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| Jul - The Cutting Room Floor - Weird Discoveries | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 32 33 34 35 36 37 38 39 40 ... 66 67 68 69 70 71 72 73 74 75 | Next older thread |
| SamEarl13 Panser I dont know what to put here Level: 32 ![]() Posts: 188/348 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 again, I've haven't done anything with my chao for a while so i didn't remember. -------------------- Sound in my Signiture Currently in my Signiture: Legend of Zelda - Main Theme |
| TomGuycott User Level: 9 Posts: 18/20 EXP: 2499 For next: 663 Since: 08-26-12 Since last post: 562 days Last activity: 275 days |
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Originally posted by Rick Sorry, I said it was present in X1-X3, but I forgot to mention the game I was using for that screen was X3. It was because I wanted to make sure it was in all three games, and after I determined it was I used that game since I happened to have it open. |
| nensondubois seek help please Level: 42 ![]() Posts: 429/551 EXP: 517265 For next: 4097 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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| Ok, there was a border planned for Hon Shougi but the trhe calls and everything are gone for both CHR_TRN commands and the PCT_TRN does not load. |
| Foxhack Member Level: 39 Posts: 210/562 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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| Two things. 1: Ghostbusters: Sanctum of Slime is a horrible game. 2: Ghostbusters: Sanctum of Slime has a -ton- of unused content. Early character designs, possibly unused music, leftover PS3 / PSN / Xbox graphics, and what appears to be a few test levels. I'll work on the game after I finish playing through it. Considering how dumb the helper AI is, this might take a while. ![]() -------------------- ![]() |
| SamEarl13 Panser I dont know what to put here Level: 32 ![]() Posts: 194/348 EXP: 202634 For next: 3808 Since: 02-14-12 Since last post: 186 days Last activity: 180 days |
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| In Sonic Adventure 2 battle I'm actually finding quite a few leftovers from the old game and developmental stuff like the old theme select which used pictures and a different kind of stage select. Since only 2 levels are there it must of been scrapped early. I also found the textures for the old menu, i'm not sure how they worked but they mention things like 'download event' and 'world ranking'. -------------------- Sound in my Signiture Currently in my Signiture: Legend of Zelda - Main Theme |
| rabidabid Member Level: 18 Posts: 69/82 EXP: 28876 For next: 1021 Since: 08-25-10 Since last post: 15 days Last activity: 3 days |
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![]() In the Japanese version of Castlequest, there are spaceships and fish hidden in the overscan area of the title screen. |
| Aeonic Butterfly Member Level: 27 Posts: 146/198 EXP: 103817 For next: 12342 Since: 12-27-10 From: Ridgecrest, CA Since last post: 427 days Last activity: 391 days |
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Originally posted by SamuelEarl666 Check here and tell me if you see anything new. I'm interested: http://tcrf.net/Sonic_Adventure_2 http://tcrf.net/Sonic_Adventure_2:_Battle My only discovery was finding Knuckles has an unused exit in Sonic Adventure, assuming you can beat Emerald Coast as him, you'll be warped out to the Past, and stuck, since there is no trigger out. I assume that means there was a story event that went unused, but was scrapped later. I tried this on the GCN, with an AR and a moon jump code, so it was SA: DX. I'd hold it to be true for SA Dreamcast too; if it isn't, I would be *very* surprised. --------------------
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| MainMemory User Level: 8 Posts: 6/18 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 Aeonic Butterfly Since I happen to be working on the disassembly of SADX PC, I decided to look into this, and found the real cause:
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| Aeonic Butterfly Member Level: 27 Posts: 147/198 EXP: 103817 For next: 12342 Since: 12-27-10 From: Ridgecrest, CA Since last post: 427 days Last activity: 391 days |
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Thanks for that. I've always wondered if it was a cut stage or something funky. ![]() Any idea why Gamma's event doesn't show up, though? I spent 40+ minutes looking for Tikal the first time. -------------------- ![]() |
| MainMemory User Level: 8 Posts: 7/18 EXP: 2181 For next: 6 Since: 07-21-12 Since last post: 153 days Last activity: 8 hours |
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| Gamma's event does not show up because you are not playing as Gamma. That list only tells the game where to send you, whether an event plays depends on a bunch of hardcoded stuff that checks your current character and some values I still don't understand in the 'Adventure Mode data' block of RAM. |
