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Old 28 December 2015, 07:23   #1
Mister Octopus
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Garfield: Winter's Tail - Fixed and finished!

I usually keep all my Octotiggy posts in one thread, but I thought some might find this interesting outside of our usual videos.

Last Xmas we played Garfield: Winter's Tail on our YouTube channel. It's not the best game, but the graphics are pretty good. I made my wife suffer through it, only to be met by a huge glitch in the ice skating level that was always present when I played this as a kid.

For anyone who knows this game, the ice skating level is basically a big maze of snow on a frozen lake, and the obstacles include water and thin ice. As you progress through the maze, you eventually come to a section of garbled textures that behave like unpassable water. This always confused me as a kid, as I figured either a) this was an intentional dead-end and I just wasn't navigating the maze correctly, or b) that my copy of the game was glitched. Because of the garbled textures, I could never finish the ice skating level or see the game's ending.

11 months later, @RoePipi contacted us on Twitter and said that he was going to dig into the game's code to see what the deal with the garbled textures was, as it had bugged him as a kid too. He found that the proper ice skating level map was actually on the disk, but was loaded incorrectly by the game, garbling the whole bottom half of the level. Though it seems like a bug, RoePipi posited that this could actually be intentional copy protection.

Either way, he managed to create a WinUAE game save that features the ice skating level loaded correctly, and also drew out a level map. We played the level again, though I still got stuck in the maze (due to me trying to play it without the map). RoePipi also created a version of the level where all the snow "walls" are replaced with passable tree shadow textures, which means you can go absolutely everywhere. This was the most interesting to me, as it meant we could look at a few items on the level that we'd never seen before.





Once we found the exit, we could finally watch the game's ending. I've already seen the C64 version's ending on YouTube (and the ZX Spectrum version too, I'm pretty sure), but never the Amiga version (which obviously looks much better). The game isn't that great, and the ending is short, weird, and doesn't make much sense, but I'm glad to have finally seen it. I'd be happy to hear anyone's interpretation of it!

Here's RoePipi documenting his process.

Click here to see the ending of [ Show youtube player ]!


Last edited by Mister Octopus; 28 December 2015 at 10:37.
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Old 28 December 2015, 10:19   #2
Gzegzolka
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That's interesting story
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Old 30 December 2015, 00:04   #3
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Well, you surely are a patient person. Sheesh what a boring final level! So boring in fact that the dev apparently didn't bother to play-test it till the end

Kudos to RoePipi for figuring it out. Quite some technical wizardry.
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Old 30 December 2015, 00:36   #4
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made me laugh whos saying what the fuck is this
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Old 30 December 2015, 01:04   #5
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Originally Posted by Boo Boo View Post
made me laugh whos saying what the fuck is this
Haha, that's my wife. When we played Garfield last year she didn't think much of it (and fair enough), so she was surprised when I brought it up again this year. It was worth it for that reaction alone.
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Old 30 December 2015, 09:32   #6
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Haha, that's my wife. When we played Garfield last year she didn't think much of it
Garfield surprised me many years later; when I was a kid I couldn't get it to do much more than walking around picking up stuff and kicking the dog around. The only reason I kept playing it is because at random moments I did keep discovering new things that you can do, like grabbing the bird in the park or breaking through a hole in a wall in town. That and it has a catchy tune.

It was when I saw a longplay of it that I discovered there is actually a purpose to many of the items in the game and that there is a whole sequence of events that you go through in the game to get to an actual end. Blew my mind.
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Old 30 December 2015, 09:35   #7
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Originally Posted by gimbal View Post
Garfield surprised me many years later; when I was a kid I couldn't get it to do much more than walking around picking up stuff and kicking the dog around. The only reason I kept playing it is because at random moments I did keep discovering new things that you can do, like grabbing the bird in the park or breaking through a hole in a wall in town. That and it has a catchy tune.

