilor forest, screen w/entrance to open field and floating rock
2c: [044] - Crownhorn forest w/boulder
2d: [045] - screen west of Crownhorn w/pixie ambush
2e: [046] - Vilor backdoor, easily stuck in the trees
2f: [047] - Vilor forest, 1 screen south of fire elementals
------------------------------------------------
:30 [048] - warp to around Castle Vilor (usually get stuck as soon as Arthur appears but can use the map to escape)
:31 [049] - warp to the great tree
:32 [050] - warp to stadium in opening and can goof off with the scrolling but the game will eventually crash
:33 [051] - Warlord Spike's room
:34 [052] - warp to east coast of Welton (no trees on the top border of the screen)
:35 [053] - warp to Cave of Glass (sometimes the graphics fail to load and it appears to be a blank screen)
:36 [054] - warp to another part of Stone Gardens
:37 [055] - Stone Gardens
:38 [056] - warp to Stone Gardens
:39 [057] - 2nd floor of Tintangel
------------------------------------------------
3a: [058] - Tintangel
3b: [059] - Tintangel
3c: [060] - Tintangel, room w/trapdoor
3d: [061] - Tintangel corridor
3e: [062] - same as above, corridor by exit
3f: [063] - corridor in Tintangel
------------------------------------------------
:40 [064] - corridor in Tintangel
:41 [065] - corridor in Tintangel
:42 [066] - corridor in Tintangel
:43 [067] - corridor in Tintangel
:44 [068] - corridor by trapdoor, Tintangel
:45 [069] - room by entrance of Tintangel
:46 [070] - empty room in Tintangel
:47 [071] - connecting room in Tintangel
:48 [072] - different room in Tintangel
:49 [073] - connecting room leading to stairs to dead end
------------------------------------------------
4a: [074] - Tintangel, 1 floor above trapdoor
4b: [075] - Tintangel, central corridor
4c: [076] - same
4d: [077] - Tintangel, hall east of entrance to Spike's room
4e: [078] - Tintangel, corridor leading to dead end
4f: [079] - dead end in Tintangel
------------------------------------------------
:50 [080] - corridor outside Spike's room
:51 [081] - room in Tintangel
:52 [082] - small room in Tintangel
:53 [083] - room leading to dead end, Tintangel
:54 [084] - dead end, Tintangel
:55 [085] - corridor leading to dead end
:56 [086] - main hall of Castle Sanguine
:57 [087] - small room of Sanguine
:58 [088] - next room in Sanguine
:59 [089] - room on east side of great hall, Sanguine
------------------------------------------------
5a: [090] - southeast room in Castle Sanguine
5b: [091] - northwest room in Castle Sanguine
5c: [092] - central room in Castle Sanguine
5d: [093] - northest room in Castle Sanguine
5e: [094] - warp to room outside Blinder's chamber
5f: [095] - strange unused room in Castle Sanguine, exit on east side leads to chamber before the boss room and there is no way to go back w/out warping back
------------------------------------------------
:60 [096] - room leading outside, Sanguine
:61 [097] - long, winding, unused hallway in Sanguine that connects to the small unused room, 3 warlord troopers
:62 [098] - entrance tunnel to Sanguine from the warp maze
:63 [099] - western corridor of Sanguine
:64 [100] - central connecting corridor of Sanguine
:65 [101] - eastern corridor of Sanguine
:66 [102] - connecting room, Sanguine
:67 [103] - another connecting room
:68 [104] - northwestern corridor, Sanguine
:69 [105] - northeastern corridor, Sanguine
------------------------------------------------
6a: [106] - warp maze under Castle Sanguine
6b: [107] - same as above, different room
6c: [108] - same as above, different room
6d: [109] - warp maze under the castle
6e: [110] - warp maze, unused section of the maze that eventually warps back to the start, if cycled long enough the player is punted to Camelot
6f: [111] - same as above in 6e but a different room in the cycle
------------------------------------------------
:70 [112] - warp maze under Sanguine
:71 [113] - different room of warp maze
:72 [114] - room of warp maze
:73 [115] - ditto
:74 [116] - room of warp maze
:75 [117] - maze under Tintangel
:76 [118] - bridge over Shield Heights
:77 [119] - fort in Shield Heights
:78 [120] - screen w/fog, Shield Heights
:79 [121] - ledge before last bridge to dragon, Shield Heights
------------------------------------------------
7a: [122] - Shield Heights, screen before the dragon
7b: [123] - Shield Heights, dragon
NEVER push up or down with the menu open or the game will immediately crash. Also do not attempt to highlight a menu option that has vanished. If the dragon's wings disappear after exiting a submenu the game will encounter a fatal error once you fully exit the menu.