| Aeonic Butterfly Member Level: 27 Posts: 148/198 EXP: 103817 For next: 12342 Since: 12-27-10 From: Ridgecrest, CA Since last post: 427 days Last activity: 391 days |
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Originally posted by MainMemory Alright, curiosity. Is it checking against current story status, or the status of other characters? Maybe its looking for powerups so it knows what to display, cosmetically, the next time you see them in a cutscene. ![]() --------------------
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| MainMemory User Level: 8 Posts: 8/18 EXP: 2181 For next: 6 Since: 07-21-12 Since last post: 153 days Last activity: 8 hours |
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| It checks the story status for the current character, and since Knuckles is not at a point in his story where an event happens in the past, nothing happens. |
| AJ 187 Member worthless protoplasm Level: 14 ![]() Posts: 34/37 EXP: 11557 For next: 1514 Since: 07-27-07 From: Chicago Since last post: 581 days Last activity: 5 hours |
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I found a metatile definition for this graphic in the US version of Super Dodge Ball:![]() However, I'm not sure how to access it in-game. The definitions begin at 0x17A00 in a Super Dodge Ball (U) [!].nes rom. -------------------- Justus League: just us and not them. |
| rabidabid Member Level: 18 Posts: 70/82 EXP: 28876 For next: 1021 Since: 08-25-10 Since last post: 15 days Last activity: 3 days |
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Oh yeah, that was on Johnny Undaunted's old Nekketsu page. The image is broken though.
Arcade version, for reference. |
| nensondubois seek help please Level: 42 ![]() Posts: 431/551 EXP: 517265 For next: 4097 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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| So, I found the debug menus for the GB Harvest Moon games and the Japanese version has a more extensive debug from the US version of Harvest Moon (Game Boy). Hmm. |
| devin Magikoopa i'm mima irl Level: 95 ![]() Posts: 2662/3130 EXP: 8507818 For next: 160789 Since: 04-29-08 From: FL Since last post: 1 hour Last activity: 1 hour |
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I found a debug password for the mirror portals in Might and Magic III for SNES. It's the only password that isn't plain ASCII text, so it wasn't as simple to find as the others (or else it would have been common knowledge by now, I assume.)
If any of you have played any of the other versions (PC, Mac, Genesis, ...) would you be willing to see if the same password has an effect in those versions? The SNES version is pretty much a straight port, so I imagine it's entirely possible that the hidden password is, at the very least, in the PC original. -------------------- Photo by Luc Viatour |
| RandomTBush User Level: 8 Posts: 9/14 EXP: 1719 For next: 468 Since: 11-03-11 Since last post: 46 days Last activity: 41 days |
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Another useless tidbit I never knew about before is how the Japanese version of Goof Troop for the SNES has a difficulty setting which the U.S./European version doesn't have. It changes around the level layouts, removing jars and blocks and such at higher difficulties, and also the puzzles. For example, from the first stage... ![]() From left to right is U.S./European, Japanese at Lv. 1, Japanese at Lv. 2, Japanese at Lv. 3. And it seems that none of those difficulties match the U.S./European version. |
| nensondubois seek help please Level: 42 ![]() Posts: 434/551 EXP: 517265 For next: 4097 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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| Ok, after about a week, I have determined that roughly 80% of all SGB games have the same DATA_SND transfers. I'm curious about what this actually does now. |
| Foxhack Member Level: 39 Posts: 222/562 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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| I was playing Incredible Crisis (PS1) and the videos seemed odd. So I opened them up with a video viewer, and noticed that the game still uses the original Japanese videos. Instead of editing them or making new ones, the localization team juts slapped an overlay on top with the translated text and said "Good enough." I'm probably going to add this to the wiki eventually, but, I want to make sure the title cards for the removed levels were completely removed from the game first. -------------------- ![]() |
| Rena Star Mario Fennel Level: 120 ![]() Posts: 4894/5180 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 #4894 · Fri 121109 232200
Originally posted by nensonduboisIt's probably boilerplate init code from the SDK, that just plays it safe like Nintendo likes to, and resets everything back to defaults whether it's going to be used or not, and really doesn't need to be mentioned in every goddamn article. -------------------- |
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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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