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| Jul - The Cutting Room Floor - Weird Discoveries | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 31 32 33 34 35 36 37 38 39 ... 66 67 68 69 70 71 72 73 74 75 | Next older thread |
| Rick Competition Steamroller Level: 128 ![]() Posts: 6376/6985 EXP: 24094183 For next: 287517 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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Kind of like the egregious instances in Abadox, Dick Tracy has a case of using the wrong tiles as well! ![]() In Case 4, Influence's facial animations use the wrong tiles for the Mug Shots only. In Case 2 and when you interrogate him later in Case 4, his face uses the correct tiles. It's only slightly evident in the first shot (where it's on the mouth), but glaring in the second shot, as his forehead has a big black splotch on it. Would be nice to stick into the article, but at this point, it's not enough to start at article on. Sad. -------------------- _______________________ | 6376 | 13624 | 974 | 14 | ![]() |
| Foxhack Member Level: 39 Posts: 204/562 EXP: 402232 For next: 2539 Since: 04-17-12 From: Mexicali, Mexico Since last post: 17 days Last activity: 3 hours |
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... is that Christopher Walken? ![]() Oh wait, it's Henry Silva's character. XD -------------------- ![]() |
| Rick Competition Steamroller Level: 128 ![]() Posts: 6377/6985 EXP: 24094183 For next: 287517 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| If someone would like to help me out with Dick Tracy, let me know. I can help verify unused stuff since I've been through the game almost twice recently. I'm curious about unused text at the moment, but there could be other stuff. -------------------- _______________________ | 6377 | 13623 | 974 | 14 | ![]() |
| devin Magikoopa i'm mima irl Level: 95 ![]() Posts: 2652/3130 EXP: 8507818 For next: 160789 Since: 04-29-08 From: FL Since last post: 1 hour Last activity: 1 hour |
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In the article for Gunman's Proof, I mentioned a strange empty region of ROM that the game would attempt to load code into under certain circumstances. It turns out that GT Racing has this code present on the cartridge already - it's a fully functional machine code monitor including a memory viewer, disassembler, and a whole lot more. Unfortunately, it can only be accessed and used by booting the game with a keyboard plugged into the Super Famicom through either a parallel or serial interface (it actually seems to support both), neither of which can be emulated. Bummer.
Oh, and the fake DOS prompt is still there, with the same names and everything. -------------------- Photo by Luc Viatour |
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Originally posted by devin I wonder if you could hack that to read from, say, a byte in RAM. In which case, well, Lua ![]() -------------------- |
| TomGuycott User Level: 9 Posts: 17/20 EXP: 2499 For next: 663 Since: 08-26-12 Since last post: 562 days Last activity: 275 days |
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Something strange I found a while back that I never found any other documentation on. In Mega Man X, X2 and X3 there exists a graphics tile near the tiles used for the X health bar and the boss health bar that is unmistakably a W.![]() It could easily have just been an early weapons bar that never got used or a placeholder. I have no idea if it is ever used at all in any early versions of any of the games. However, the style looks eerily similar to something else: ![]() Could just be a coincidence though. When using Vsnes (what I used to get the image) the W disappears and is replaced with the currently selected weapon. It is probably just an invisible placeholder. |
| devin Magikoopa i'm mima irl Level: 95 ![]() Posts: 2653/3130 EXP: 8507818 For next: 160789 Since: 04-29-08 From: FL Since last post: 1 hour Last activity: 1 hour |
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Originally posted by Xkeeper I took another look at the actual monitor program code, and all the text is displayed by writing it out to the same interface used to connect the keyboard, rather than actually displaying it on screen. Edit: Since I'm bored, here's a hacked up ROM that uses RAM instead of a serial connection. Lua away ![]() $7FFFFD: keyboard input as ASCII (00 = no key; held down keys are handled by the ROM) $7FFFFE: terminal output as ASCII $7FFFFF: output ready status (bit 7: 1 = new output, write 00 after reading $7001FE) -------------------- Photo by Luc Viatour |
| Rena Star Mario Fennel Level: 120 ![]() Posts: 4853/5180 EXP: 19165341 For next: 321830 Since: 07-22-07 From: RSP Segment 6 Since last post: 17 days Last activity: 6 days |
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Post #4853 · Sun 121021 013211
Originally posted by devinI wonder if this was a compile-time switch, or some type of hardware trick that would map the appropriate code into that region? If the former, you'd expect the code that loads it would be disabled too. Also, late reply: Originally posted by Peardian So, they actually just made a script to patch the binary to set the region flag? and the script source codes are on the disc? I wonder what happens if you patch it back to the sentinel value and run it...-------------------- |
| devin Magikoopa i'm mima irl Level: 95 ![]() Posts: 2654/3130 EXP: 8507818 For next: 160789 Since: 04-29-08 From: FL Since last post: 1 hour Last activity: 1 hour |
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Originally posted by Rena As mentioned in the Gunman's Proof article, the game determines whether to load the code based on whether or not the cartridge checksums are both 0; if they are, the game attempts to copy code into 0x008000-00CFFF (the beginning of ROM) from 0x608000 (which is just past the end of ROM on the final cartridge.) The monitor code also contains a bit of code to write the entire first ROM bank back to 0x608000. These would have had to be running on writable storage (NVRAM?) with 0x608000+ probably being an additional chip that just got yanked off the board before release -------------------- Photo by Luc Viatour |
| Kung Fu Man Member Level: 12 Posts: 18/35 EXP: 7416 For next: 505 Since: 04-12-11 Since last post: 114 days Last activity: 5 hours |