7c: [124] - Warlord Bash's room, may not center properly
7d: [125] - Shield Heights, first screen
7e: [126] - Warlord Hammer's room, also may not center properly
7f: [127] - Swamp of Zagar
------------------------------------------------
:80 [128] - Graveyard, Dark Forest
:81 [129] - Dark Forest north of entrance from Hadrian's Wall
:82 [130] - Dark Forest, Knight's graveyard
:83 [131] - cliffs overlooking bridge to the shrine, Dark Forest
:84 [132] - tomb w/Ring of True Seeing, Dark Forest
:85 [133] - bridge to Morgana's Shrine
:86 [134] - Warlord Slasher's room
:87 [135] - Warlord Lucan's room
:88 [136] - field outside Castle Vilor
:89 [137] - field outside Cape of Death
------------------------------------------------
8a: [138] - field outside Gruesome Keep
8b: [139] - field outside Blackroot Keep
8c: [140] - field outside Stone Keep
8d: [141] - field outside Dark Citadel
8e: [142] - Blinder's room, the warp here is extremely picky as it's easy to get stuck in the walls
8f: [143] - field outside Castle Sanguine
------------------------------------------------
:90 [144] - great hall of Gruesome Keep
:91 [145] - dead end room, Gruesome Keep
:92 [146] - small room north of trapdoor, Gruesome Keep
:93 [147] - connector room, Gruesome Keep
:94 [148] - trapdoor room, Gruesome Keep
:95 [149] - larger connection room, Gruesome Keep
:96 [150] - dead end, east side, Gruesome Keep
:97 [151] - steam room, Gruesome Keep
:98 [152] - long vertical battle room, Gruesome Keep
:99 [153] - room outside Bash's room, Gruesome Keep
------------------------------------------------
9a: [154] - tunnel under Gruesome Keep
9b: [155] - Viper's room, warping in causes the graphics and room boundaries to be out of whack and makes the first part of the fight harder as the snake is actually bigger then it appears and the room is smaller because the pillars - which determine the room boundaries - are not placed as they should be
The game crashes if this warp is attempted a second time.
9c: [156] - inverted T corridor in Castle Sanguine
9d: [157] - Castle Camelot
9e: [158] - forest trail to Gruesome Keep's backdoor
9f: [159] - Stone Keep, possible to warp to the walled-off section by warping to 9a and back but nothing of interest
------------------------------------------------
:a0 [160] - screen w/warlord helmet
:a1 [161] - blacksmith's house
:a2 [162] - Blackroot Keep or tunnels connecting to the Dark Citadel (didn't explore to check)
:a3 [163] - Lance's Key of Truth
:a4 [164] - Morgana's Shrine, front door
:a5 [165] - Morgana's Shrine, first hall
:a6 [166] - Morgana's Shrine, shrine chamber
:a7 [167] - long hallway leading to the City of the Dead
:a8 [168] - Tomb skeleton, small room, easily get stuck here
:a9 [169] - tomb in City of the Dead
------------------------------------------------
aa: [170] - tomb in the graveyard
ab: [171] - another tomb
ac: [172] - Dark Forest, large section with many northern exits but all just faded out to black then faded back in with Arthur still in that same spot, rather large cliff to the south is accessible however (unused area?)
ad: [173] - Dark Forest, aforementioned cliff
Depending on where you warped from (say just below the leftmost bridge in front of Camelot) you can become stuck on a little outcropping. Walking south activates a fade that doesn't do anything else.
