However I would like to better understand your fix so I can properly document it. In this game, it seems the exit for certain screens are accessible going up, others going down, others moving sideways. Thus I can't see how a wrong exit, incorrectly accessed by moving up, could be fixed by changing the way the game interprets the player moving down (to be equivalent of moving sideways). Perhaps I completely missed the point here?
Also did your change applies to all screens or just an specific one?
I have play tested the 48k version all the way through without problem and upto the first bug on the 128k version which was okay so I assume the rest will follow suit as it's the same thing for both versions.
The code in question only fires when the player moves up. If it is a moving up screen then the code at $77b1 signals the level end and the program calculates the players position for the new screen. If it's a zero then the level end is not signalled naturally. But if it's a moving down screen then the level end is still signalled as though it was a moving up screen and it gets kerfuddled with positions. The new code stops the level end being signalled if we moved up but it is a moving down screen. All screens are set as zero to start with and pending a byte in the level info. are further set to up and down with the bytes being $ff and $fe respectively.
This particular problem should be removed as you don't need that can of spinach in order to complete the game. It's cans of 'soup' you need in order to repair the pylon connection not spinach. The spinach replenishes your energy and I also couldn't pick it up but who's to say it isn't there as a sneaky teaser? Unlikely but certainly not impossible to complete regardless.
However, it is possible to make this game reset. Example: In the room where that can of spinach resides, position yourself to the right of the smaller generator, facing it as close as possible. Now jump straight up to the disco room. The game will reset. Tested tap,tzx and .z80 files.
List of adventures reportedly with pending errors:
Beatle Quest - problem mentioned here Bigfoot - problem mentioned here Excessus - see "known errors" description Fairlight II - problems described here, there's a key bug although it's not clear if the game can be completed as mentioned here and here Frankenstein - Bandit's bugfix provided here Heresville - see "known errors" description Johnnie Verso - see "known errors" description Valhalla - problem mentioned here
... also many other adventures that cannot be completed listed here
Rotating the correct level data
$00 RR [b]$00[/b] no carry
$ff RR [b]$7f[/b] carry
$00 RR [b]$80[/b] no carry
$ff RR [b]$7f[/b] carry
$00 RR [b]$80[/b] no carry
$ff RR [b]$7f[/b] carry
$00 RR [b]$80[/b] no carry
$ff RR [b]$7f[/b] carry
$00 RR [b]$80[/b] no carry
$fe RR [b]$7f[/b] no carry
$00 RR [b]$00[/b] no carry
$0f RR [b]$07[/b] carry
$00 RR [b]$80[/b] no carry
$ff RR [b]$7f[/b] carry
$00 RR [b]$80[/b] no carry
$f8 RR [b]$7c[/b] no carry
$e0 RR [b]$70[/b] no carry
$03 RR [b]$01[/b] carry
$00 RR [b]$80[/b] no carry
...and so on. Numbers in bold show the incorrect data that came on the tape.
Versions checked are original and Hit Squad flavours. I guess nobody has ever played the 128k version past level 3? Here's a POK file or assembly file to make that dream :-? come true.
The game is unplayable from level 4 due to corrupted level data. All level 4 bytes have been rotated right.
Versions checked are original and Hit Squad flavours. I guess nobody has ever played the 128k version past level 3?
There is a video with a complete playthrough for Wonderboy on the rzx archive. That version has AY music, with no seperate loadings, so I guess that must be a 128K version.
The fact that everything is shifted one byte is likely a tape error and not a bug.
There is a video with a complete playthrough for Wonderboy on the rzx archive. That version has AY music, with no seperate loadings, so I guess that must be a 128K version.
The fact that everything is shifted one byte is likely a tape error and not a bug.
Looks like some copies came with the bug and some didn't as the original poster seems to be talking about his original copy on original hardware not from the internet. I've rechecked ones I could get my hands on and will check my own versions on original hardware but not now. I had already checked the data coming in off the tape in the previous post. Each ram bank contains two levels of which one (in some cases) is broken.
