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Talk:Putt-Putt & Pep's Dog on a Stick
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Welp...
With the release of Supper's HEErip [[1]], I dug into the first four Junior Arcades (the FF and Putt-Putt ones), and I didn't find a whole lot in most of them. THIS game, on the other hand...holy crap we have a lot to cover here. Among other things, there are leftovers from Putt-Putt and Fatty Bear's Activity Pack lurking in there (the ballerina bears and pogo poodles come to mind), and there's a long-winded disclaimer that seems to be from the game's prototype stages where it was referred to as Pogodog, talking about why it's unsafe to use a pogo stick to outrun a tiger and bear, as well as using it around boxes and ice. It doesn't end there -- among the unused enemies, we have fire, a spike ball, a living brain, a living boot, a ball on a stick with a shoe at both ends, and a slinky. The more I try to talk about what this game's premise is, the more I realize the people who made it were probably high when they did so. --Legoking831 (talk) 22:26, 28 October 2013 (EDT)
- You seem to have had a busy half-hour. I've actually already posted about this along with a partial activation method on the ScummVM forums. Hopefully, someone who knows what they're doing can find out if there's a better way to trigger it. By the way, if you're looking for more HE shenanigans, make sure you take a look at the Putt-Putt Saves the Zoo demo (hint: hippopotamuses) Supper (talk) 22:48, 28 October 2013 (EDT)
- So I took a deeper look...unfortunately this is going to be a little more difficult than I thought. The animation data has corrupted palettes while the standalone graphics don't...basically meaning we're going to have to hand-fix EVERY SINGLE FRAME. That, or we could simply upload the broken versions and then show a still version with the correct palette for comparison. The only place where this sucks is that the joint with two legs has smiley and sad faces for each frame, and under the broken palette versions, it's really hard to see. Seeing how the faces only use one color though, we could probably easily take care of that. Additionally, I figured out what _TeamMatt does, and sadly it has nothing to do with the Pogodog prototype -- it functions exactly the same as RhettCool=1 in Balloon-o-Rama and Maze Madness. You press "E" during gameplay and it pulls up the in-house level editor. Interesting to note that judging by these settings and some debug outputs (If you press ESC at all during BOR or MM, it prints "See, Matt..." to the debug output), it seems there were two teams working on one Putt arcade and one Freddi arcade each -- one was in charge by Rhett Mathis and the other Matthew Mahon, and there was a bit of a "rivalry" between the two. Huh. Ultimately, I think Team Rhett won, but whatever. --Legoking831 (talk) 00:41, 9 October 2014 (EDT)
- Coincidentally, I was just taking a look at this. The original room palette was overwritten, but luckily the graphics themselves contain the original palette (which happens in a lot of later games, I think they may have been used during development to avoid having to load an external palette to edit the graphics). Copying that over the room palette will mostly fix the issues. I'm now looking into editing the scripts to remove the room background and play the unused animations, so we'll see how that goes. Supper (talk) 00:53, 9 October 2014 (EDT)
- Cool, I guess that's one less game I will tackle. I'm sort of burned out after handling LEGO Island 2 (so...much...dialogue...), but just so you know, the unused animation you found is actually still partly implemented in the actual game -- if you hang around long enough on the title screen, an enemy or Pep will bounce around in a similar fashion, so it's not totally gone. Also, script 205 causes only a smiley face ballerina bear...well, according to the developers, "Faggy" Bear, hops around. Don't know if you've found that since, but you didn't mention it on the forums so I thought I'd just make sure you knew. --Legoking831 (talk) 01:07, 9 October 2014 (EDT)
- Script 205 is just a component of the main animation script (script 200). It's called at delayed intervals with different parameters to show the different animations. Also, this is completely different from the stuff shown on the title screen because it's done using local scripts (numbered from 200 to 255), which only apply to the room they're in. Supper (talk) 01:12, 9 October 2014 (EDT)
- So, is there an "easy" way to fix the palettes for the animation data? I'd absolutely love to get the unused enemies documented but I don't want to painstakingly replace all the animation frames. --Legoking831 (talk) 14:26, 9 October 2014 (EDT)
