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05-25-18 06:46:16 AM
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Jul - The Cutting Room Floor - Weird Discoveries
  
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Peardian
Posts: 7371/7381
A couple of the textures in 1-3 of Kirby 64 have transparency to them that the game does not use.

The square wave pattern used on things like the balcony was going to double as crenelation. Curiously, one of the September 1999 screens shows it being used without the transparency. Unless there's more screenshots from that stage, we won't know if they ever really used the transparency.

The weirder one is the stained glass window. All of the black parts of the texture are transparent. The only reason I could see them doing this is if they wanted to also use it for a lighting effect.


Oh yeah, and the cutscene where Kirby meets Ribbon has a tiny extra fence post floating off to the right-hand side. I'll have to check and see if it's visible at all when the camera turns around to face the sunrise.
koolaidman
Posts: 107/107
Tiny find. But in the late prototype of Kid Chameleon Hidden Palace released two years a go, there's one major change to one of the most notorious obstacles in the game. In the final game, the "Murder wall" (which is featured in "Hills of the Warrior 1", "Forced Entry", and "Bloody Swamp") has a special condition check for "Hills of the Warrior 1" where it's set to move at a slower speed in comparison to its use in the later levels. In the prototype, none of the code for this is present so it's just as difficult to outrun in the first stage as it is in the later levels. Somebody must've got upset before the game went gold.
Foxhack
Posts: 701/704
I mentioned this on Twitter... Super Street Fighter II for DOS seems to be based on the SNES version. Some of the graphics can even be seen in a tile viewer.

Apparently the dev ported several SNES games to PC...
ICEknight
Posts: 135/135
Any idea on what's the deal with this smoking penguin in SMS Penguin Land?

Also, could somebody please have a quick look at Puzzle Bobble's graphics? I think there was an unused set of sprites in the original Bubble Bobble style.

EDIT: Ok, turns out that somebody has ripped them already so here they are:


EDIT 2: Not sure if it qualifies as "weird" enough, but I found out that Columns for the FM Marty shows this screen and enters an endless loop when the copy protection check fails:
Foxhack
Posts: 700/704
I grabbed one of those shovelware packs with a bunch of Valusoft games in them, and one of the games (Prison Tycoon 5: Alcatraz) has a really weird .lnk file that is supposed to link to help files... but instead, it freezes and crashes Windows Explorer. I opened it with a hex editor, and saw its contents.

It seems to want to link to "\\ARGON\GAMEBRYO.alcatraz\docs\html\index.html"

There are also some leftover / hidden things in the textures.
BatElite
Posts: 120/132


Very serious placeholder art in Delta Force Land Warrior.
Melaniipon
Posts: 1/1
Hai, I'm a lurker.

Is this video concerning Resident Evil HD a weird discovery?

https://www.youtube.com/watch?v=n441k5qmPWs
einstein95
Posts: 311/314
imgur album of the billboard images (#4 is NSFW)
Xkeeper
Posts: 23358/23358
you can link it, but don't make it an image in your post. also, say what it is, like you did.

tcrf takes adult as long as it isn't illegal, but the page gets a {{nsfw}} tag as a warning.
Flargy_Filler
Posts: 2/4
I have no idea if it's allowed or not (No idea on this site's NSFW rules), but I found a suggestive texture in Big Rigs: Over The Road Racing. Due to this, I will not be linking it until given approval.

It's a texture named "bigbord_4", and it's a monochrome picture of a nude woman's behind with the text "for the WINNERS" below it. Sorta like the infamous loading screen in the Stalker prototypes

There's also "bigbord_3" which is safe for work.



No idea if either of these are used, there's also a folder for normal maps, but that is empty.
ExitDoor62
Posts: 5/9
This might be something more fitting for the Japanese text thread, but I'm speaking generally here and not specifically and it's pretty weird, so I feel I'll put put down here:
Final Fantasy III for the DS has a large assortment of unused Japanese text. I can't read Japanese, but I ''have'' tried using three different online translators and most of the time, at least one comes up with text coherent enough to understand what is being said.
Apparently, the unused text is also from an earlier build of the game since there are a few spots with differences to the final game:

- Hein's Castle: It was originally going to be overhauled as a prison sequence in which Luneth got separated from the rest of the party and had to work with someone named "Falb" to escape and rescue the other party members. Strangely, Ingus is the only one of the 4 (as far as I can tell) to have dialogue upon rescue despite a line showing that you had to rescue each party member individually. The final game has the entire party caught together and "Falb" entirely absent.

- Saronia: The scenario was originally longer. Arc would get frustrated with Ingus and Refia and leave the party with Alus, forcing the party to track them down. In the final game, the party is free to go immediately to Saronia Castle as soon as they get Alus.

- Job Locations: The dialogue for Castle Hein and Duster seems to point to the Evoker and Bard jobs being moved. Evoker would have been gained in Castle Hein (which makes sense since summons are apparently unaffected by the Barrier Shift) and Bard would have been gained in Duster (and presumably optional). Both remain as Water Crystal jobs in the final
KingMike
Posts: 31/33
Originally posted by Rick
I may have brought this up a long time ago, but I honestly don't remember.

I remember an old VHS tape I had with a sample copy of Shadow of the Ninja on it, and I'm quite positive it used to have some in-game debug features on it. I could never figure out as a kid how they went from 1-1 to 5-2 and beat the game, but I'm certain there had to be some little debug quirks in it! It even had "SAMPLE" in it!