Good:
Wonder Boy (1987)(Activision)(Side A).zip
Wonder Boy (1987)(The Hit Squad)[a][Re-Release].zip
Bad:
Wonder Boy (1987)(Hit Squad).zip
Wonder Boy (1987)(Hit Squad)[Re-Release].zip
Wonder Boy (1987)(Activision)[a2].zip
Wonder Boy (1987)(Activision)[a].zip
Wonder Boy (1987)(Activision).zip
Bad:
Wonder Boy (1986)(Activision)(128k).z80
Wonder Boy (The Hit Squad).tzx
Wonder Boy.tzx
Hammer-Head - problem mentioned here, workaround provided here but no definitive bugfix is available
This has gone doolally for whatever reason in this particular case but can't see a problem with it and the game plays fine under both key and joystick control.
My final version of the corrections for Crusoe is available in [post=541664]this post[/post]. This fixes the fatal bug relating to the handling of the machine stack, several incorrect jumps with effects varying from minor to unpredictable, and a couple of cosmetic changes. It's a good little graphic adventure, actually; I'd recommend it, now that it doesn't keep on crashing (48k Spectrums only).
Xecutor revisited. Slightly different with one more poke but repairs the graphics beautifully.
New fix: Poke 63425,255: Poke 63426,0
Thank you! I'm adding this information to the next version of the list (I can't edit the previous list anymore since there's a limited deadline for editing previous posts in this forum so I will post a new list below).
Agreed! I watched the complete game recording of Dan Dare III and now I'm also convinced that crashing into the doors is just part of the storyline, not a gameplay issue. Thus I'm now removing Dan Dare III from the list.
Says in the same post that it wasn't a problem after all.
I'm not so sure about Moon Patrol. The bug report indicates this game has a "glitch" halfway through the 2nd level that is very hard to get past, although still possible. This sounds like a bug, but perhaps it's just a particularly difficult part of the game... Did you play it yourself? Otherwise I will try to play it in order to evaluate whether it is a bug or not.
Good:
Wonder Boy (1987)(Activision)(Side A).zip
Wonder Boy (1987)(The Hit Squad)[a][Re-Release].zip
Good work! I'm assuming the same file provides both 48K and 128K, correct?
I'm removing Wonder Boy (128K) from the list and now we can provide the correct versions to WoS archive, to make sure it will have the proper versions in case distribution of this game is ever "undenienced".
This has gone doolally for whatever reason in this particular case but can't see a problem with it and the game plays fine under both key and joystick control.
Thank you! Since you provided the original workaround for this game, it's safe to assume you know exactly what you are talking about here :)
I'm removing Wonder Boy (128K) from the list and now we can provide the correct versions to WoS archive, to make sure it will have the proper versions in case distribution of this game is ever "undenienced".
I'm going to dust off the speccy and check my own version(s) sometime soon.
I'm not so sure about Moon Patrol. The bug report indicates this game has a "glitch" halfway through the 2nd level that is very hard to get past, although still possible. This sounds like a bug, but perhaps it's just a particularly difficult part of the game... Did you play it yourself? Otherwise I will try to play it in order to evaluate whether it is a bug or not.
Played it and although pretty difficult in places was able to stutter on through. It would still be a good idea for you (or anybody else!) to play it through though Einar to see what you think. I used the tzx so use the tap if you try it.
My final version of the corrections for Crusoe is available in [post=541664]this post[/post]. This fixes the fatal bug relating to the handling of the machine stack, several incorrect jumps with effects varying from minor to unpredictable, and a couple of cosmetic changes. It's a good little graphic adventure, actually; I'd recommend it, now that it doesn't keep on crashing (48k Spectrums only).
Good work! I was following your thread about Crusoe with great interest and I'm glad you sorted this out. I'm adding this information to the list.
