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| Jul - The Cutting Room Floor - Weird Discoveries | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 36 37 38 39 40 41 42 43 44 ... 66 67 68 69 70 71 72 73 74 75 | Next older thread |
Peardian![]() Magikoopa 8/16: KvSG #463 is finally up! Level: 137 ![]() Posts: 6579/7075 EXP: 30528116 For next: 344739 Since: 08-02-07 From: Isle Delfino Since last post: 2 hours Last activity: 2 hours |
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Eon![]() Strange Adventures Level: 60 ![]() Posts: 967/1024 EXP: 1684593 For next: 88185 Since: 07-22-07 Since last post: 5 days Last activity: 13 hours |
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 120/137 EXP: 82353 For next: 7267 Since: 07-27-07 From: United States Since last post: 6 hours Last activity: 3 hours |
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Originally posted by Peardian Some additions (and corrections) to that list: kmr = Goomba Village/Goomba Road/Mario's House mac = Toad Town nok = Pleasant Path/Koopa Village trd = Koopa Bros. Fortress iwa = Mt. Rugged sbk = Dry Dry Desert mim = Forever Forest arn = Gusty Gulch dgb = Tubba Blubba's Castle kgr = Inside the Whale kzn = Mt. Lavalava tik = Toad Town Tunnels pra = Crystal Palace kpa = Bowser's Castle/Peach's Castle kkj = Peach's Castle/Final Battle dig = Demo Sequences end = Ending (big surprise there) From my experiences with the ROM, the long list that HH posted is a file name list.
At 4A0FDC in the North American version, you will see a small list of file references. Changing the text here will actually affect what is loaded for the battlefields in Pleasant Path. Try replacing all of the occurrences of "nok" in this list with "kpa," and you should be see Bowser's Castle backgrounds when you do battle there instead: ![]() -------------------- |
| Rena Star Mario Fennel Level: 120 ![]() Posts: 4968/5180 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 #4968 · Mon 130121 004404
A Interesting. Notice the names are all 8 bytes, as well. I dumped the RAM in Goomba Village and examined it a bit. At 80099A00 (and probably earlier) is part of a list of some sort, with the filename followed by some kind of data:area_nok 0000 0000 90AF 82D3 82E9 8B75 0000 0000area_kmr is very long and doesn't look like the others, which is not surprising since that's the area I was in. That "U V Y Z e f i j" text is just coincidence, it appears in that big data block above and isn't really text at all. There is, however, something that looks menu-ish (or would have been printed to console?), that would be formatted like: ADDR [00000000]That text is around 802D9D80, after some pointers to code, though I haven't examined what it does at all. I don't think anything like this is used on the crash screen, and it's not nearby. (That's actually pointed out in the previous post, but this shows how it'd look.) Unfortunately the debugger GUI in recent Mupen64Plus builds has gotten much worse, to the point that it no longer exists... so I'm going to have to fix that before I do anything here. -------------------- |
| Foxhack Member Level: 39 Posts: 257/562 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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| In other news, I finally started to poke around Bad Boys Miami Takedown's debug mode. So far I've managed to make the game crash hard twice. I've found modifiers for enemy AI, graphics, a texture viewer, a sound browser (crashes the game) and all sorts of other neat stuff. For a game that gets a lot of crap over its graphics, the textures for the main characters are fairly damn detailed. But I saw a "blur" option in there that's enabled by default. Edit: I managed to get the game to work on PCSX2 and... well, if we go by the internal file names, the thing uses bmp and gif files. Yeah. What? I don't think they're actually bmps or gifs though. -------------------- ![]() |
| Friedslick6 Level: 17 ![]() Posts: 63/63 EXP: 23196 For next: 1547 Since: 11-24-08 From: Occipital Lobe, Lesion (benign) Since last post: 631 days Last activity: 155 days |
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In the Nintendo DS title, "Contra 4", the "Contra" NES rom included in the rom is marked by GoodNES as an overdump (Contra (U) [o1]). Compared to the verified good dump, this version contains 128 more bytes of data starting at 0x00020100. All the bytes are blank except for the first 9 bytes, which are: 43 6F 6E 74 72 61 0D 0A 1A (first 6 bytes read "Contra" in ANSI.) However, the "Super C" NES rom included in the rom is marked by GoodNES as a verified good dump (Super C (U) [!]). (Results from NTR-YCTE-USA version.) -------------------- Just like you, I'll always be. |
