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fortyfive-antelope

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Celice
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Posted on 03-28-13 04:33:06 AM Link | Quote
Slamhound, you are a bro beyond bros Thanks for explaining a lot of these interesting features and things you've picked on. I almost want to start an empty page for the game and move all this to its talk page, just to provide a backup of your research in case something goes awry with this forum.

MUGEN-tan
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Posted on 03-28-13 07:32:43 AM Link | Quote
Originally posted by MUGEN-tan
From the TCRF article about Kirby Air Ride:

TEST can only be tested with the ENEMY REQ setting switched to OFF, suggesting that the map might attempt to load an enemy type that is no longer present in the game. If ENEMY REQ is set to ON when this stage loads, the game will crash.

This one made me curious. How does maps in Kirby Air Ride load enemies? Had anyone found that out already?

So I assume that nobody can help me there?
Slamhound
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Posted on 03-28-13 06:08:55 PM Link | Quote
Originally posted by Slamhound
I might go through it's moveset later.


Just went through the moveset, and it was interesting to say the least.

The Talisman's moveset is identical to most basic straight swords in the right hand and the moveset is complete: R1, R2, backstep strike, F+R1 = Kick, F+R2 = Jumping attack. Switching to two hands brings an odd graphical glitch where your character briefly holds it in both hands for a second before lowering both arms to a rest, but otherwise has a complete 2H straight sword set. Equipping in the left hand just has two flavours of punching basic punching.

L1 shield blocking works too, but the real oddity is when you try to L2 shield parry: Nothing typically happens with a single tap, your character just stands there. Repeated presses of L2 will, very briefly, make your character assume the standard T-pose, and even further repeated pressings will create possibly the best damn hummingbird impression in a video game.

Guess what? It's utterly useless in combat. The only way you can actively hit an opponent with it is with a backstab. You can't shield parry, and swinging at an enemy will not result in any contact. Even if you do hit with a backstab, it lands for no damage.
Celice
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Posted on 04-01-13 04:56:34 PM Link | Quote
So, uh, I see for April Fool's, TCRF is upside down. So I'm not gonna bother seeing if there's an article on this or not.

http://www.gametrailers.com/videos/za9m1f/batman--arkham-city-pop-facts--batman-arkham-city---8-bit-bats-in-the-belfry

Apparently, there is a playable copy of Sunsoft's Batman on the Xbox 360 and PS3 versions of 'Batman - Arkham City', non-GOTY editions. I assume this qualifies as an entry on the wiki, as Goldeneye has a similar feature with that ZX emulator (perhaps not in how it's accessed, but in the existence itself).

I wonder if one could boot some other NES games in-game?
divingkataetheweirdo

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Posted on 04-01-13 07:47:58 PM Link | Quote
Originally posted by Celice
http://www.gametrailers.com/videos/za9m1f/batman--arkham-city-pop-facts--batman-arkham-city---8-bit-bats-in-the-belfry


Check the upload date (3/31/2013). Seems awfully close to April Fool's Day for me.
Foxhack
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Posted on 04-02-13 11:31:47 AM Link | Quote
Originally posted by Celice
So, uh, I see for April Fool's, TCRF is upside down. So I'm not gonna bother seeing if there's an article on this or not.

http://www.gametrailers.com/videos/za9m1f/batman--arkham-city-pop-facts--batman-arkham-city---8-bit-bats-in-the-belfry

Apparently, there is a playable copy of Sunsoft's Batman on the Xbox 360 and PS3 versions of 'Batman - Arkham City', non-GOTY editions. I assume this qualifies as an entry on the wiki, as Goldeneye has a similar feature with that ZX emulator (perhaps not in how it's accessed, but in the existence itself).

I wonder if one could boot some other NES games in-game?

The games have already been dissected by fans extracting resources. I honestly doubt a NES game would've gone hidden for this long in it, especially since it's a popular franchise -and- an Unreal engine-based game..

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nensondubois
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Posted on 04-02-13 10:20:25 PM Link | Quote
Metal Gear Solid for the GBC has a debug menu... couldn't find any info that anyone else discovered it previously. Bouts to another debug menu... this time, from a good game.

Game Genie code will access the god of debug menus upon bootup. 001-87F-B32

Every aspect of the game can be tested thoroughly.