ae: [174] - house in Welton Village
af: [175] - house east of Welton church
------------------------------------------------
:b0 [176] - Welton, man w/gem
:b1 [177] - Seer's house in Welton
:b2 [178] - northern house in Welton
:b3 [179] - church in Welton
:b4 [180] - small house in Welton
:b5 [181] - Welton's Inn
:b6 [182] - Welton's Trinket shop
:b7 [183] - Welton's map maker
:b8 [184] - a large house in Welton
:b9 [185] - nice house in Welton
------------------------------------------------
ba: [186] - inner hallway of Welton church
bb: [187] - little house north of Crownhorn church
bc: [188] - house northwest of Crownhorn church
bd: [189] - nice lady's house in Crownhorn
be: [190] - bakery of Crownhorn
bf: [191] - house southwest of Crownhorn church
------------------------------------------------
:c0 [192] - house w/stables in Crownhorn
:c1 [193] - hunter's house in Crownhorn
:c2 [194] - butcher's shop of Crownhorn
:c3 [195] - workman's shop, Crownhorn
:c4 [196] - Mr. Cow shack, a.k.a. Lug's Key
:c5 [197] - cramped house, Crownhorn
:c6 [198] - Ye Olde Magic Shoppe of Suckitude, Crownhorn
:c7 [199] - abandoned building, Crownhorn
:c8 [200] - house with a zillion weapons
:c9 [201] - Crownhorn church
------------------------------------------------
ca: [202] - Crownhorn church proper
cb: [203] - Sanguine tunnels
cc: [204] - Blinder's Way
cd: [205] - Blinder's Way
ce: [206] - western side of the forest south of Hadrian's Wall
cf: [207] - eastern side of that forest
------------------------------------------------
:d0 [208] - Hadrian's Wall
:d1 [209] - inside Dark Citadel, by entrance
:d2 [210] - SE room, Dark Citadel
:d3 [211] - NE room, Dark Citadel
:d4 [212] - NE room, Dark Citadel
:d5 [213] - SW room, Dark Citadel
:d6 [214] - Staff room, Dark Citadel - combat screen
:d7 [215] - SW room, Dark Citadel
:d8 [216] - central hall, Dark Citadel
:d9 [217] - water cavern, shield attack pick-up room If you warp in on a wall the shield attack orbs won't be there.
------------------------------------------------
da: [218] - northern cavern of the water cave
db: [219] - southern cavern of the water cave
dc: [220] - southeastern water cave chamber
dd: [221] - southwestern water cave chamber
de: [222] - Vilor northwestern room
df: [223] - Vilor notheastern room
------------------------------------------------
:e0 [224] - southwestern room, Vilor
:e1 [225] - small room in Vilor Castle
:e2 [226] - hall in Vilor
:e3 [227] - strange little room in Vilor that you can exit through a hidden door in the northern wall but can't re-enter once you do so, empty room
:e4 [228] - room outside boss chamber in Vilor
:e5 [229] - Vilor central room w/underground trapdoor
:e6 [230] - Vilor northern hallway
:e7 [231] - northern connecting hall, Vilor
:e8 [232] - east hallway, Vilor
:e9 [233] - southern hallway, Vilor
------------------------------------------------
ea: [234] - central corridor of Vilor
eb: [235] - entrance cavern of Sanguine
ec: [236] - 1st floor of caverns of Stone Gardens
ed: [237] - different area of aforementioned caverns
ee: [238] - 2nd floor of caverns of Stone Gardens
ef: [239] - 3rd floor of above caverns
------------------------------------------------
:f0 [240] - chamber leading to Morganna's room
:f1 [241] - Dark Citadel hallway
:f2 [242] - northern hall, Dark Citadel
:f3 [243] - western hall, Dark Citadel
:f4 [244] - eastern hall, Dark Citadel
:f5 [245] - underground tunnel by entrance to Blackroot
:f6 [246] - great hall of Blackroot
:f7 [247] - small room by trapdoor entrance to Blackroot, crashed the first time I attempted to warp
:f8 [248] - small room in Blackroot
:f9 [249] - trapdoor room in Blackroot
------------------------------------------------
fa: [250] - Blackroot
fb: [251] - another room of Blackroot
fc: [252] - empty room in Blackroot
fd: [253] - Blackroot
fe: [254] - Blackroot
ff: [255] - room before staff piece in Blackroot
------------------------------------------------
First perform the FF warp then use the 01 warp in combo or walk to ambush room 1 then proceed with the final destination as listed below.