| Foxhack Member Level: 39 Posts: 258/562 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 started poking around the Bad Boys game files more and apparently all textures are stored inside two 560 MB files: Buffer1 and Buffer2. At first I thought they were padding, but I opened 'em up in GGD and there's graphics in there, the same stuff I saw with the debug viewer in the game. There's lots of repeated graphics. After fiddling around with the debug camera and stumbling upon sections of the stage that weren't loaded until I reached a certain point, it makes me think that the developers stored all the required textures for said sections and loaded / unloaded them dynamically, instead of just opening several graphic archives and pulling data from them separately. It's certainly faster, the game doesn't really have any load times other than at the start of a stage. I also noticed textures for ... a Luftwaffe plane? -------------------- ![]() |
| Hong Meiling Random nobody Level: 5 Posts: 5/6 EXP: 424 For next: 105 Since: 07-01-12 Since last post: 605 days Last activity: 266 days |
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| i found varios stuffs in the game "Hell Yeah!" (PC): placeholders, a debug folder and test maps! The debug folder has 4 files: (in C:\Program Files (x86)\Steam\SteamApps\common\Hell Yeah\Content\DEBUG) Cadre_BBox_0.xnb Cadre_BBox_1.xnb Cadre_BBox_2.xnb Cadre_zone_safe.xnb in the folder C:\Program Files (x86)\Steam\SteamApps\common\Hell Yeah\Content\ISLAND has 3 files unused: Placeholder256.xnb PlaceholderError64.xnb PlaceholderTarget16.xnb don't have idea how can running this files in the game |
| nensondubois seek help please Level: 42 ![]() Posts: 441/551 EXP: 517265 For next: 4097 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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| Why does http://tcrf.net/Bakuchou_Retrieve_Master and http://tcrf.net/Lodoss_Tou_Senki:_Eiyuu_Kishiden share the same debug menu setup? I cannot find any info on whether Lodoss was developed by TOSE at all. -------------------- #1 in Game enhancer codes - GSCentral.org (and news) tcrf.net/User:Nensondubois Youtube.com/user/nensondubois |
| Foxhack Member Level: 39 Posts: 263/562 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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| GDRI says that they appear to share some code. Maybe Tose developed part of the game? -------------------- ![]() |
| TheKins Member Level: 18 Posts: 73/80 EXP: 26465 For next: 3432 Since: 01-17-11 Since last post: 533 days Last activity: 525 days |
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| One of the designers on Destroy All Humans mentioned on a livestream that in the final game if you stay still and do nothing for five minutes, the screen goes black and white and all nearby characters start dancing to "Summer Samba" by Walter Wanderley. Anyone still got the game and willing to check this? |
| Foxhack Member Level: 39 Posts: 265/562 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 thought Ghostbusters (PC) had a few unused audio files from the cut parade level. Boy was I wrong. I've got over 500 voice clips... and that's just the NPCs! It looks like they actually wanted to have you bust ghosts with people around at one point. Crazy! My favorite lines so far: Diag_Egon_RF_PU_034, Sounds great Ray, but do not approach them. That would be a bad idea. They sound like something I read about in Tobin's: Soft candy shell outside, wrath of Hell inside. As long as you don't engage you should be fine. Diag_Egon_RF_PU_044, I wonder how long this process has been in motion. All the slime, we have been seeing it for some time. The old New York City railroad, the walls of the Fifty-Third Precinct, Venkman's face. Shandor's plan could have been in the works for years, even decades. Diag_Peck_Secretary_GEN_PU_005, Hello, Ghostbusters. Mr. Peck thinks it's wonderful that you didn't destroy every single thing in your path. He's even (shudders)...smiling...all right, now, Mr. Peck. You probably don't want to overdo it, do you? You could pull something. (This has no audio file so it's completely unused. In the game, Peck calls you himself.) -------------------- ![]() |
| The Zega Random nobody Level: 5 Posts: 1/6 EXP: 367 For next: 162 Since: 01-27-13 From: butt mountain Since last post: 595 days Last activity: 594 days |