I'm going to see if I can get the footage back from my pal.

BUT ANYWAY...I wonder if these are still in there, but disabled. I'm pretty sure infinite health and a stage skip are possible ones.

(I'm also gonna see if I can't get the VHS rips again and actually make sure the backups are in safer keeping this time. )


I think it was in January 1991 GamePro announced a giveaway of 10 copies of Shadow of the Ninja with a password feature.
Seems like a strange thing to add for such an extremely limited edition.
Unless come to think of it, is it possible by "password" they could've just sent out 10 copies of the game along with a printout of the level-select code?
https://i.imgur.com/5R7iBYB.jpg
This is something that could use confirmation.
einstein95
Posts: 307/314
Originally posted by Eon
A little bug. By setting Dolphin to "force NTSC-J" in US version (haven't tried PAL) Godzilla Destroy All Monsters Melee, the memory card screen displays no text.

While the reverse is known to be extensive, I wasn't aware of Japanese leftovers in English copies.


Donkey Kong Country Returns does basically the same thing, but includes the JP save banner
Eon
Posts: 1063/1066
A little bug. By setting Dolphin to "force NTSC-J" in US version (haven't tried PAL) Godzilla Destroy All Monsters Melee, the memory card screen displays no text.

While the reverse is known to be extensive, I wasn't aware of Japanese leftovers in English copies.

BatElite
Posts: 44/132
Not weird or anything, but the PC port of Mega Man X5 has a build date: "CAPCOM Aug 7 2001 02:26:37 CAPCOM" - Maybe the PS one does as well?
Rick
Posts: 7296/7366
I may have brought this up a long time ago, but I honestly don't remember.

I remember an old VHS tape I had with a sample copy of Shadow of the Ninja on it, and I'm quite positive it used to have some in-game debug features on it. I could never figure out as a kid how they went from 1-1 to 5-2 and beat the game, but I'm certain there had to be some little debug quirks in it! It even had "SAMPLE" in it!

I'm going to see if I can get the footage back from my pal.

BUT ANYWAY...I wonder if these are still in there, but disabled. I'm pretty sure infinite health and a stage skip are possible ones.

(I'm also gonna see if I can't get the VHS rips again and actually make sure the backups are in safer keeping this time. )
Foxhack
Posts: 696/704
Originally posted by rednavi
Yeah, those graphics are used in the Chinese version where some characters are censored so the changed 3D models and textures should be in the game too. It would be cool to see whether there's still a variable to trigger the censored mode.


There's also this:

http://www.kofworld.com/the-king-of-fighters-14/kofxiv-can-unlock-frame-display-inputs/

Enter the classic command for Geese Howard's Raging Storm and you apparently get a frame data and input display. I guess this could count as debug stuff?

I'll probably add a page for the game once I clean up my hard drive.

Edit: Seems this was added as a permanent feature sometime recently so it should probably be noted.
rednavi
Posts: 12/12
Yeah, those graphics are used in the Chinese version where some characters are censored so the changed 3D models and textures should be in the game too. It would be cool to see whether there's still a variable to trigger the censored mode.
Foxhack
Posts: 695/704
So apparently The King of Fighters XIV Steam Edition has alternate character (menu) graphics that cover up cleavages and sideboobs for five female characters. I'm not sure if these are used or not, but the game contains a ton of alternate Chinese graphics, so these may only be used in China.

There's also a batch file in the data files which was supposed to be used to delete all png files.

And just like the earlier PC ports, there's leftover text data for unlockable characters that are already unlocked by default.
ExitDoor62
Posts: 3/9
There's some weird stuff going on in Evolution Worlds' files. I was only able to get into the audio files because I'm not that good with modeling stuff and because most of the files are in some weird format (PAK & TPL with most of the file data, I suspect, in the ARC file). I did manage to get the ADX files and, buried among all the sound files, are files labeled t001-t061. All of these contain weird echo/stereo (?) versions of all the music from the first Evolution game (which was trimmed down for the first half of the gamecube version).
Note that I'm not kidding when I say all of the music: The victory jingle that was cut in Far Off Promise (t006) which is the same case for Worlds, the first game's map screen (t032, there is no map in the first half of Worlds) and the first game's dungeon music (t041-t045, the in-game dungeons for the first half, aside from the Imperial Cruiser, seem to be recolors of Tower of Despair (a bonus dungeon from Far Off Promise) maps with the Blaze Ruins theme) all seem to be there. Also, for reasons that don't seem apparent, there are like, 5 variations of the "sad" version of Linear's theme. Not sure if the program I used screwed up somewhere, but every other track seems to be there so take that as you will.

All the Evolution 2 music seems to be labeled BGM_xxx or bgmxxx. The former only has four tracks though.

Another oddity is that, via GameShark, you can force the game to load the Japanese version's title screen or, bizarrely, Evolution 2's title screen with the background image missized. Even weirder, it only works on the European version.




AR Codes:

Title Screen 1 (Alt. Title Screen 1 [Ralf]):
00222D23 0000006B

Title Screen 2 (Alt. Title Screen 2 [Ralf]):
04222D20 652E7470
04222D24 6C000000
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Jul - The Cutting Room Floor - Weird Discoveries



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