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| Jul - The Cutting Room Floor - Weird Discoveries | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 33 34 35 36 37 38 39 40 41 ... 66 67 68 69 70 71 72 73 74 75 | Next older thread |
| nensondubois seek help please Level: 42 ![]() Posts: 435/551 EXP: 517266 For next: 4096 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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Originally posted by Rena Apparently the DATA_SND is a SNES workram transfer "method 1", which isn't really helpful in either case. What should be done is completing the game listing on the SGB talk page... just listing that many games is time consuming. |
| Pokecat Member Level: 20 Posts: 2/124 EXP: 36620 For next: 5819 Since: 11-11-12 Since last post: 359 days Last activity: 359 days |
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| Scraped feature from Rockman Megaword, you could have be able to use weapons from MM in MM2! Documented here:http://themechanicalmaniacs.com/articles/MWCodesnData.php |
| ICEknight Member Level: 17 Posts: 18/80 EXP: 23587 For next: 1156 Since: 10-25-11 Since last post: 19 days Last activity: 7 hours |
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| I don't think so. Sounds to me like they just made all weapons compatible for making it possible to add whatever they wanted in the extra game. |
| devin Magikoopa i'm mima irl Level: 95 ![]() Posts: 2667/3130 EXP: 8507818 For next: 160789 Since: 04-29-08 From: FL Since last post: 1 hour Last activity: 1 hour |
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Dragon Ball Z: Hyper Dimension (SNES) has a pretty extensive debug mode. It's also mostly FUBAR.
The debug screens themselves don't set up the screen registers correctly and also wipe out the entire palette, making it invisible and mostly useless (it can be partially fixed with a few PAR codes, but it's a little glitch-prone still.) Also (and more frustratingly), the pointer table for the code controlling individual debug options is largely zeroed out, disabling an entire (long) submenu of options plus several other options in the remaining submenus. All or most of the actual code seems to be intact, but restoring every function pointer one by one is bound to be a chore. Of course, I discover this whole thing right after a remark about how TOSE never makes an effort to take debug modes out of their games. orz -------------------- Photo by Luc Viatour |
| nensondubois seek help please Level: 42 ![]() Posts: 436/551 EXP: 517266 For next: 4096 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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| Super Tetris 2 + Bombliss and Super Tetris 2 + Bombliss Limited both have debug menus, however a little more investigating is needed before writing the article. |
| nensondubois seek help please Level: 42 ![]() Posts: 437/551 EXP: 517266 For next: 4096 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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| Tetris DX has unfinished SGB packets and something more obscure. Code exists to draw bitmap lines in the game area. Nintendo was either testing the border or were planning objects or some form of border overlaying at some point, and since Tetris is engrossing enough, this would have severely fucked one over for players. |
| Foxhack Member Level: 39 Posts: 227/562 EXP: 402233 For next: 2538 Since: 04-17-12 From: Mexicali, Mexico Since last post: 17 days Last activity: 3 hours |
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| I managed to find a way to download and unpack the PS3 version of Sanctum of Slime and it has some of the items I found on the PC version - but not all. The unused artwork is PC exclusive. So I guess I can probably "recycle" the images for both versions. How do you add JPGs to the wiki without having someone add a "THIS MUST BE A PNG" notice again? Most of the assets are in JPG format. -------------------- ![]() |
| Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2715/3166 EXP: 9139393 For next: 177932 Since: 08-02-07 From: Pororoca Since last post: 4 days Last activity: 9 hours |
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| Celice Member Level: 25 Posts: 64/171 EXP: 85239 For next: 4381 Since: 10-24-10 Since last post: 6 hours Last activity: 6 hours |
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http://www.romhacking.net/forum/index.php/topic,15289.0.html Apparently, Romancing SaGa 2 received some new content when it was ported to the Wii Virtual Console service.