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| Skylanders: Giants actually has two unused characters: one debugger, the other...not so much. To access them, simply swap their files for a those of a character you already own (112_TitanLife is the easiest to do, since you get Tree Rex with the game anyway). *099_Debug_Minion: Uses Whirlwind's character model. Shoots long range rainbows if you press A, X cycles through the elemental type for the character. Pressing A with no enemies in range results in hearts fluttering from her. *112_Sniper: This one's...the really interesting one. The Sniper is actually a unique, semi-complete character appearing much like Boomer, but with a small pistol and a large sniper-rifle strapped to his back. A fires short three-shot spreads, while X will have him create brush around him, crouch down and let you angle your shot. However the rest of him isn't complete: an upgrade tree is available but not set up, he has no intro when you summon him (instead appearing as a red Spyro), and the rifle clips through his body as he walks around. Either they started to make him and aborted, or he's going to be DLC. Hoping for the latter as this is easily one of Giant's cooler designs. |
| SamEarl13 Panser I dont know what to put here Level: 32 ![]() Posts: 182/348 EXP: 202634 For next: 3808 Since: 02-14-12 Since last post: 186 days Last activity: 180 days |
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| The file SonicAdv.str in Sonic Adventure DX (GC) has a large list of files for D:\gc\projects\sonic\elf\Release\. Interestingly using this i found out that the .rel files are actually .plf files so i am going to see if there is any game specific software that opens it. EDIT: the audio files are adx, since this is the same filetype as the dreamcast version. The music that was mentioned on the dreamcast versions talk page isn't there but I found sonic_cd.adx and ssracing.adx (which is an instrumental of super sonic racing), i don't really remember them but were they used? -------------------- Sound in my Signiture Currently in my Signiture: Legend of Zelda - Main Theme |
| Dr. Ether Member Level: 10 ![]() Posts: 25/25 EXP: 3625 For next: 789 Since: 06-26-12 From: The Satellite of Love Since last post: 719 days Last activity: 682 days |
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Originally posted by TomGuycott Oh yeah, I remember reading about that a long time ago. I used to take notice of its resemblance with the Dr. Wily logo too, but yeah, it really is likely just a placeholder as the W probably stands for "Weapon". |
| Rick Competition Steamroller Level: 128 ![]() Posts: 6391/6985 EXP: 24094183 For next: 287517 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| Is that a "D" right beside it on the left too? I don't recall a "D", but then again, it's been a little bit since I've played it. -------------------- _______________________ | 6391 | 13609 | 984 | 14 | ![]() |
| MainMemory User Level: 8 Posts: 4/18 EXP: 2181 For next: 6 Since: 07-21-12 Since last post: 153 days Last activity: 8 hours |
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Originally posted by SamuelEarl666 The .rel files are .rel files, which contain much of the game's code and data. The .plf files are what were used to create the .rel files with a tool from Nintendo's SDK. I wrote some tools for .rel files, but without knowledge of PowerPC assembly they're not much use. Also some of them are compressed with an unknown compression format (the ones that have an underscore at the start, such as _Main.rel). sonic_cd.adx and ssracing.adx are used for DLC in the original Dreamcast version, unused in the GameCube version, and missing in the PC version. ---- Today I found that Eggman and Tikal are semi-playable with a pointer swap. |
| Skreeny Member I have a custom title. Level: 48 ![]() Posts: 629/636 EXP: 815987 For next: 7556 Since: 09-14-07 Since last post: 622 days Last activity: 2 days |
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Originally posted by Rick That's from X3, where Dr. Doppler was the (apparent) villain, so all the bosses used that "D" icon. |
| SamEarl13 Panser I dont know what to put here Level: 32 ![]() Posts: 184/348 EXP: 202634 For next: 3808 Since: 02-14-12 Since last post: 186 days Last activity: 180 days |
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Originally posted by MainMemory Thanks for telling me. I guess i better make page for the GC Sonic Adventure at some point now. Currently looking for more unused content right now. -------------------- Sound in my Signiture Currently in my Signiture: Legend of Zelda - Main Theme |
| Rick Competition Steamroller Level: 128 ![]() Posts: 6393/6985 EXP: 24094183 For next: 287517 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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Originally posted by Skreeny ...Oh. Why the hell was I thinking that was first Mega Man X game? ![]() -------------------- _______________________ | 6393 | 13607 | 984 | 14 |
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| SamEarl13 Panser I dont know what to put here Level: 32 ![]() Posts: 187/348 EXP: 202634 For next: 3808 Since: 02-14-12 Since last post: 186 days Last activity: 180 days |
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| Was sonic adventure 2 able to connect to the internet as i found 3 music files in Sonic adventure 2 battle for gamecube that point that way. They are 'chao k net connect.adx', 'chao k net fault.adx' and 'chao k net fine.adx'. There's also jingles for getting a new chao garden which i don't remember hearing. -------------------- Sound in my Signiture Currently in my Signiture: Legend of Zelda - Main Theme |
| Foxhack Member Level: 39 Posts: 207/562 EXP: 402232 For next: 2539 Since: 04-17-12 From: Mexicali, Mexico Since last post: 17 days Last activity: 3 hours |
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| The Dreamcast version had online capabilities. The Gamecube version could be linked up to a GBA. Maybe they're used there? -------------------- ![]() |
| MainMemory User Level: 8 Posts: 5/18 EXP: 2181 For next: 6 Since: 07-21-12 Since last post: 153 days Last activity: 8 hours |
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| chao_k_net_fine is used in Sonic Adventure 2 Battle and Sonic Adventure DX when a Chao levels up. I would assume that they were used for Internet connection in the Chao Kindergarten in the original. |
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| Jul - The Cutting Room Floor - Weird Discoveries | - - ![]() |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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