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| I found a lot of unused voice clips and font in Gotcha force for the Gamecube, For example there is a game complete screen and a game over screen. ![]() ![]() ![]() ![]() ![]() -------------------- (#`Д´)ノ -IT'S NOT FOR FREE PUNK!! |
| nensondubois seek help please Level: 42 ![]() Posts: 442/551 EXP: 517265 For next: 4097 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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| Pokemon Card Game 2 has almost all of the Super Game Boy packets from the first game, palette settings included... everything is completely unused, in fact, the code that would read these packets is completely missing! This still needs more investigation of course. -------------------- #1 in Game enhancer codes - GSCentral.org (and news) tcrf.net/User:Nensondubois Youtube.com/user/nensondubois |
| Fuzn Member Level: 17 ![]() Posts: 42/75 EXP: 23696 For next: 1047 Since: 02-23-11 Since last post: 41 days Last activity: 5 hours |
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| Some oddities with the PC version of Star Wars: Jedi Knight: Jedi Academy. It's known to be an unfinished game, though to what extent, I'm personally not sure of. I can note a few things, just from looking at the assets alone. These models do not have a sounds.cfg inside their model folders, meaning that in Multiplayer, they default to a standard generic male voice set, despite them possibly having voices in the previous game, Jedi Outcast. They are referred to by their internal model folder names, and are almost all returning from Jedi Outcast. bespin_cop chiss desann (sounds.cfg is present, but is switched to a generic Cultist NPC's sound set) galak morgan (Morgan Katarn) rebel_pilot Despite this, their base NPC functionality (excluding Galak in his Mech, which crashes the game upon spawning due to lots of it's data being removed) remains in-game. This includes some of the NPC-specific weapons, like Desann's own saber, which isn't used due to Desann himself not being used as an NPC in-game. In addition, most of the NPC-exclusive weapons were disabled from multiplayer use, some for good reason. There's a lot more that could be had from this game, but I'd probably end up starting a thread exclusively for researching this. There's a lot that could just go straight into it's own page, actually! |
| MUGEN-tan Member Level: 20 Posts: 65/115 EXP: 40518 For next: 1921 Since: 11-01-11 Since last post: 153 days Last activity: 1 day |
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Spriter Resource claims to have unused sprites from Point Blank. Can someone varify this? Also: DAFAQ? |
| nensondubois seek help please Level: 42 ![]() Posts: 444/551 EXP: 517265 For next: 4097 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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| Pokemon Trading Card also has another unused border (could not find the medal variations... yet) as well as an unused TEST_EN and a very interesting ICON_EN command. -------------------- #1 in Game enhancer codes - GSCentral.org (and news) tcrf.net/User:Nensondubois Youtube.com/user/nensondubois |
| Foxhack Member Level: 39 Posts: 270/562 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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Originally posted by MUGEN-tan Before they became Arc System Works, they used to do console ports along their original stuff. See Wikipedia for a list of their projects, or Sega Retro for their Sega projects. --------------------
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| Kung Fu Man Member Level: 12 Posts: 19/35 EXP: 7416 For next: 505 Since: 04-12-11 Since last post: 114 days Last activity: 5 hours |
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![]() ![]() Splatterhouse has three whole sections of level that just go unused for 4-2, because it skips right to a latter part of the stage instead. No wonder if felt so rushed as a stage. |
| MUGEN-tan Member Level: 20 Posts: 66/115 EXP: 40518 For next: 1921 Since: 11-01-11 Since last post: 153 days Last activity: 1 day |
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| Does someone already know about the "SvC: Chaos" hack called "SNK vs Capcom Super Plus"? It is basically a "Super SNK vs Capcom", where Red Arremer and Athena are playable. Based on that, have someone already tried to find a Game Shark code for the original "SvC: Chaos", that lets you play as these normally unplayable chars? If yes, then it is worth an 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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