Played it and although pretty difficult in places was able to stutter on through. It would still be a good idea for you (or anybody else!) to play it through though Einar to see what you think. I used the tzx so use the tap if you try it.
Here's the latest list of adventures reportedly with pending errors:
Beatle Quest - problem mentioned here Bigfoot - problem mentioned here Excessus - see "known errors" description Fairlight II - problems described here, there's a key bug although it's not clear if the game can be completed as mentioned here and here Frankenstein - Bandit's bugfix provided here Heresville - see "known errors" description Johnnie Verso - see "known errors" description Valhalla - problem mentioned here
... also many other adventures that cannot be completed listed here
Looks like some copies came with the bug and some didn't as the original poster seems to be talking about his original copy on original hardware not from the internet. I've rechecked ones I could get my hands on and will check my own versions on original hardware but not now. I had already checked the data coming in off the tape in the previous post. Each ram bank contains two levels of which one (in some cases) is broken.
Good:
Wonder Boy (1987)(Activision)(Side A).zip
Wonder Boy (1987)(The Hit Squad)[a][Re-Release].zip
Bad:
Wonder Boy (1987)(Hit Squad).zip
Wonder Boy (1987)(Hit Squad)[Re-Release].zip
Wonder Boy (1987)(Activision)[a2].zip
Wonder Boy (1987)(Activision)[a].zip
Wonder Boy (1987)(Activision).zip
Bad:
Wonder Boy (1986)(Activision)(128k).z80
Wonder Boy (The Hit Squad).tzx
Wonder Boy.tzx
So, there's really a bug on the 128k version of Wonder Boy? :-o
I clearly remember, before the game was denied, there was a bug in some tzx files when playing in 48k mode: level 4 was totally corrupt. The game loads completely in 128k mode, and in 48k, after the long load of the whole game, the levels must be reloaded every time.
Back in the day I had that game (Proein version) and it worked perfectly both in 48k and 128k, so I thought the tzx file (or files) (which did work in 128k mode) was corrupted, fixed it using Taper and sent it to The TZX Vault to replace the broken ones, never thinking it could be a problem with the original tape, so I was probably wrong and made the fixed tzx file unfaithful to the original.
Just a note to say that I'm working on Last Sunset for Lattica now (another MCoder compilation); then Bride of Frankenstein, another game which I bought back in the 1980s and gave up on because of the frequent crashes.
So, there's really a bug on the 128k version of Wonder Boy? :-o
I don't think so.
There are many TZX versions of this game floating around. I'm guessing someone tested the game in 48K mode using a TZX version properly converted from tape, and someone else tested the game in 128K mode using a different TZX version with problems. So it seemed like a 128K related problem, but it wasn't.
Also it seems the only snapshot version available (in ".Z80" format) was taken in 128K mode after loading a corrupted conversion, which increases the chance of people reporting this problem related to 128K mode.
Just a note to say that I'm working on Last Sunset for Lattica now (another MCoder compilation); then Bride of Frankenstein, another game which I bought back in the 1980s and gave up on because of the frequent crashes.
Again on Wonder Boy. I played the TZX file in my possession as far as area 3, round 3, in both 48K and +2 emulation with Spin, and did not experience any problems whatsoever (by "level 4" I assume you mean the fourth round, the magenta colored one).
The main program and 128K levels are loaded with a custom loader featuring yellow and black stripes. The 48K levels are simple ROM loader data.
I guess we can also mark Wonder Boy as a false alarm now.
EDIT: Another TZX file (The Hit Squad version) plays normally. This one has a standard ROM loader for the whole data.
My final version of the corrections for Crusoe is available in [post=541664]this post[/post]. This fixes the fatal bug relating to the handling of the machine stack, several incorrect jumps with effects varying from minor to unpredictable, and a couple of cosmetic changes. It's a good little graphic adventure, actually; I'd recommend it, now that it doesn't keep on crashing (48k Spectrums only).
