Bubble Bobble Special Items List Version 2.01
---------------------------------------------
Chris Moore (
[email protected])
14 April 1998
SPECIAL ITEMS
-------------
The game maintains a bunch of counters which keep a record of how many
times you have done various things. Once a counter reaches its
threshold, it is reset to zero and you get the item which that counter
is associated with. Counters are only checked at the beginning of
each round. If two or more counters reach their thresholds in the
same round, the one which is associated with the highest numbered item
is used. The other(s) will keep their value for the next screen. The
counters aren't reset at the beginning of each game, which is why on
the arcade game there is generally a special item on the first screen,
but in the emulation the first game you play doesn't offer a special
item, since the counters are all reset when the machine is first
switched on.
In the following, the ITEM_DATA line contains:
XXXX ( AA BB CC DD ) EE
XXXX is the address of the counter which is used
AA BB CC and DD are the 4 possible thresholds which the counter must
reach before you get the item. Which one of the 4 values is used
depends on the 'difficulty' setting that the game is currently running
at:
CC for difficulty 00-04
DD for difficulty 05-07
BB for difficulty 08-0B
AA for difficulty 0C-1E
initial difficulties are: 0D (v.hard), 0A (hard), 04 (easy) and 07
(normal) for the 4 dip-switch settings. The difficulty changes
throughout the game, going higher when you gain extra lives, lower
when you die, and other things affect it, too, which I don't know
about.
EE is non-zero if the bell should warn us that the item is around
The ITEM_ACTION sections (where I've put them in) are useful for
'cheating' in MAME. Where it's like 'IX+$31', the address is E691+31
for P1 and E6C3+31 for P2. So, for example, a cheat would be:
boblbobl:0:e6f4:80:0:Long Range Bubbles (P2)
because e6c3+31 is e6f4.
SPECIAL ITEMS LIST
------------------
ITEM_NUMBER: 0/00
ITEM_DESCRIPTION: red and white sweetie -> long-range bubbles
ITEM_DATA: E5DF ( 23 23 23 23 ) 00
ITEM_COUNTER: bubbles blown
ITEM_ACTION: LD (IX+$31),$80
e5df is incremented each time a bubble is blown (by either player) so
blow 35 or more bubbles and get a purple and white 'long-range
bubbles' sweetie on the next level
ITEM_NUMBER: 1/01
ITEM_DESCRIPTION: purple and cyan sweetie -> fast bubbles
ITEM_DATA: E5E0 ( 23 23 23 23 ) 00
ITEM_COUNTER: empty bubbles popped
ITEM_ACTION: LD (IX+$2F),$06
e5e0 is incremented each time an empty bubble is popped (by either
player) (for 10 points) so pop 35 or more empty bubbles and get a
purple and cyan 'fast bubbles' sweetie on the next level
ITEM_NUMBER: 2/02
ITEM_DESCRIPTION: orange and yellow sweetie -> rapid-fire bubbles
ITEM_DATA: E5E4 ( 23 23 23 23 ) 00
ITEM_COUNTER: jumps
ITEM_ACTION: LD (IX+$2E),$05
e5e4 is incremented each time either player jumps, so jump 35 or more
times and get an orange and yellow 'rapid-fire bubbles' sweetie on the
next level
ITEM_NUMBER: 3/03
ITEM_DESCRIPTION: running shoes -> run faster
ITEM_DATA: E5E6 ( 0C 0C 0C 0C ) 00
ITEM_COUNTER: distance run
ITEM_ACTION: LD (IX+$30),$13
LD (IX+$2C),$01
LD (IX+$1F),$00
e5e5 is incremented each time either play runs along the ground - it
goes at twice the speed if both players are running. when it reaches
256, it wraps around to 0, and e5e6 is incremented. if one player
runs all the way across the bottom of the level about 15 times then
there should be some running shoes on the next level
ITEM_NUMBER: 4/04
ITEM_DESCRIPTION: clock -> stop timer - no hurry up, no skels
ITEM_DATA: E5E1 ( 0C 0C 0C 0C ) 00
ITEM_COUNTER: lightning bubbles popped
ITEM_ACTION: LD ($E341),$FF
LD ($FC7A),$FF