- Run heerip with the parameter "--localpalettes" to use the embedded actor palette, if it exists, in place of the room palette. If that doesn't work, use the parameter "-palettenum [number]" to check palettes from other rooms. If that fails, the palette may have been deleted entirely, but I've never seen that happen. Supper (talk) 15:55, 9 October 2014 (EDT)
- Thank you. I'm sorry if I've been annoying lately; I'm a noob at this stuff XD --Legoking831 (talk) 20:50, 9 October 2014 (EDT)
- Run heerip with the parameter "--localpalettes" to use the embedded actor palette, if it exists, in place of the room palette. If that doesn't work, use the parameter "-palettenum [number]" to check palettes from other rooms. If that fails, the palette may have been deleted entirely, but I've never seen that happen. Supper (talk) 15:55, 9 October 2014 (EDT)
- So, is there an "easy" way to fix the palettes for the animation data? I'd absolutely love to get the unused enemies documented but I don't want to painstakingly replace all the animation frames. --Legoking831 (talk) 14:26, 9 October 2014 (EDT)
- Script 205 is just a component of the main animation script (script 200). It's called at delayed intervals with different parameters to show the different animations. Also, this is completely different from the stuff shown on the title screen because it's done using local scripts (numbered from 200 to 255), which only apply to the room they're in. Supper (talk) 01:12, 9 October 2014 (EDT)
- Cool, I guess that's one less game I will tackle. I'm sort of burned out after handling LEGO Island 2 (so...much...dialogue...), but just so you know, the unused animation you found is actually still partly implemented in the actual game -- if you hang around long enough on the title screen, an enemy or Pep will bounce around in a similar fashion, so it's not totally gone. Also, script 205 causes only a smiley face ballerina bear...well, according to the developers, "Faggy" Bear, hops around. Don't know if you've found that since, but you didn't mention it on the forums so I thought I'd just make sure you knew. --Legoking831 (talk) 01:07, 9 October 2014 (EDT)
- Coincidentally, I was just taking a look at this. The original room palette was overwritten, but luckily the graphics themselves contain the original palette (which happens in a lot of later games, I think they may have been used during development to avoid having to load an external palette to edit the graphics). Copying that over the room palette will mostly fix the issues. I'm now looking into editing the scripts to remove the room background and play the unused animations, so we'll see how that goes. Supper (talk) 00:53, 9 October 2014 (EDT)
- So I took a deeper look...unfortunately this is going to be a little more difficult than I thought. The animation data has corrupted palettes while the standalone graphics don't...basically meaning we're going to have to hand-fix EVERY SINGLE FRAME. That, or we could simply upload the broken versions and then show a still version with the correct palette for comparison. The only place where this sucks is that the joint with two legs has smiley and sad faces for each frame, and under the broken palette versions, it's really hard to see. Seeing how the faces only use one color though, we could probably easily take care of that. Additionally, I figured out what _TeamMatt does, and sadly it has nothing to do with the Pogodog prototype -- it functions exactly the same as RhettCool=1 in Balloon-o-Rama and Maze Madness. You press "E" during gameplay and it pulls up the in-house level editor. Interesting to note that judging by these settings and some debug outputs (If you press ESC at all during BOR or MM, it prints "See, Matt..." to the debug output), it seems there were two teams working on one Putt arcade and one Freddi arcade each -- one was in charge by Rhett Mathis and the other Matthew Mahon, and there was a bit of a "rivalry" between the two. Huh. Ultimately, I think Team Rhett won, but whatever. --Legoking831 (talk) 00:41, 9 October 2014 (EDT)
Kitchen...
I very vividly recall getting this level to load from the normal level creator as a kid. It was an accident and I'd been kind of freaked out by it. I don't remember which level theme I was actually going for, but I do remember that every platform I'd placed had coffee/hot cocoa on it. When it loaded for me to play it, it was the kitchen and absolutely no platforms had appeared; Putt-Putt had nothing to drop Pep on, so he just kept falling 'til all the lives ran out. I couldn't get it to happen again. I checked back at this page a lot ever since I found out about this place, hoping for someone to add something about it. I'm glad to find out that I wasn't just dreaming this thing existed. It's not really important; just thought I'd share it. --Vorbei (talk) 12:29, 11 August 2014 (EDT)