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MathUser
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Posted on 04-03-13 08:53:41 AM (last edited by MathUser at 04-03-13 08:54:53 AM) Link | Quote
This is the gameshark code he posted in #x

01000AC4

I only tested it in Mednafen and it boots to the screen, but you can't progress past it. It may be a problem with the emulator and not the code itself. Haven't tested it on other emulators yet. Anyway, look forward to seeing this detailed in the wiki.
Raccoon Sam
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Posted on 04-03-13 10:51:20 AM Link | Quote
These strings are in Donkey Kong Country (GBA) :
0xFD0000, ASCII:


===========================================
DK3 START
===========================================

EEPROM SIZE: 512
EEPROM SAVE SIZE: 120 *3
EEPROM GLOBAL SIZE: 136
EEPROM TOTAL USE: 496


NEW BACKGROUND :241 Warning Page

fours layer 0:1208
chars, size:467, 0x3a60
map layer 0 size :76

Background type: DM_1024
layer 0 uses 467, free 557
layer 1,2,3 uses 0, free 960
number of layers used :1


NEW BACKGROUND :200 Diddymask Frontend

fours layer 0:1172
chars, size:523, 0x4160
map layer 0 size :360
fours layer 3:704
chars, size:84, 0xa80
map layer 3 size :76

Background type: DM_1024
layer 0 uses 523, free 501
layer 1,2,3 uses 84, free 812
number of layers used :2


NEW BACKGROUND :167 Title Screen

fours layer 0:1912
chars, size:259, 0x2060
map layer 0 size :116
fours layer 1:832
chars, size:314, 0x2740
map layer 1 size :88
fours layer 2:256
chars, size:23, 0x2e0
map layer 2 size :96

Background type: DM_1024
layer 0 uses 259, free 765
layer 1,2,3 uses 337, free 495
number of layers used :3


NEW BACKGROUND :189 FRONTEND

fours layer 0:1264
chars, size:580, 0x4880
map layer 0 size :76
chars, size:10, 0x140

Background type: DM_1024
layer 0 uses 580, free 444
layer 1,2,3 uses 10, free 886
number of layers used :2


NEW BACKGROUND :11 Springin' Spiders

fours main layer :14260
char data : 71616
map layer 0 size :11784
map layer 1 size :11784
fours layer 2:1676
chars, size:212, 0x1a80
map layer 2 size :128
fours layer 3:2180
chars, size:235, 0x1d60
map layer 3 size :128

Background type: DM_DLOAD_2_LAYERS
layer 2,3 uses 447, free 1
number of layers used :4



0xB0EC4:

AUDIO ERROR, freq of sample unusually high. (>3 times normal)
AUDIO ERROR, pitch frequency too low
AUDIO ERROR, pitch frequency too high
AUDIO ERROR, adsr_acts table exceeded
AUDIO ERROR, midi_command table exceeded
AUDIO ERROR, midi delta time too big
AUDIO ERROR, midi delta time of 4 bytes unsupported
AUDIO ERROR, too many notes on channel 0.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 1.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 2.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 3.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 4.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 5.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 6.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 7.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 8.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 9.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 10.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 11.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 12.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 13.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 14.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 15.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, not enough space to put audio RAM code
AUDIO ERROR, more than 16 tracks in song
AUDIO ERROR, tune num > max tunes available
AUDIO ERROR, MIDI note on command before MIDI prog chng command
AUDIO ERROR, requested playback freq exceeds max freq
AUDIO ERROR, incorrect note mapping for rhythm_set
AUDIO ERROR, incorrect note mapping for keysplit
AUDIO ERROR, invalid fx number
AUDIO ERROR, invalid tune number
AUDIO ERROR, could not find startpoint


Built-in audio debugger?