The bugfixed file for game Crusoe is now available from this thread, so I have just removed it from the list.
I've tried both the TAP & TZX of Lattica for quite some time now on all three levels and I can't reproduce the reported bug. It seems unlikely that the bug is present in the available versions; or if it is, it's very difficult to reproduce and doesn't interfere with playing the game. As it was advertised regularly for nearly two years it's quite possible that an early bugged release was superseded by a corrected version. Or perhaps Scottie_uk had a tape from a faulty batch with corrupted data, or a dodgy cassette player. As the map has now been uploaded by ZnorXman, and I've updated the POKEs, I'd suggest taking Lattica off the list.
Comments
I have play tested the 48k version all the way through without problem and upto the first bug on the 128k version which was okay so I assume the rest will follow suit as it's the same thing for both versions.
The code in question only fires when the player moves up. If it is a moving up screen then the code at $77b1 signals the level end and the program calculates the players position for the new screen. If it's a zero then the level end is not signalled naturally. But if it's a moving down screen then the level end is still signalled as though it was a moving up screen and it gets kerfuddled with positions. The new code stops the level end being signalled if we moved up but it is a moving down screen. All screens are set as zero to start with and pending a byte in the level info. are further set to up and down with the bytes being $ff and $fe respectively.
This particular problem should be removed as you don't need that can of spinach in order to complete the game. It's cans of 'soup' you need in order to repair the pylon connection not spinach. The spinach replenishes your energy and I also couldn't pick it up but who's to say it isn't there as a sneaky teaser? Unlikely but certainly not impossible to complete regardless.
However, it is possible to make this game reset. Example: In the room where that can of spinach resides, position yourself to the right of the smaller generator, facing it as close as possible. Now jump straight up to the disco room. The game will reset. Tested tap,tzx and .z80 files.
There are too many games in the list now, and not enough room to list them all since the previous list has reached the maximum post size limit.
Because of this, I'm now breaking the previous list into 2 parts, the first for adventures, and the second for everything else.
See my next 2 posts below.
Beatle Quest - problem mentioned here
Bigfoot - problem mentioned here
Excessus - see "known errors" description
Fairlight II - problems described here, there's a key bug although it's not clear if the game can be completed as mentioned here and here
Frankenstein - Bandit's bugfix provided here
Heresville - see "known errors" description
Johnnie Verso - see "known errors" description
Valhalla - problem mentioned here
... also many other adventures that cannot be completed listed here
16K Superchess - problem demonstrated here (at 9:59)
Action Force II - problem mentioned here
Aftermath - Mr. Anonymous' bugfix provided here
APB (All Points Bulletin) - problem mentioned here, workaround provided here but no definitive bugfix is available
Badlands - problem demonstrated here
Bomb Jack - problem demonstrated here
Bride of Frankenstein - problem mentioned here
Catch 23 - provides incorrect password (thus it's impossible to guess correct solution) as mentioned here
Cliff Hanger - Mr. Anonymous' bugfix provided here
Cobra - Bandit's bugfix provided here
Corsarios - problem mentioned here
Crime Santa Clause: Deja Vu - problem mentioned here
Crusoe - problem mentioned here, Battle Bunny's partial bugfix here
Daley Thompson's Supertest - problem mentioned here
Dan Dare III - problem mentioned here
Dark Sceptre - problem mentioned here
Edd the Duck - problem mentioned here, Mr. Anonymous' bugfix provided here and here
Foxx Fights Back - problem mentioned here, Bandit's bugfix provided here
Frightful - problem mentioned here
Hammer-Head - problem mentioned here, workaround provided here but no definitive bugfix is available