e5e1 is incremented whenever you pop a lightning bubble - get 12
of then for a clock on the next level
ITEM_NUMBER: 5/05
ITEM_DESCRIPTION: bomb -> 10k (free) or 6k (bubbled) diamonds
ITEM_DATA: E5E2 ( 13 10 0A 0D ) 01
ITEM_COUNTER: fire bubbles popped
ITEM_ACTION: LD ($F59E),$01
e5e2 is incremented whenever you pop a fire bubble - get 19/16/10/13
of them for a bomb on the next level
ITEM_NUMBER: 6/06
ITEM_DESCRIPTION: orange umbrella -> skip 3 levels
ITEM_DATA: E5E3 ( 0F 0F 0F 0F ) 00
ITEM_COUNTER: water bubbles popped
ITEM_ACTION: LD ($E350),$03
ITEM_NUMBER: 7/07
ITEM_DESCRIPTION: red umbrella -> skip 5 levels
ITEM_DATA: E5E3 ( 14 14 14 14 ) 00
ITEM_COUNTER: water bubbles popped
ITEM_ACTION: LD ($E350),$05
ITEM_NUMBER: 8/08
ITEM_DESCRIPTION: purple umbrella -> skip 7 levels
ITEM_DATA: E5E3 ( 19 19 19 19 ) 00
ITEM_COUNTER: water bubbles popped
ITEM_ACTION: LD ($E350),$07
ITEM_DESCRIPTION: all three umbrellas and 'warp to 70'
ITEM_ACTION: LD A,$04
RST $08 ; *$E004 = 00
LD A,$05
RST $08 ; *$E005 = 00
LD A,$02
RST $08 ; *$E002 = 00
CALL $18BB
LD A,$02
RST $10 ; *$E002 = 01
LD HL,$E34F
LD (HL),$01
LD HL,$F452
LD (HL),$01 ; create 'umb' points item next round
e5e3 is incremented whenever you pop a water bubble - even if there's
already water on the screen and it seems like the bubble didn't do
anything, it's still counted. get 15 of then for an orange umbrella,
20 for a red one or 25 for a purple one
ITEM_NUMBER: 9/09
ITEM_DESCRIPTION: orange potion (sunflower)
ITEM_DATA: E5E7 ( 0F 0F 0F 0F ) 00
ITEM_COUNTER: wrap-arounds from bottom to top of screen
ITEM_NUMBER: 10/0a
ITEM_DESCRIPTION: red potion (flower)
ITEM_DATA: E5E7 ( 10 10 10 10 ) 00
ITEM_COUNTER: wrap-arounds from bottom to top of screen
ITEM_NUMBER: 11/0b
ITEM_DESCRIPTION: green potion (clover)
ITEM_DATA: E5E7 ( 11 11 11 11 ) 00
ITEM_COUNTER: wrap-arounds from bottom to top of screen
ITEM_NUMBER: 12/0c
ITEM_DESCRIPTION: rainbow potion
ITEM_DATA: E5E7 ( 12 12 12 12 ) 00
ITEM_COUNTER: wrap-arounds from bottom to top of screen
ITEM_NUMBER: 13/0d
ITEM_DESCRIPTION: cyan potion (musical note)
ITEM_DATA: E5E7 ( 13 13 13 13 ) 00
ITEM_COUNTER: wrap-arounds from bottom to top of screen
e5e7 is a counter of how many times either player has fallen from the
bottom of the screen and appeared back on the top, as if by *magic*!
If you do this enough times, you get a potion - 15, 16, 17, 18 and
19-or-more times for the different types of potions
If bubble'n jumps on the top step, he appears from the bottom for a
moment. That is counted as "fallen from the bottom". So you can earn
the counter easily on every round (whether there is a warp hole or
not)
ITEM_NUMBER: 14/0e
ITEM_DESCRIPTION: flashing heart - freezes monsters & makes you flash
& go all invincible
ITEM_DATA: E5E8 ( 41 3C 32 37 ) 01
ITEM_COUNTER: dead-monster fruits eaten
Monsters change to the following fruits:
Zen-chan ---> Banana
Monsta ---> Strawberry
Invader ---> Diamond
:
:
ITEM_NUMBER: 15/0f
ITEM_DESCRIPTION: cyan ring - points for running - 10 points per pixel moved
ITEM_DATA: E5E9 ( 03 03 03 03 ) 00
ITEM_COUNTER: 'fast bubbles' sweeties eaten
ITEM_ACTION: SET 0,(IX+$2D)
ITEM_NUMBER: 16/10
ITEM_DESCRIPTION: purple ring - points for jumping - 500 points per jump
ITEM_DATA: E5EA ( 03 03 03 03 ) 00
ITEM_COUNTER: 'rapid-fire bubbles' sweeties eaten
ITEM_ACTION: SET 1,(IX+$2D)
ITEM_NUMBER: 17/11
ITEM_DESCRIPTION: red ring - points for bubbles - 100 points per bubble
ITEM_DATA: E5EB ( 03 03 03 03 ) 00
ITEM_COUNTER: 'long-range bubbles' sweeties eaten
ITEM_ACTION: SET 2,(IX+$2D)
ITEM_NUMBER: 18/12
ITEM_DESCRIPTION: blue cross - drowns monsters in water - the heros
can be defeated by monsters until the level is
completely filled with water. Diamonds are worth
6000/7000 pts.
