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Garfield: Caught in the act

#1 User is offline ICEknight 

Posted 29 March 2013 - 05:23 PM

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I just saw this game recently got its own page at The Cutting room Floor, and that made me remember how I had never been able to find a Pro Action Replay code to choose the current level you're in.

The closest I got were two memory addresses that change with the current level, and take their ids for a list that's also used in the "this is a work in progress" screen. However, it turns out that those IDs are not their true internal level code.

Those memory addresses were FFA52B and FFEE23, the latter one documented at TCRF along with FFEE20 as being part of said "work in progress" screen. So I thought, what could the inbetween values do?

And there it was, FFEE21, which admits values between 01 and 3B:
FFEE21:XX	Current level
	00	Blank
	01	SEGA logo
	02	SEGA Interactive logo
	03	Enter password
	04	Scene "XXXX" This Level under construction
	05	Life lost
	06	Continue Screen
	07	Game Over
	08	Ending
	09	Cutscene: Glitch zaps Garfield inside the TV
	0A	Title
	0B	Cavecat 1
	0C	Cavecat 2
	0D	Pirates 2
	0E	Cavecat boss
	0F	???
	10	???
	11	???
	12	Movie countdown
	13	Pirates boss
	14	Terror 1
	15	???	Ending with intro music and garbled Jim Davis signature
	16	Pyramid 1
	17	Noir 1
	18	Noir boss
	19	Intro
	1A	Info screen
	1B	Credits
	1C	???
	1D	???
	1E	???
	1F	Overworld
	20	Moon
	21	Pirates 1
	22	Pyramid boss
	23	Terror boss
	24	Final boss
	25	???
	26	???
	27	???
	28	Commercial break
	29	Bonus stage
	2A	Level password
	2B	Options
	2C	???
	2D	???
	2E	???
	2F	???
	30	???
	31	???
	32	???
	33	???
	34	???
	35	???
	36	???
	37	???
	38	???
	39	???
	3A	Opening blue window
	3B	Level select
	...	Blank


Posted Image

It's interesting to see how there's three distinct groups of unused levels. I'd say this would hint at them reserving space for Slobbin' Hood, Bonehead the Barbarian and whatever the Ancient Rome level was going to be called, but other lost levels might have belonged to those level slots at one time (the train stage in Catsablanca, for example).



Oh yeah, the Moon level. How do I know that slot belonged to it? Try using the code FFEE21:20 in any level and watch Garfield jump with slower than usual physics. Also, light saber sound effect.
This post has been edited by ICEknight: 27 October 2018 - 07:45 AM

#2 User is offline Shoemanbundy 

Posted 29 March 2013 - 05:32 PM

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Wow, that's neat. I just found that ROM build date through corrupting and posted about it at the jul forums, didn't think it came from level select screen. Nice find.

#3 User is offline ICEknight 

Posted 29 March 2013 - 05:52 PM

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Yeah I know, that was another thing that made me curious about this game again, I was just about to post about it over there.

#4 User is offline Shadow Hog 

Posted 29 March 2013 - 06:01 PM

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Always kinda bothered me that the game seemingly had levels being shown on the box that weren't present in the actual game - notably some kind of train segment from "Catsablanca".

#5 User is offline MathUser 

Posted 29 March 2013 - 06:23 PM

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That's a interesting find.

#6 User is offline ICEknight 

Posted 27 October 2018 - 07:25 AM

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For those still interested, I just found out while browsing randomly that three GCITA-related interviews were posted last year over at Hidden Palace:
Garfield: Caught in the Act interviews

Some stuff:
-The game was in development hell and had to be "rebooted".
-Cavecat level was supposed to be the first, as the internal level order suggested. Everyone was mad at the spooky level being the first one in the final version.
-There was some kind of "fake 3D" mouse hole maze minigame, at one point.
-Garfield's animations were sent in by PAWS, in a similar fashion to how Disney sent Aladdin's to Virgin.
-All game design was set in stone in form of a "thick design document".
-It was stated to be the last in-house SEGA game for the Genesis.
This post has been edited by ICEknight: 27 October 2018 - 07:41 AM

#7 User is offline Shoemanbundy 

Posted 28 October 2018 - 05:35 AM

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Ah, those are my interviews. Still always meant to get them compiled into a blog post of sorts in the future. I also have one I did with Konami America's former CEO. Thought these would sit obscure forever since Hidden Palace isn't exactly known as somewhere to find interviews :v:

I still have a lot of people I need to reach out to who were involved with the game. There's one guy who msgd me back a few months ago but then vanished again. One of the artists also did the same a few years back. Finding these people has been a super slow process. Always hoped I can somehow eventually cover every single name in the credits. Maybe someday..

Also, I mentioned in that Assembler thread one guy had a garage he was going through. Sadly got word back from him he couldn't find anything. He made it sound like there could be a possibility there may be some box he missed, but yeah, this game is probably lost to time unless some other Sega Channel CD shows up.
This post has been edited by Shoemanbundy: 28 October 2018 - 05:38 AM

#8 User is offline BouncekDeLemos 

Posted 07 November 2018 - 03:28 PM

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Iicr, I think the PC version by Expert (Renamed Garfield in TV Land) had the levels in a different order than the Genesis version.

Dunno if they follow the same order as it was initially suggested.

#9 User is offline Kharen 

Posted 07 November 2018 - 05:05 PM

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Yeah, I remember having that game. I really sucked at it, though. If I'm remembering it correctly, the first level was the prehistoric one (that I could never beat), but I did accidentally find the code to reach the Casablanca level.

EDIT: To clarify, I had the PC version of the game.
This post has been edited by Kharen: 07 November 2018 - 05:05 PM

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