Henry's Hoard - problem mentioned here and here, Mr. Anonymous' (partial?) bugfix provided here
Impossible Mission - another Bandit's bugfix provided here, yet another problem mentioned here
Jason's Gem - problem mentioned here
Last Sunset for Lattica - problem mentioned here, first we will need a game map to find out if the map layout has just a few obvious (fixable) mistakes or if the game design is irredeemably flawed
Magic Carpet - problem mentioned here
Mailstrom - problem mentioned here
Match Day - problem demonstrated here
Metropolis - problem mentioned here, a partial bugfix provided here
Mikie - problem demonstrated here and here
Moon Patrol - problem mentioned here
Mugsy - problem mentioned here
Nemesis the Warlock - problem mentioned here, Bandit's bugfix provided here
Netherworld - Gerard Sweeney's bugfix provided here
New York Warriors - problem mentioned here
Rastan - problem mentioned here, workaround provided here and here to be used during the game but no definitive bugfix is available
Rescue - problem mentioned here
Revolution - Mr. Anonymous' bugfix provided here
Robocop - problem demonstrated here
Sabrina - problem mentioned here
Savage - g00db0y's bugfix provided here, also the game gives incorrect password (thus it's impossible to guess correct solution) as mentioned here
Slap Fight - problem mentioned here and here
Soviet - problem mentioned here, workaround provided here, here and here but no definitive bugfix is available
Splat! - Mr. Anonymous' bugfix provided here
Stonkers - problem mentioned here
Sweevo's Whirled - problem mentioned here, Mr. Anonymous' bugfix provided here
Sweevo's World Editor - problem mentioned here and here, Mr. Anonymous' bugfix provided here, here and here, jp's patch provided here and here
Swords & Sorcery - workaround provided here but no definitive bugfix is available
The Happiest Days of Your Life - problem mentioned here
The Mystery of Arkham Manor - problem mentioned here
The New Zealand Story - problem mentioned here
The Prayer of the Warrior - problem mentioned here
The Wild Bunch - problem mentioned here
Tiger Road - problem mentioned here
Track & Field - Mr. Anonymous' bugfix provided here
Treasure Island Dizzy (Crash Special Edition) - problem mentioned here
Ultimate Combat Mission - problem mentioned here and here
U.N. Squadron - problem mentioned here
Wonder Boy (128K) - problem mentioned here, Bandit's fix provided here
World Series Basketball - problem mentioned here
Wriggler - new evidence suggests the original release also crashes randomly
Xecutor - Mr. Anonymous' bugfix provided here
... and several JSW games with bugfixes provided here
The game is unplayable from level 4 due to corrupted level data. All level 4 bytes have been rotated right.
Versions checked are original and Hit Squad flavours. I guess nobody has ever played the 128k version past level 3? Here's a POK file or assembly file to make that dream :-? come true.
Thank you! I just added this fix to the list.
Xecutor revisited. Slightly different with one more poke but repairs the graphics beautifully.
New fix: Poke 63425,255: Poke 63426,0
Of course Ralf will have to record his rzx again for completeness sake ;)
That's just how it is, not a bug.
You just need to move further left before entering the screen. The quoted problem mentions in another post that it was on a +2a. Not bugs.
Says in the same post that it wasn't a problem after all.
There is a video with a complete playthrough for Wonderboy on the rzx archive. That version has AY music, with no seperate loadings, so I guess that must be a 128K version.
The fact that everything is shifted one byte is likely a tape error and not a bug.
Games List 2016 - Games List 2015 - Games List 2014
Looks like some copies came with the bug and some didn't as the original poster seems to be talking about his original copy on original hardware not from the internet. I've rechecked ones I could get my hands on and will check my own versions on original hardware but not now. I had already checked the data coming in off the tape in the previous post. Each ram bank contains two levels of which one (in some cases) is broken.