ITEM_DATA: E5F6 ( 0D 0C 0A 0B ) 01
ITEM_COUNTER: special items eaten
ITEM_ACTION: LD ($F590),$01
ITEM_NUMBER: 19/13
ITEM_DESCRIPTION: yellow and red cross - lightning kills monsters -
monsters that are hit by lightning become 8k
diamonds, unless they were bubbled at the time, in
which case they become bananas. Of course. :o)
ITEM_DATA: E5F7 ( 10 0E 0A 0C ) 01
ITEM_COUNTER: special fruits eaten
ITEM_ACTION: CALL $A433
LD ($F595),$01
SET 4,(IX+$2D)
ITEM_NUMBER: 20/14
ITEM_DESCRIPTION: red and orange cross - breath 16 fireballs for 9k
diamonds
ITEM_DATA: E5EE ( 07 06 04 05 ) 01
ITEM_COUNTER: monsters drowned by water bubble
ITEM_ACTION: SET 6,(IX+$2D)
LD (IX+$28),$10
ITEM_NUMBER: 21/15
ITEM_DESCRIPTION: cyan lantern - same as items 0x10, 0x11 and 0x0f
that's points for jumping, for bubbles and for running
ITEM_DATA: E5EF ( 05 05 05 05 ) 00
ITEM_COUNTER: times that p1 has joined a running game
ITEM_NUMBER: 22/16
ITEM_DESCRIPTION: red lantern - same as items 0x10,11,0f,00,01,02
that's points for jumping, for bubbles and for running
and long-range, fast, rapid-fire bubbles
ITEM_DATA: E5F0 ( 05 05 05 05 ) 00
ITEM_COUNTER: times that p2 has joined a running game
ITEM_NUMBER: 23/17
ITEM_DESCRIPTION: exploding purple lantern
ITEM_DATA: E5EC ( 02 02 01 01 ) 01
ITEM_COUNTER: umbrellas (items 6, 7 and 8) collected
ITEM_NUMBER: 24/18
ITEM_DESCRIPTION: yellow lantern - same as items 0, 1 and 2
that's long-range, fast, rapid-fire bubbles
ITEM_DATA: E5ED ( 04 03 01 02 ) 00
ITEM_COUNTER: clocks (item 4) collected
ITEM_NUMBER: 25/19
ITEM_DESCRIPTION: "Book of Death" - shakes screen for 6/8k diamonds.
This item comes from "Fairy Island Story".
ITEM_DATA: E5F3 ( 10 0E 0A 0C ) 01
ITEM_COUNTER: monsters killed by fire bubble
ITEM_ACTION: LD ($E720),$01
ITEM_NUMBER: 26/1a
ITEM_DESCRIPTION: "Star Tiara" - flying stars -> 6k diamonds. This
item comes from "Fariry Island Story".
