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Speedy Blupi 2/Updated Features
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This is a sub-page of Speedy Blupi 2.
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
The development of Speedy Blupi 2 essentially overwrote Speedy Blupi, and is now retroactively considered by its developers to be a mere version upgrade of the same game.
New Features
General
- New levels (although a few old ones were simply recycled and retrofitted with new features).
- New gameplay features, ostensibly outside the scope of this article.
- Maximum number of worlds supported by the engine increased from 8 to 14. Existing special level ID's were increased by 100 to make room for the extra worlds.
- However, the level titles seen in the quicksave listing were not updated, showing old world titles and fallback ID's.
- A few special cases relating to the final level were not updated with the new ID (#199 versus #99). Exiting the final level will show a false CD error, and getting a game over will cause three previous worlds to be inadvertently flagged as uncleared.
- Tiles now make unique footstep and bonk sounds according to their material.
- An "ejection" failsafe mechanism prevents Blupi from getting stuck in walls (usually).
Bugfixes
- A bug in Speedy Blupi would cause entity graphics to become corrupted after 32768 frames due to their counters overflowing into the negatives. Speedy Blupi 2 now resets these counters to 0 when they surpass 32700, which causes the animation to stutter, but fixes the lasting graphical effects.
- Due to a lack of bounds checking, completing a level with an especially high ID number will cause unrelated memory to be overwritten with
01
bytes. Speedy Blupi 2 "fixes" this bug by way of a sloppy hack: a blank 100-kilobyte buffer was added to the end of the CDecor class, "protecting" the following CEvent class by acting as a physical "barrier". Thus, bad memory writes will be written to this useless buffer instead of the important CEvent class. However, this buffer can be circumvented by merely using a level with a higher ID number.
Changes to Existing Features
- The "Dream" tileset and related graphics were removed from the game. Loading a Speedy Blupi level containing one of these blocks (
0030
through0043
) will replace them with block00D7
, a block from the Kid's Stuff tileset. Their graphics pointers now refer to singular pixels in the top-left of the "object.blp" sprite sheet. Non-block entities, such as lifts or wooden cases, will not be converted and will appear as these singular pixels. These ID's were later reused for decorative foreground elements in the Windows Phone port. - Alternate death animations were added, and the game now randomly picks between the new and existing animations. Unfortunately, the new, longer death animations cause demo recordings to desync.
- Updated graphics
- The shield item was redrawn and given extra animation frames.
- Lava blocks are now 3D renders instead of hand-drawn squiggles. Their animation pattern was modified to better suit the new graphics.
- A handful of background images were retouched or replaced entirely.
- The entire menu UI was re-themed from the "Tech" tileset to the new "Slime" tileset.
- Some menu buttons were subtly re-positioned accordingly.
- Blupi's pre-rendered 3D model was given proper modeled hands and rounded elbows, most apparent in large background images. His existing in-game graphics were not updated, being too low-resolution to make a difference.
- The hitboxes of the tank and jeep vehicles were widened.
- The extra lives counter was moved closer to the left edge of the screen.