Good:
Wonder Boy (1987)(Activision)(Side A).zip
Wonder Boy (1987)(The Hit Squad)[a][Re-Release].zip
Bad:
Wonder Boy (1987)(Hit Squad).zip
Wonder Boy (1987)(Hit Squad)[Re-Release].zip
Wonder Boy (1987)(Activision)[a2].zip
Wonder Boy (1987)(Activision)[a].zip
Wonder Boy (1987)(Activision).zip
Bad:
Wonder Boy (1986)(Activision)(128k).z80
Wonder Boy (The Hit Squad).tzx
Wonder Boy.tzx
This has gone doolally for whatever reason in this particular case but can't see a problem with it and the game plays fine under both key and joystick control.
Thank you! I'm adding this information to the next version of the list (I can't edit the previous list anymore since there's a limited deadline for editing previous posts in this forum so I will post a new list below).
Agreed! I watched the complete game recording of Dan Dare III and now I'm also convinced that crashing into the doors is just part of the storyline, not a gameplay issue. Thus I'm now removing Dan Dare III from the list.
It makes sense. I'm also removing Jason's Gem from the list, thank you!
I'm not so sure about Moon Patrol. The bug report indicates this game has a "glitch" halfway through the 2nd level that is very hard to get past, although still possible. This sounds like a bug, but perhaps it's just a particularly difficult part of the game... Did you play it yourself? Otherwise I will try to play it in order to evaluate whether it is a bug or not.
Good work! I'm assuming the same file provides both 48K and 128K, correct?
I'm removing Wonder Boy (128K) from the list and now we can provide the correct versions to WoS archive, to make sure it will have the proper versions in case distribution of this game is ever "undenienced".
Thank you! Since you provided the original workaround for this game, it's safe to assume you know exactly what you are talking about here :)
I'm now removing Hammer-Head from the list.
Yep.
Edit: but the 48k levels are separate iirc, any problem being with the 128k version only.
I'm going to dust off the speccy and check my own version(s) sometime soon.
Played it and although pretty difficult in places was able to stutter on through. It would still be a good idea for you (or anybody else!) to play it through though Einar to see what you think. I used the tzx so use the tap if you try it.
Good work! I was following your thread about Crusoe with great interest and I'm glad you sorted this out. I'm adding this information to the list.
Agreed!
Beatle Quest - problem mentioned here
Bigfoot - problem mentioned here
Excessus - see "known errors" description
Fairlight II - problems described here, there's a key bug although it's not clear if the game can be completed as mentioned here and here
Frankenstein - Bandit's bugfix provided here
Heresville - see "known errors" description
Johnnie Verso - see "known errors" description
Valhalla - problem mentioned here
... also many other adventures that cannot be completed listed here
16K Superchess - problem demonstrated here (at 9:59)
Aftermath - Mr. Anonymous' bugfix provided here
APB (All Points Bulletin) - problem mentioned here, workaround provided here but no definitive bugfix is available
Badlands - problem demonstrated here
Bomb Jack - problem demonstrated here
Bride of Frankenstein - problem mentioned here
Catch 23 - provides incorrect password (thus it's impossible to guess correct solution) as mentioned here
Cliff Hanger - Mr. Anonymous' bugfix provided here
Cobra - Bandit's bugfix provided here
Corsarios - problem mentioned here
Crime Santa Clause: Deja Vu - problem mentioned here
Daley Thompson's Supertest - problem mentioned here
Dark Sceptre - problem mentioned here
Edd the Duck - problem mentioned here, Mr. Anonymous' bugfix provided here and here
Foxx Fights Back - problem mentioned here, Bandit's bugfix provided here
Frightful - problem mentioned here
Henry's Hoard - problem mentioned here and here, Mr. Anonymous' (partial?) bugfix provided here
Impossible Mission - another Bandit's bugfix provided here, yet another problem mentioned here, finally jp and Bandit's bugfix provided here
Last Sunset for Lattica - problem mentioned here, Battle Bunny's bugfix provided here
Magic Carpet - problem mentioned here
Mailstrom - problem mentioned here
Match Day - problem demonstrated here