ITEM_DATA: E5F4 ( 10 0E 0A 0C ) 01
ITEM_COUNTER: monsters killed by lightning bubble
ITEM_NUMBER: 27/1b
ITEM_DESCRIPTION: red pearl necklace - give 10 free extend letters
ITEM_DATA: E5D9 ( 1E 19 0F 14 ) 00
ITEM_COUNTER: games started (2 player games count as 2)
ITEM_ACTION: LD ($F676),$0A
ITEM_NUMBER: 28/1c
ITEM_DESCRIPTION: silver pearl necklace for bouncing thing -> 6k diamonds
ITEM_DATA: E5DA ( 1E 19 0F 14 ) 01
ITEM_COUNTER: levels started
ITEM_ACTION: LD ($F5AC),$01
ITEM_NUMBER: 29/1d
ITEM_DESCRIPTION: fork -> flying vegetables for 6k diamonds
ITEM_DATA: F457 ( 01 01 01 01 ) 01
ITEM_COUNTER: entries of 'SEX' into high score table
ITEM_ACTION: CALL $8F54
LD ($F4CB),$01
ITEM_NUMBER: 30/1e
ITEM_DESCRIPTION: purple treasure chest -> 80k diamond
ITEM_DATA: F458 ( 01 01 01 01 ) 00
ITEM_COUNTER: times level 100 is finished (happy or not)
ITEM_ACTION: LD ($F46D), $0A
LD ($F46B), $01
This item also appears when bubble'n is zapped to level 50-75 after
clear of solo-playing. So "whenever you clear the level 100" seems
better.
ITEM_NUMBER: 31/1f
ITEM_DESCRIPTION: pink/orange treasure chest -> 70k diamond
ITEM_DATA: E601 ( 03 03 03 03 ) 00
ITEM_COUNTER: books (item 0x19) collected
ITEM_ACTION: LD ($F46D), $09
LD ($F46B), $01
ITEM_NUMBER: 32/20
ITEM_DESCRIPTION: brown treasure chest -> 60k diamond
ITEM_DATA: E602 ( 03 03 03 03 ) 00
ITEM_COUNTER: exploding purple lanterns (item 0x17) collected
ITEM_ACTION: LD ($F46D), $08
LD ($F46B), $01
ITEM_NUMBER: 33/21
ITEM_DESCRIPTION: cyan treasure chest -> 50k diamond
ITEM_DATA: E600 ( 03 03 03 03 ) 00
ITEM_COUNTER: water crosses (item 0x12) collected
ITEM_ACTION: LD ($F46D), $07
LD ($F46B), $01
ITEM_NUMBER: 34/22
ITEM_DESCRIPTION: grey treasure chest -> 40k diamond
ITEM_DATA: E5FF ( 03 03 03 03 ) 00
ITEM_COUNTER: yellow and red crosses (item 0x13) collected
ITEM_ACTION: LD ($F46D), $06
LD ($F46B), $01
ITEM_NUMBER: 35/23
ITEM_DESCRIPTION: red/pink cane -> 30k pointy cake
ITEM_DATA: E5FD ( 03 03 03 03 ) 00
ITEM_COUNTER: 'D's collected
ITEM_ACTION: LD ($F46D), $05
LD ($F46B), $01
ITEM_NUMBER: 36/24
ITEM_DESCRIPTION: red/brown cane -> 30k cake
ITEM_DATA: E5FC ( 03 03 03 03 ) 00
ITEM_COUNTER: 'N's collected
ITEM_ACTION: LD ($F46D), $04
LD ($F46B), $01
ITEM_NUMBER: 37/25
ITEM_DESCRIPTION: red cane -> 20k watermelon
ITEM_DATA: E5FB ( 03 03 03 03 ) 00
ITEM_COUNTER: (middle) 'E's collected
ITEM_ACTION: LD ($F46D), $03
LD ($F46B), $01
ITEM_NUMBER: 38/26
ITEM_DESCRIPTION: orange cane -> 20k orange
ITEM_DATA: E5FA ( 03 03 03 03 ) 00
ITEM_COUNTER: 'T's collected
ITEM_ACTION: LD ($F46D), $02
LD ($F46B), $01
ITEM_NUMBER: 39/27
ITEM_DESCRIPTION: light brown cane -> 10k lolly
ITEM_DATA: E5F9 ( 03 03 03 03 ) 00
ITEM_COUNTER: 'X's collected
ITEM_ACTION: LD ($F46D), $01
LD ($F46B), $01
ITEM_NUMBER: 40/28
ITEM_DESCRIPTION: cyan cane -> 10k double lolly
ITEM_DATA: E5F8 ( 03 03 03 03 ) 00
ITEM_COUNTER: (initial) 'E's collected
ITEM_ACTION: LD ($F46D), $00
LD ($F46B), $01
ITEM_NUMBER: 41/29
ITEM_DESCRIPTION: bell - the screen flashs if you can get "attack
item" in this round. The screen never flashes for
holy water (potions).
