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- This quick pastebin covers all reasons that the unused 4th melon section is being removed from the TCRF page for Donkey Kong 64. The original passage is as follows:
- """
- Unused Fourth Melon
- During normal gameplay, it is only possible to extend your health to three melons. By using the Infinite Health GameShark code, the life bar will show four melons. Disabling the code will remove infinite health, but the melons will be kept. It is likely that Rare originally planned another melon alongside the instrument upgrade inside Candy's Shop in Gloomy Galleon or Creepy Castle, but the upgrade was scrapped. It's also possible that at one point the player would have started with two melons instead of one.
- GS Code: 817FCC4C 041F
- """
- This information is based off a very old gameshark code which claims to give infinite health. The code does the following:
- - Sets the melon count to 4
- - Sets the health the player has to 0x1F (31). This is equivalent to 7.75 melons-worth of health
- So lets take a look at two things which at least disagree with the notion that a 4th melon was likely planned:
- - In the save file, melon count has 2 bits allocated. This allows for 0, 1, 2 and 3 melons to be saved to file. Zero melons is never experienced in-game, but 1, 2 and 3 are. It's noteworthy because 4 melons would incorrectly save to file (4 & 3 = 0), resulting in it saving 0 melons and resulting in a corrupted save until you buy something to update your melon count again.
- Of course, the developers could have just changed this last minute so that earlier on in development, the game had 3 bits allocated to saving the melon count, or that it added 1 to the saved melon count when writing it to memory. However, it is impossible to tell whether this would have been the case. It's worth noting that 2 bits were still allocated in the Kiosk ROM as well, which was built a few months prior to US 1.0.
- - Another cited reason for a fourth melon being a thing at one point in development is the fact that a fourth melon renders. This, however, is not a valid point. When drawing the melon count to screen, the game runs a for loop, starting from 0, until a counter reaches the melon count, of drawing your health to screen. As such, if you alter the gameshark code referenced to write the melon count to 5 or 6 or 7 or any 1-byte value, it will render as many melons as it can display on screen. Using a fourth melon drawing to screen as evidence that a fourth melon was planned for DK64 is equivalent to suggesting that, via duplication glitches, an excessive amount of hearts was planned for Ocarina of Time *purely* because those hearts can be rendered on-screen.
- ======
- As such, this section offers nothing of substance to the page as it's conclusions cannot be proven with the current evidence available, and would only cause potential issues with misleading readers into thinking something was planned for DK64 when it is very possible it never was.
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