Cranky's Dojo 9
HEROPAGE 3
HEROPAGE 2
HEROPAGE 1
Cobra Track 4
Cobra Track 3
BR3 Stampede Sprint
CREDITS
Swanky Backdrop
funky backdrop
Cranky menu background
Exit Ripcurl Reef
End Sequence
Swankys World 8
Swankys World 7
Swankys World 6
Swankys World 5
Swankys World 4
Swankys World 3
Swankys World 2
Swankys World 1
WHIRLPOOL WRECK
Cave K's Kache
Cave Belcha's Burrow
Cave Hilltop Hoard
Cave Clifftop Cache
Cave Sky High Secret
Cave Glacial Grotto
Cave Sewer Stockpile
Cave Bounty Bay
Cave Undercover Cove
Cave Kong Cave
Cave Arich's Hoard
Warning Page
Cave Smuggler's Cove
Cave Bounty Beach
Banana Queen
Game Over Page
Swanky Kong (
Diddymask Frontend
Cranky Interior
Cranky's Dojo 8
Cranky's Dojo 7
Cranky's Dojo 6
Cranky's Dojo 5
Cranky's Dojo 4
Cranky's Dojo 3
Cranky's Dojo 2
Cranky's Dojo 1
Wrinkly Kong
FRONTEND
WORLDMAP PAUSE
Funky hut
DK Hut for intro
Cobra Track 2
Cobra Track 1
Cobra Track 0
Bramble Bear
Barter Bear
Baffle Bear
Barnacle Bear
Batchelor Bear
Blizzard Bear
Brash Bear
Bazooka Bear
Bjorn Bear
Benny Bear
Boomer Bear
Blunder Bear
Blue Bear
Bazaar Bear
Bonus - Warp Room
Title Screen
Bonus - Defeat Baddies
Bonus - Find Token
Bonus - Collect Stars
Bonus - Collect Nanas
Krematoa
Kaos Kore
Razor Ridge
Pacifica
K3
Mekanos
Cotton-Top Cove
Kremwood Forest
Lake Orangatanga
Main World Map
Exit Floodlit Fish
Exit Fish Food Frenzy
Exit Bazza's Blockade
BR3 Swoopy Salvo
BR2 Swoopy Salvo
BR1 Swoopy Salvo
BR 3 Tyrant Twin Tussle
BR2 Tyrant Twin Tussle
BR1 Tyrant Twin Tussle
BR2 Criss Kross Cliffs
BR1 Criss Kross Cliffs
SAVE PAGE
BR2 Stampede Sprint
BR1 Stampede Sprint
BR2 Poisonous Pipeline
BR1 Poisonous Pipeline
BR2 Koindozer Klamber
BR1 Koindozer Klamber
BR1 Lightning Lookout
BR2 Lightning Lookout
BR2 Creepy Caverns
BR1 Creepy Caverns
BR2 Konveyor Rope Klash
BR1 Konveyor Rope Klash
BR2 Ropey Rumpus
BR1 Ropey Rumpus
BR2 Pot Hole Panic
BR1 Pot Hole Panic
BR2 Floodlit Fish
BR1 Floodlit Fish
BR2 Kongfused Cliffs
BR1 Kongfused Cliffs
BR2 Buzzer Barrage
BR1 Buzzer Barrage
BR2 Surf's Up
BR1 Surf's Up
BR2 Ripcurl Reef
BR1 Ripcurl Reef
BR2 Cliffside Blast
BR1 Cliffside Blast
BR2 Sunken Spruce
BR1 Sunken Spruce
BR2 Stormy Seas
BR1 Stormy Seas
BR1 Dingy Drainpipe
BR2 Dingy Drainpipe
BR2 Lemguin Lunge
BR1 Lemguin Lunge
BR2 Krack Shot Kroc
BR1 Krack Shot Kroc
BR2 Barrel Drop Bounce
BR1 Barrel Drop Bounce
BR2 Tearaway Toboggan
BR1 Tearaway Toboggan
BR2 Krevice Kreepers
BR1 Krevice Kreepers
BR2 Low G Labyrinth
BR1 Low G Labyrinth
BR1 Blazing Bazukas
BR2 Ripsaw Rage
BR1 Ripsaw Rage
BR2 Demolition Drainpipe
BR1 Demolition Drainpipe
BR2 Fireball Frenzy
BR1 Fireball Frenzy
BR2 Fish Food Frenzy
BR1 Fish Food Frenzy
BR2 Tracker Barrel Trek
BR1 Tracker Barrel Trek
BR2 Kreeping Klasps
BR1 Kreeping Klasps
BR2 Rocket Barrel Ride
BR1 Rocket Barrel Ride
BR2 Bazza's Blockade
BR1 Bazza's Blockade
BR2 Bobbing Barrel Brawl
BR1 Bobbing Barrel Brawl
BR2 Springin Spiders
BR1 Springin Spiders
BR2 Squeals On Wheels
BR1 Squeals On Wheels
BR2 Riverside Race
BR1 Riverside Race
BR2 Barrel Shield Bust Up
BR1 Barrel Shield Bustup
BR2 Murky Mill
BR1 Murky Mill
BR2 Skidda's Row
BR1 Skidda's Row
BR2 Tidal Trouble
BR1 Tidal Trouble
BR2 Doorstop Dash
BR1 Doorstop Dash
BR2 Lakeside Limbo
BR1 Lakeside Limbo
Knautilus
Rocket Rush
Swoopy Salvo
Tyrant Twin Tussle
Criss Kross Cliffs
Stampede Sprint
Kastle Kaos
Poisonous Pipeline
Koindozer Klamber
Lightning Lookout
Creepy Caverns
Konveyor Rope Klash
Kroctopus Krush
Ropey Rumpus
Pot Hole Panic
Floodlit Fish
Kong-Fused Cliffs
Buzzer Barrage
Barbos Barrier
Surf's Up
Ripcurl Reef
Cliffside Blast
Sunken Spruce
Stormy Seas
Dingy Drainpipe
Bleak's House
Lemguin Lunge
Krack Shot Kroc
Barrel Drop Bounce
Tearaway Toboggan
Krevice Kreepers
Kaos Karnage
Low-G Labyrinth
Blazing Bazukas
Ripsaw Rage
Demolition Drainpipe
Fire-Ball Frenzy
Squirt's Showdown
Fish Food Frenzy
Tracker Barrel Trek
Kreeping Klasps
Rocket Barrel Ride
Bazza's Blockade
Arichs's Ambush - Boss
Bobbing Barrel Brawl
Springin' Spiders
Squeals on Wheels
Riverside Race
Barrel Shield Bust-Up
Belchas' Barn - Boss
Murky Mill
Skidda's Row
Tidal Trouble
Doorstop Dash
Lakeside Limbo
Trev's Test Level
SPRITE GRID