ITEM_DATA: E5FE ( 0E 0C 08 0A ) 00
ITEM_COUNTER: "hurry up!"s displayed
ITEM_ACTION: LD ($E603), $01
ITEM_NUMBER: 42/2a
ITEM_DESCRIPTION: octopus (turns bubbles into X's at end of level?)
ITEM_DATA: E604 ( 01 01 01 01 ) 00
ITEM_COUNTER: entries of 'TAK' into high score table
ITEM_ACTION: LD ($F464), $01
LD ($F465), $30
ITEM_NUMBER: 43/2b
ITEM_DESCRIPTION: flamingo (turns bubbles into smiling turds at end of level?)
ITEM_DATA: E605 ( 01 01 01 01 ) 00
ITEM_COUNTER: entries of 'STR' into high score table
ITEM_ACTION: LD ($F464), $01
LD ($F465), $31
ITEM_NUMBER: 44/2c
ITEM_DESCRIPTION: lager (turns bubbles into pizzas at end of level?)
ITEM_DATA: E606 ( 01 01 01 01 ) 00
ITEM_COUNTER: entries of 'KTT' into high score table
ITEM_ACTION: LD ($F464), $01
LD ($F465), $32
ITEM_NUMBER: 45/2d
ITEM_DESCRIPTION: knife for flying cakes/beer/etc and 6k diamonds)
ITEM_DATA: E607 ( 01 01 01 01 ) 01
ITEM_COUNTER: entries of '...' into high score table
ITEM_ACTION: CALL $8F54
LD ($F4CB), $01
LD ($F4CD), $01
ITEM_NUMBER: 46/2e
ITEM_DESCRIPTION: crystal ball - points items and special items each
take 4 seconds to appear from now on, instead of 7
and 12 seconds
ITEM_DATA: E609 ( 01 01 01 01 ) 00
ITEM_COUNTER: got a crown
ITEM_ACTION: LD ($F44D), $01
ITEM_NUMBER: 47/2f
ITEM_DESCRIPTION: crayon (makes next 3 special items be
potions), and acts like item 0c, the rainbow potion
ITEM_DATA: E60A ( 01 01 01 01 ) 00
ITEM_COUNTER: started 777 levels
ITEM_ACTION: LD ($E612), $03
JP $88BD ; rainbow_potion
ITEM_NUMBER: 48/30
ITEM_DESCRIPTION: skull (immediate 'hurry up') - A shooting star goes
across the screen (Cool!)
ITEM_DATA: E611 ( 14 19 1E 1B ) 00
ITEM_COUNTER: times the skel has come (+2 more sometimes if he catches you)
ITEM_ACTION: LD ($F448), $81
ITEM_NUMBER: 49/31
ITEM_DESCRIPTION: treasure room door to 20
ITEM_DATA: E60D ( 01 01 01 01 ) 00
ITEM_COUNTER: get to level 19 without loss of life
ITEM_ACTION: LD ($E724), $00
LD ($E723), $29
ITEM_NUMBER: 50/32
ITEM_DESCRIPTION: treasure room door to 30
ITEM_DATA: E60E ( 01 01 01 01 ) 00
ITEM_COUNTER: get to level 29 without loss of life
ITEM_ACTION: LD ($E724), $01
LD ($E723), $29
ITEM_NUMBER: 51/33
ITEM_DESCRIPTION: treasure room door to 40
ITEM_DATA: E60F ( 01 01 01 01 ) 00
ITEM_COUNTER: get to level 39 without loss of life
ITEM_ACTION: LD ($E724), $02
LD ($E723), $29
ITEM_NUMBER: 52/34
ITEM_DESCRIPTION: warp to 70
ITEM_DATA: E610 ( 01 01 01 01 ) 00
ITEM_COUNTER: get to level 49 without loss of life
ITEM_ACTION: LD A,($E64B) ; current screen/round number
CP $45
RET NC ; return if already past level 69
LD B,A ; B = current level
LD A,$45 ; A = 69
SUB B ; A = 69 - current level
LD ($E350),A
LD ($E5DC),$1E ; difficulty
JP $883E ; see "umbrellas and 'warp to 70'"
ITEM_NUMBER: 53/35
ITEM_DESCRIPTION: coke -> rains jam donuts for 6k diamonds (free)
or 500 point bananas (bubbled)
ITEM_DATA: E608 ( 01 01 01 01 ) 01
ITEM_COUNTER: entries of 'I.F', 'MTJ', 'NSO', 'KIM' or 'YSH' into
high score table
POINTS ITEMS
------------
(the 'notes':
'umb' means the item may appear on the screen after you've got
an umbrella
'skel' means the item may appear if a skel appeared on the
previous level
'hurry' means the item may appear if the previous level told
you to 'hurry up', but no skel appeared.