It was when I saw a longplay of it that I discovered there is actually a purpose to many of the items in the game and that there is a whole sequence of events that you go through in the game to get to an actual end. Blew my mind.
Oh right, I meant to say that I put her through Garfield: Winter's Tail last year. I'll definitely be putting her through Garfield: Big Fat Hairy Deal later too
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Old 30 December 2015, 10:09   #8
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Derp, crossed wires BFHD is still the better of the two, but such weird gameplay mechanics
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Old 30 December 2015, 12:48   #9
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can you please indicate which ADF (cracked) i suppose was used and had this corruption on tiles ?
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Old 31 December 2015, 09:35   #10
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All I can say is don't use [Garfield - Winter's Tail (1989)(Edge, The)[cr OCL].adf]. The map disintegrated on me half way down. There was a disk good enough to ferret out a map in one of those whd packs though.
http://hol.abime.net/2698/gamemap
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Old 31 December 2015, 09:40   #11
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Originally Posted by clenched View Post
All I can say is don't use [Garfield - Winter's Tail (1989)(Edge, The)[cr OCL].adf]. The map disintegrated on me half way down. There was a disk good enough to ferret out a map in one of those whd packs though.
http://hol.abime.net/2698/gamemap
Also Garfield - Winter's Tail (1989)(Softek)[cr Oracle].adf. That's the ADF we used originally, though I do remember seeing this same bug on disk when I was a kid (though it was most definitely a cracked disk too).
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Old 31 December 2015, 12:08   #12
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I wonder if there is more to see in that "HELP" message in the top-right corner. Even in the HOL game map version I can't make out any further words close to it.
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Old 31 December 2015, 17:21   #13
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Ok, the error must be reported to the guys correcting the TOSEC then.
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Old 03 January 2016, 03:06   #14
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Have not tried the game. But are you sure that the level can't be completed? What I can see can the level be completed if you go your own way and don't follow the trails.

You do not mind uploading the fixed ADF to the Zone? I'm to lazy hex-editing it myself
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Old 03 January 2016, 13:51   #15
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This is what happened when they played it

[ Show youtube player ]
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Old 04 January 2016, 07:04   #16
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Aw man, I wrote out a big reply last night but I must've forgot to submit after previewing.

Quote:
Originally Posted by hipoonios View Post
Have not tried the game. But are you sure that the level can't be completed? What I can see can the level be completed if you go your own way and don't follow the trails.
The whole bottom half of the level is glitched, and the exit point of the maze is within that bottom half. Even if you could get to the other side of the maze by carving out your own path (which you can't; following the tracks that head east at the beginning of the level is about as close as you can get), you still wouldn't be able to get past the glitched textures to reach the exit. As far as I can tell from playing and looking at the map RoePipi put together, you have to follow the tracks that head south from the beginning of the level to get anywhere near the exit. I'm happy to be proven wrong!

Quote:
Originally Posted by hipoonios View Post
You do not mind uploading the fixed ADF to the Zone? I'm to lazy hex-editing it myself
All the files we used are linked in the comments of our [ Show youtube player ]. We loaded up RoePipi's .uss files directly in WinUAE. After the level is loaded, you have to swap in a Garfield: Winter's Tail ADF before you finish the level, otherwise it will just fade to an eternally loading black screen. This worked for us, even using the glitched ADF. I'm not sure if that's the "right" or sensible way to do things, but it worked for us in as much as we finally got to see the end of the game!

If you have any other questions, it might be best to ask @RoePipi on Twitter, as he did all the heavy lifting on this one!
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Old 04 January 2016, 07:22   #17
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The WHDLoad version I made years ago does not seem to match the corrupt data shown in the screenshot. It might be where he extracted the good data from?
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Old 04 January 2016, 07:28   #18
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Originally Posted by Codetapper View Post
The WHDLoad version I made years ago does not seem to match the corrupt data shown in the screenshot. It might be where he extracted the good data from?
From what I gathered from our conversation on Twitter, RoePipi was still able to pull the good level data from the same ADF. I could be wrong.

And hey, NZ!
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Old 04 January 2016, 14:09   #19
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Very interesting Mister Octopus

...a fixed .ADF would be much appreciated
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Old 05 January 2016, 02:48   #20
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Very interesting Mister Octopus

...a fixed .ADF would be much appreciated
Quote:
Originally Posted by Mister Octopus View Post
Quote:
Originally Posted by hipoonios View Post
You do not mind uploading the fixed ADF to the Zone? I'm to lazy hex-editing it myself
All the files we used are linked in the comments of our [ Show youtube player ]. We loaded up RoePipi's .uss files directly in WinUAE. After the level is loaded, you have to swap in a Garfield: Winter's Tail ADF before you finish the level, otherwise it will just fade to an eternally loading black screen. This worked for us, even using the glitched ADF. I'm not sure if that's the "right" or sensible way to do things, but it worked for us in as much as we finally got to see the end of the game!

If you have any other questions, it might be best to ask @RoePipi on Twitter, as he did all the heavy lifting on this one!
...
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