Metropolis - problem mentioned here, a partial bugfix provided here
Mikie - problem demonstrated here and here
Moon Patrol - problem mentioned here
Mugsy - problem mentioned here
Nemesis the Warlock - problem mentioned here, Bandit's bugfix provided here
Netherworld - Gerard Sweeney's bugfix provided here
New York Warriors - problem mentioned here
Rastan - problem mentioned here, workaround provided here and here to be used during the game but no definitive bugfix is available
Rescue - problem mentioned here
Revolution - Mr. Anonymous' bugfix provided here
Robocop - problem demonstrated here
Sabrina - problem mentioned here
Savage - g00db0y's bugfix provided here, also the game gives incorrect password (thus it's impossible to guess correct solution) as mentioned here
Slap Fight - problem mentioned here and here
Soviet - problem mentioned here, workaround provided here, here and here but no definitive bugfix is available
Splat! - Mr. Anonymous' bugfix provided here
Stonkers - problem mentioned here
Sweevo's Whirled - problem mentioned here, Mr. Anonymous' bugfix provided here
Sweevo's World Editor - problem mentioned here and here, Mr. Anonymous' bugfix provided here, here and here, jp's patch provided here and here
Swords & Sorcery - workaround provided here but no definitive bugfix is available
The Happiest Days of Your Life - problem mentioned here
The Mystery of Arkham Manor - problem mentioned here
The New Zealand Story - problem mentioned here
The Prayer of the Warrior - problem mentioned here
The Wild Bunch - problem mentioned here
Tiger Road - problem mentioned here
Track & Field - Mr. Anonymous' bugfix provided here
Treasure Island Dizzy (Crash Special Edition) - problem mentioned here
Ultimate Combat Mission - problem mentioned here and here
U.N. Squadron - problem mentioned here
World Series Basketball - problem mentioned here
Wriggler - new evidence suggests the original release also crashes randomly
Xecutor - Mr. Anonymous' bugfix provided here, Bandit's improved bugfix provided here
... and several JSW games with bugfixes provided here
So, there's really a bug on the 128k version of Wonder Boy? :-o
I clearly remember, before the game was denied, there was a bug in some tzx files when playing in 48k mode: level 4 was totally corrupt. The game loads completely in 128k mode, and in 48k, after the long load of the whole game, the levels must be reloaded every time.
Back in the day I had that game (Proein version) and it worked perfectly both in 48k and 128k, so I thought the tzx file (or files) (which did work in 128k mode) was corrupted, fixed it using Taper and sent it to The TZX Vault to replace the broken ones, never thinking it could be a problem with the original tape, so I was probably wrong and made the fixed tzx file unfaithful to the original.
http://www.worldofspectrum.org/forums/showthread.php?t=26224
Now if the same (or similar) bug is present in 128k mode, and not in 48k, I wonder how the hell was that original tzx file created.
I don't think so.
There are many TZX versions of this game floating around. I'm guessing someone tested the game in 48K mode using a TZX version properly converted from tape, and someone else tested the game in 128K mode using a different TZX version with problems. So it seemed like a 128K related problem, but it wasn't.
Also it seems the only snapshot version available (in ".Z80" format) was taken in 128K mode after loading a corrupted conversion, which increases the chance of people reporting this problem related to 128K mode.
Great news, thanks!
The main program and 128K levels are loaded with a custom loader featuring yellow and black stripes. The 48K levels are simple ROM loader data.
I guess we can also mark Wonder Boy as a false alarm now.
EDIT: Another TZX file (The Hit Squad version) plays normally. This one has a standard ROM loader for the whole data.
OK, thanks for the confirmation!
BTW I suggest contacting ZnorXman since he has already created a map for this game as mentioned here. This may help your work on fixing this game.
D'oh! Too late! I did one last night! See this post in "Support Files". I still need to do more checking, though; that's not the final word.
The bugfixed file for game Crusoe is now available from this thread, so I have just removed it from the list.