the '1p time' and '2p time' columns are the values in address
f456 - use the 'mame -cheat' option to view this
address as you play
ID score description notes
00/0 10 green pepper skel
01/1 20 aubergine umb skel
02/2 30 carrot skel
03/3 40 onion skel
04/4 50 beetroot umb skel
05/5 60 turnip skel
06/6 70 parsnip skel
07/7 80 cucumber umb skel
08/8 90 pea pod skel
09/9 100 mushroom skel
0A/10 150 corn cob (lvl 35) umb hurry
0B/11 200 fried egg hurry
0C/12 250 red acorn thingy hurry
0D/13 300 apple umb hurry
0E/14 350 lemon hurry
0F/15 400 orange hurry
10/16 450 peach umb hurry
11/17 500 bananas 1p 2p hurry
12/18 550 pear time time hurry
13/19 600 watermelon umb hurry
14/20 650 single brown lolly (lvl 15) 1D 27
15/21 700 double blue lolly 1C 26
16/22 750 strawberry shaved ice (lvl 5) umb 1B 25
17/23 800 lemon (yellow) shaved ice 1A 24
18/24 850 japanese tea ("Maccha" in Japanese)
(green) shaved ice 19 23
19/25 900 Japanese tea and sweep-bean-paste ("Ogura-Maccha") (green
and brown) shaved ice (lvl 40) umb 18 22
1A/26 950 simple white ice cream cone 17 21
1B/27 1,000 double scoop ice cream cone 16 20
1C/28 1,000 donut (lvl 25) umb 15 1F
1D/29 1,000 french fries 14 1E
1E/30 2,000 sausage on a stick 13 1D
1F/31 2,000 creme caramel 12 1C
20/32 2,000 burger umb 11 1B
21/33 2,000 slice of cake (triangular) 10 1A
22/34 3,000 cupcake (blobby) 0F 19
23/35 3,000 chicken leg umb 0E 18
24/36 3,000 purple martini 0D 17
25/37 3,000 sushi (a kind of omelet on rice block) 0C 16
26/38 4,000 sushi (boiled shrimp on
rice block) umb 0B 15
27/39 4,000 sushi (raw tuna on rice block)? 0A 14
28/40 4,000 sushi (raw tuna on rice block)? 09 13
29/41 4,000 mug of lager (lvl 45) umb 08 12
2A/42 5,000 purple crystals 07 11
2B/43 5,000 purple jewel 06 10
2C/44 5,000 yellow butterfly umb 05 0F
2D/45 5,000 blue crystals 04 0E
2E/46 6,000 blue jewel 03 0D
2F/47 6,000 necklace with purple pendant umb 02 0C
30/48 6,000 purple shell 01 0B
31/49 7,000 red jewel 00 0A
32/50 7,000 necklace with blue pendant 09
33/51 7,000 bowl of rice 08
34/52 8,000 necklace with red pendant 07
35/53 8,000 dinner 06
36/54 8,000 red crown, blue gems, no cross 05
37/55 8,000 red crown, blue gems, red cross 04
38/56 9,000 cyan crown, red gems, no cross 03
39/57 9,000 blue crown, red gems, cyan cross 02
3A/58 10,000 gold crown, red gems, no cross 01
3B/59 10,000 gold crown, red gems, white cross 00
'time' is how long the previous level took to complete.