The thread author asks if anyone can validate these differences/additions. |
| Foxhack Member Level: 39 Posts: 229/562 EXP: 402233 For next: 2538 Since: 04-17-12 From: Mexicali, Mexico Since last post: 17 days Last activity: 3 hours |
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| Wow, New Game Plus is DLC? -------------------- ![]() |
| Rena Star Mario Fennel Level: 120 ![]() Posts: 4913/5180 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 #4913 · Sun 121118 212612
Yeah, wtf? That seems sleazy.I wonder how this is all implemented. Some VC games have had patches to the actual binaries, but not as complex as this. Wonder if they actually bothered to dig up the source code for this one. I'd bet all the DLC stuff is done by just setting flags in the save files, too. ![]() -------------------- |
| Foxhack Member Level: 39 Posts: 230/562 EXP: 402233 For next: 2538 Since: 04-17-12 From: Mexicali, Mexico Since last post: 17 days Last activity: 3 hours |
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Originally posted by Rena This is the same company that rereleased Final Fantasy VII for ten bucks... and fucked everything up by adding ridiculous amounts of DRM on top. So it doesn't surprise me one bit. Edit: Heh, I thought I'd poke around The Real Ghostbusters on GB for the heck of it, and what do I find? Kid Klown and Princess Honey. All three games that share the same uh, codebase have the same unused set of graphics... in their own little way. (Mickey Mouse IV has Mickey and Minnie; Garfield has Garfield and Odie.) Edit again: Wow, I'm in a Ghostbustery mood today! I just found out how to access the sound test in Ghostbusters II for the Game Boy! --------------------
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| Foxhack Member Level: 39 Posts: 236/562 EXP: 402233 For next: 2538 Since: 04-17-12 From: Mexicali, Mexico Since last post: 17 days Last activity: 3 hours |
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| Not Ghostbusters, but Final Fight Streetwise (PS2) has an insane amount of voice clips that don't seem to be used. I'm currently trying to see if there's an internal list that says which are used and which aren't. -------------------- ![]() |
| devin Magikoopa i'm mima irl Level: 95 ![]() Posts: 2672/3130 EXP: 8507818 For next: 160789 Since: 04-29-08 From: FL Since last post: 1 hour Last activity: 1 hour |
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TOSE delivers another nifty debug mode in Hana no Keiji. The standout feature of this one is being able to move and resize characters' hitboxes using the SNES mouse.
![]() (no i do not know why the sprites are always in the corner instead of where they should be) -------------------- Photo by Luc Viatour |
| Celice Member Level: 25 Posts: 66/171 EXP: 85239 For next: 4381 Since: 10-24-10 Since last post: 6 hours Last activity: 6 hours |
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| That is actually super nifty. I'm always interested in games that include in-game editing tools--they seem helpful for on-the-fly fixes during testing, but at the same time, it seems to kind of complicate which copy of the game is the "master copy" if the games have the means to be self-editing. Keeping track of what changed when by whom for what and why seems like it could have gotten complicated :o Thanks for posting about it! |
| AttackedbyGlitch Member Level: 12 Posts: 17/38 EXP: 7781 For next: 140 Since: 10-08-11 Since last post: 308 days Last activity: 90 days |
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![]() I just found this smiley face graphic in E.T. for the Atari 2600 using 2600gfx. I remember seeing it once on the purple bar at the top of the screen when glitching the game. Could someone verify if it's unused? |
| nensondubois seek help please Level: 42 ![]() Posts: 438/551 EXP: 517266 For next: 4096 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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| Pac-Man SCE was going to have a Super Game Boy soundtrack at some point, or at least the Pac-Man bank was. Wonder why Namco cheapened out. -------------------- #1 in Game enhancer codes - GSCentral.org (and news) tcrf.net/User:Nensondubois Youtube.com/user/nensondubois |
| Foxhack Member Level: 39 Posts: 241/562 EXP: 402233 For next: 2538 Since: 04-17-12 From: Mexicali, Mexico Since last post: 17 days Last activity: 3 hours |
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| So. Final Fight Streetwise. I just found a preview for a song that is not in the final game. http://www.youtube.com/watch?v=13PY9LqhQVM (NSFW due to language, most notably the N word.) I never expected to find something like this here. It's not even mentioned in the credits... Edit: And I just found some more unused stuff in the Xbox version. Argh, so much for this being done! -------------------- ![]() |