ff: + 01: [256] - ambush room 1 in Blackroot
ff: + 02: [257] - ambush room 2 in Blackroot
ff: + 03: [258] - Zeke's Key
ff: + 04: [259] - reverse L hall of Blackroot
ff: + 05: [260] - final warp room in Cape of Death
ff: + 06: [261] - room before Warlord Hammer
ff: + 07: [262] - room before Warlord Viper
ff: + 08: [263] - outside Blaise's house in Zagar Swamp
ff: + 09: [264] - outside Druas's house in Zagar Swamp
ff: + 0a: [265] - inside Druas's house
ff: + 0b: [266] - inside Blaise's house
ff: + 0c: [267] - Tone's Key
If you warp in on a pit you will immediately fall as soon as you close the menu. This happens just as the Gnome Prince is starting to talk so you will need to hit a button down in the pit to close the now-invisible dialogue box.
ff: + 0d: [268] - pit under the forest maze
ff: + 0e: [269] - air key ledge, transformed into a bird and it sounds like Arthur is under attack and the game freezes up if he reaches 0 health
This is another chance to screw with graphics loading and getting into things you shouldn't. Normally you'd never have access to the menu on this screen so entering and exiting submenus starts a chain of access errors. This is fastest if you have a full party but works for just Arthur. Enter and exit a submenu enough times and you'll see lines of graphic mess through the middle of the screen. However at the top left you'll see Warlord Hammer.
If you then warp to another screen with enemies you can fight Warlord Hammer but he will be invulnerable to shield attacks. Care must be taken not to wander too far away from him, however, or he will effectively despawn in the same manner that normal enemies will. Arthur's shield attack graphic will then be overwritten by Hammer's main sprite. Exiting the screen by walking to a new location clears up all visible errors although it is unclear at this time if this can have lingering effects down the road.
There are more ramifications then I can explain in this short blurb: This video link will take you to a loading experiment and a playlist with more videos of this nature.
ff: + 0f: [270] - screen with ominous shadow
------------------------------------------------
ff: + 10: [271] - Plain of the Dead, forest floor
This warp crashes if performed at the very start of the game before selecting two initial allies.
ff: + 11: [272] - Plain of the Dead, overhead maze
ff: + 12: [273] - City of the Dead
ff: + 13: [274] - house in City of the Dead
ff: + 14: [275] - house w/warlord trooper, if you have allies you can escape as allies don't seem to be bothered by not being able to get enemies into range, also, the trooper will be cloned w/a dummy
ff: + 15: [276] - another house in the City
ff: + 16: [277] - other house w/warlord trooper
ff: + 17: [278] - mansion room
ff: + 18: [279] - mansion room w/fireplace
ff: + 19: [280] - throne room of mansion
ff: + 1a: [281] - room in the mansion w/3 beds
ff: + 1b: [282] - mansion room w/small fireplace
ff: + 1c: [283] - hallway of mansion
ff: + 1d: [284] - room in mansion
ff: + 1e: [285] - library of mansion
ff: + 1f: [286] - main hall of mansion
------------------------------------------------
ff: + 20: [287] - room in mansion
ff: + 21: [288] - room w/ton of candles, mansion
ff: + 22: [289] - dead chapel
ff: + 23: [290] - long hallway, was unable to move at all Can warp to the top of the hall but the tiles a little ways down are all set as impassable.
These stairs share the same screen as the door to the Stone Gardens. By repeatedly warping back and forth to the Plain I was able to get to the stairs at the bottom and was sent immediately to the cliffs south of the Cape of Death. This spot immediately sends you one screen south.
ff: + 24: [291] - crash
ff: + 25: [292] - crash
ff: + 26: [293] - crash
ff: + 27: [294] - crash
ff: + 28: [295] - crash
ff: + 29: [296] - crash
END OF FILE
----------------
Now playing: Koji Kondo - Surrounded by Flames
via FoxyTunes