It's stored in address f456, and can be displayed during the game
using 'mame boblbobl -cheat' and the 'memory watch' facility off the
'cheat' menu.
if (in attract mode - a no player game) {
item = random ($14...$33) (gives range $14...$33)
} else if (on level 1) {
item = random ($15...$24) (gives range $15...$24)
} else if (skel appeared last level) {
item = random(00 01 02 03 04 05 06 07 08 09 00 01 02 03 04 05)
} else if ('hurry up' appeared last level) {
item = random(0A 0B 0C 0D 0E 0F 10 11 12 13 0A 0B 0C 0D 0E 0F)
} else if (got an umbrella last level) {
item = random(01 04 07 0A 0D 10 13 16 19 1C 20 23 26 29 2C 2F)
} else if (only one player in game) {
if (time > 29) time = 29;
item = $31/49 - time; (gives range $14...$31)
} else if (two players in game) {
if (time > 39) time = 39;
item = $3B/59 - time; (gives range $14...$3B)
}
FIREBALL BUBBLE
---------------
The fireball bubble appears from an air vent of top (or bottom) of the
screen. You get 100,000 pts. when you break it.
The bubble has same effect as red cross, but the effect of this item
continues for 5 rounds! Namely, bubble'n can blow 16 fireballs in
each round.
It appears that the fireball bubble is randomly created. Whenever a
bubble floats onto the screen, there is a 1 in 4096 chance that it is
incarnated as a fireball bubble. It looks as if at some point in the
design of the game it was intended for this kind of randomness to
happen more, since there is a routine which implements randomness with
a whole bunch of preset odds:
ID odds ID odds
01 1 in 1
03 1 in 2 19 1 in 64
05 1 in 3 1B 1 in 128
07 1 in 4 1D 1 in 256
09 1 in 5 1F 1 in 512
0B 1 in 6 21 1 in 1024
0D 1 in 7 23 1 in 2048
0F 1 in 8 25 1 in 4096 (default)
11 1 in 9 27 1 in 8192
13 1 in 10 29 1 in 16384
15 1 in 16 2B 1 in 32768
17 1 in 32 2D 1 in 65535
the odd thing is, though, that the routine is only ever used with an
ID of 25, and only for the fireball bubble. This table can be used to
'tune' the rarity of the fireball bubble, by altering the content of
location 6e30 of CPU 0. MAME provides a convenient way of doing this,
with its 'cheat' mechanism.
MAME BOBLBOBL CHEATS
--------------------
First edit the 'cheat.dat' file, and add lines like this:
boblbobl:0:6e30:01:0:fireball bubble - always!
boblbobl:0:6e30:07:0:fireball bubble - 1 in 4
boblbobl:0:6e30:15:0:fireball bubble - 1 in 16
boblbobl:0:6e30:1d:0:fireball bubble - 1 in 256
then run MAME using a command line like this:
mame boblbobl -cheat
then you'll find there's a new menu entry on the gui, called 'cheat',
from which you can select the frequency you want!
Here's a bunch of other cheats that I've played with - just a random
selection that happen to be in my cheat.dat file - some are more
useful than others, and most of the spoil the fun of the game...
boblbobl:0:E645:6:0:Infinite Lives (P1)
boblbobl:0:E64a:6:0:Infinite Lives (P2)
boblbobl:0:e6c1:26:0:Extra Fast (P1)
boblbobl:0:e6f3:26:0:Extra Fast (P2)
boblbobl:0:e6c2:80:0:Long Range Bubbles (P1)
boblbobl:0:e6f4:80:0:Long Range Bubbles (P2)
boblbobl:0:e6c2:ff:0:Extra Long Range Bubbles (P1)
boblbobl:0:e6f4:ff:0:Extra Long Range Bubbles (P2)
boblbobl:0:F44D:1:0:Bonus appear instantly
boblbobl:0:E5FA:03:0:apple or orange? you decide!
boblbobl:0:e608:01:0:coke can item
boblbobl:0:6e30:01:0:fireball bubble - always!
boblbobl:0:6e30:03:0:fireball bubble - 1 in 2
boblbobl:0:6e30:05:0:fireball bubble - 1 in 3
boblbobl:0:6e30:07:0:fireball bubble - 1 in 4
boblbobl:0:6e30:15:0:fireball bubble - 1 in 16
boblbobl:0:6e30:1d:0:fireball bubble - 1 in 256
boblbobl:0:6e30:25:0:fireball bubble - 1 in 4096
boblbobl:0:E60A:1:0:Lipstick
boblbobl:0:5C2B:C9:0:Disable Bubbles?