| Montas1992 User Level: 7 Posts: 5/13 EXP: 1290 For next: 158 Since: 09-17-12 From: Hyrule Since last post: 666 days Last activity: 606 days |
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Originally posted by Rena About the Virtual Console version of Romancing Saga 2 (the enhancements are from a mobile phone port),according to this page http://www.romhacking.net/forum/index.php?topic=15289.0: The SNES VC releases basically have 3 files: - .PCM - .ROM - .VAR The ROM is basically the original file itself. It can be played in a PC emulator but it won't have any music since the sound is split into a PCM file. The other file is the VAR file which basically makes any changes to the original rom. One example is on F-ZERO, the VAR file modifiers the game so the screen doesn't flash black every time you hit a wall. Some of the VC releases like Donkey Kong Country do have the original rom in there as well (aka the .smc / .sfc file) and actually play fine on a PC emulator. However they just take up more Wii blocks and can actually be deleted and repacked. Later VC releases do use a compression (LZH8) on the ROM & PCM files but a tool has been made to uncompress them. Looking at Romancing SaGa 2, the .VAR file is 2 KB. The stuff you have listed, I would have thought the file would be bigger. The .ROM uncompressed is 2MB. I'm going to compare it to the original. With this tool, it is possible to extract the file from the WAD into a working .smc file. https://github.com/Plombo/vcromclaim == Anyhow, If this is alright, I may as well share some of my newer observations about Ninokuni DS version : It seems the overworld is drastically different in a 2009 tgs demo called Level-5 Premium Platinium (the rom is hard to get, it's an xxxx release) - and I'm eager to explore it fully beyond the limited closed area in the demo. ![]() Thing is, most files are deleted, including vital stuff like other party members, spells, and items (including the flute to call the dragon and fully explore the world)-- Dungeons, Imagen, text and quest data are mostly deleted too,excep those used in the demo! But a basiruna dungeon name graphic is already there even if it's unused in the final. So using items and/or teleport spell isn't possible or will crash the game if they can be actually used. The sea is accessible in the demo, but the ship isn't. Save hacking is not possible since this demo doesn't allow saving (the button is greyed). My only option at this point would be to make a walk-through-wall code for the Overworld, since at least the current continent Oliver is in in the demo is still coded. However I need advice about how to make said code. About the final retail version, it has also its share of surprises: I mentioned it in my other thread, but there are 15 debug maps: A square grey room with associated debug-related text. Fileswapping (script file+map file) could only yield the map itself and its non-existent exits, but the NPCs and enviromental effects are still the ones from the initial replaced map. I think I need to do a map select code but do not how to proceed (how to do a relative search not knowing values? ) Any help/advice would be hugely appreciated. Thanks in advance. |
| Rena Star Mario Fennel Level: 120 ![]() Posts: 4930/5180 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 #4930 · Tue 121204 153339
Originally posted by Montas1992Interesting. Is the sound any different than the original game? I'm not sure what advantage there would be to splitting it into a separate file instead of emulating it... possibly a speed hack? Or some kind of copy protection trick, similar to NES arcade hardware's scrambled palettes, to prevent people just grabbing the ROMs out of the VC images and using them, but I think they could do a lot more than just cut out the sound in that case. This is especially interesting... so the ROM is patched to disable sounds, but there's also a separate patch file? That especially seems like the only reason to modify the ROM itself would be for anti-piracy purposes. Or are these not simple patches, but something else? ...then they go and include the unpatched ROM as well, and don't even use it? WTF Nintendo... don't tell me they use .smc extension and copier header too. :V -------------------- |
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| Jul - The Cutting Room Floor - Weird Discoveries | - - ![]() |
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