boblbobl:0:E6BB:5:1:Fireballs for 5 levels
boblbobl:0:E6BE:40:0:Fireballs
boblbobl:0:E5EE:07:0:Fireball Cross
boblbobl:0:e5db:1:0:'Super' (1JBLRJ1R)
boblbobl:0:e5d1:1:0:'Original Game' (BJBJBJR1)
boblbobl:0:e5d2:1:0:'Power Up' (LJL1LBL1)
boblbobl:0:F676:1:0:Constant Extend Letters
boblbobl:0:e603:1:0:Always Warn (Bell Item)
boblbobl:0:25f6:1:0:Cut Journey Time (LSB)
boblbobl:0:25f7:0:0:Cut Journey Time (MSB)
boblbobl:0:e64b:e:0:Level 15 (lolly at end)
boblbobl:0:e64b:45:0:Level 70 (lolly at end?)
boblbobl:0:e64b:13:0:Level 20
boblbobl:0:e64b:18:0:Level 25 (Fire Bubbles)
boblbobl:0:e64b:1d:0:Level 30 (Lightning Bubbles)
boblbobl:0:e64b:27:0:Level 40
boblbobl:0:e64b:31:0:Level 50
boblbobl:0:e64b:59:0:Level 90
boblbobl:0:e64b:50:0:Level 91
boblbobl:0:e64b:5a:0:Level 92
boblbobl:0:e64b:5b:0:Level 93
boblbobl:0:e64b:5c:0:Level 94
boblbobl:0:e64b:5d:0:Level 95
boblbobl:0:e64b:5e:0:Level 96
boblbobl:0:e64b:5f:0:Level 97
boblbobl:0:e64b:61:0:Level 98
boblbobl:0:e64b:62:0:Level 99
boblbobl:0:e64b:63:0:Level 100 (Big Baddie)
boblbobl:0:e5E7:F:1:Sunflower Potion
boblbobl:0:e5E7:10:1:Flower Potion
boblbobl:0:e5E7:11:1:Clover Potion
boblbobl:0:e5E7:12:1:Rainbow Potion
boblbobl:0:e5E7:13:1:Musical Potion
boblbobl:0:F590:1:1:Drown 'em All!
boblbobl:0:E720:1:1:Throw The Book At Them
boblbobl:0:F44C:2A:0:Fruit 2A
boblbobl:0:F44C:2B:0:Fruit 2B
boblbobl:0:F44C:2C:0:Fruit 2C
boblbobl:0:F44C:2D:0:Fruit 2D
boblbobl:0:F44C:2E:0:Fruit 2E
boblbobl:0:F44C:2F:0:Fruit 2F
boblbobl:0:F44C:30:0:Fruit 30
boblbobl:0:F44C:31:0:Fruit 31
boblbobl:0:F44C:32:0:Fruit 32
boblbobl:0:F44C:33:0:Fruit 33
boblbobl:0:F44C:34:0:Fruit 34
boblbobl:0:F44C:35:0:Fruit 35
boblbobl:0:F44C:36:0:Fruit 36
boblbobl:0:F44C:37:0:Fruit 37
boblbobl:0:F44C:38:0:Fruit 38
boblbobl:0:F44C:39:0:Fruit 39
boblbobl:0:F44C:3A:0:Fruit 3A
boblbobl:0:F44C:3B:0:Fruit 3B
(note that the 'power-up' cheat does this:
LD (IX+$2E),$05 ; rapid-fire bubbles
LD (IX+$2F),$06 ; fast bubbles
LD (IX+$30),$14 ; fast running
where IX=E691 for P1 and IX=E6C3 for P2)
If you want to try any level just edit the line below
boblbobl:0:e64b:XX:0:Level XX where XX is the level number in HEX format
REVISION HISTORY
----------------
12/12/97 - v2.00: First public release.
14/04/98 - v2.01: Added corrections and notes from Mr. IWAMOTO Kouichi
and Mr. NAKANISHI Masamichi, translated by YONEDA
Mitsunori - check out his signature below! :o)
+-----------------------------------------------------------------++
| YONEDA Mitsunori rcn _ _ _A__ ||
|
[email protected] </ (oo\ ( v ) /oo) \7 ||
|
http://village.infoweb.or.jp/~fwik0826/ <|,"-==- \ / =u=-",|7 ||
| /_mmm__)m ` m(__mmm_\7||
+=================================================================++