[00 58 58 00 00 50 24 00 03 30 25 00 03 10 26 00 03 F0 26 00 03 00 0F 00 00 F0 00 00 00 C8 00 00 00 05 00 00 00 00 00 00 00 06 00 00 00]

EEPROM_V124

[00 00 02 00 00 40 00 00 03 06 00 00 00 00 20 00 00 00 04 00 03 0E 00 00 00 38 3D 00 03 A4 4A 0E 08 B0 4A 0E 08 38 3D 00 03 38 3D 00 03 38 3D 00 03 38 3D 00 03 68 00 00 00]

BR2 Lakeside Limbo
BR1 Lakeside Limbo
Knautilus
Rocket Rush
Swoopy Salvo
Tyrant Twin Tussle
Criss Kross Cliffs
Stampede Sprint
Kastle Kaos
Poisonous Pipeline
Koindozer Klamber
Lightning Lookout
Creepy Caverns
Konveyor Rop



The second-to-last level name is "Trev's Test Level". Trevor 'Trev' Attwood was involved in the development of the DKC titles.
Foxhack
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Posted on 04-03-13 02:42:03 PM Link | Quote
Originally posted by Raccoon Sam
These strings are in Donkey Kong Country (GBA) :
(snip)

The audio error list is already on the wiki; but everything else isn't.

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Hacc

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Posted on 04-03-13 05:11:33 PM Link | Quote
I saw in a text file, that I was looking into that Mega Man Legends equipment option. I didn't figure it out, but I had this code saved to see an error message. It's for the US version.

Force Error Display (L2 + O)
D00C0C28 2100
30097864 0001
Note: You will need to reset your console after using this code.
Foxhack
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Posted on 04-04-13 12:17:50 AM Link | Quote
Not so much a "weird" discovery, but Raven Software and Activision released the source code archives for Jedi Outcast and Jedi Academy. These are only for the executable files - very few resources are included. A techie friend of mine noticed a lot of comments about the functions and whatnot, there's probably some silly stuff somewhere in there.

But the best thing is... Raven didn't take out any of the Xbox-specific source code. It all appears to be in there.

http://sourceforge.net/projects/jedioutcast/
http://sourceforge.net/projects/jediacademy/

Grab it before they figure out they left in stuff that should probably not be in there.

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omega59
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Posted on 04-05-13 12:41:19 AM Link | Quote
Xbox source code? I think there may be textures for the Xbox buttons in the games too. Nice job, but Raven and Activision just might not care either, since Lucasarts was shut down.
Foxhack
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Posted on 04-05-13 01:10:56 AM (last edited by Foxhack at 04-05-13 01:19:57 AM) Link | Quote
Originally posted by omega59
Xbox source code? I think there may be textures for the Xbox buttons in the games too. Nice job, but Raven and Activision just might not care either, since Lucasarts was shut down.

Raven and Activision don't care.

Microsoft and its army of sue-happy lawyers, on the other hand...

Sadly there don't appear to be any Microsoft-authored tools in there. I saw batch files to turn MP3 and WAV files into XWB archives in the Jedi Academy folder but that's it. I wonder if there's source code for the Xbox ADPCM format...

Edit again: I don't think there's much left in there. Then again I am not a programmer.

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omega59
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Posted on 04-05-13 10:06:15 PM Link | Quote
It's mostly LUA script.
Eon

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Posted on 04-14-13 08:27:08 AM (last edited by Eon at 04-14-13 08:28:52 AM) Link | Quote
US version Time Hollow dummied out Spanish, German, and Italian.
arm9.bin is only different file size. At 256 byes smaller than EU.

Though I don't have a mode force cheat, loading a savestate created at the EU language menu appears to work.
Foxhack
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Posted on 04-14-13 12:02:45 PM (last edited by Foxhack at 04-14-13 12:03:19 PM) Link | Quote
Originally posted by Eon
US version Time Hollow dummied out Spanish, German, and Italian.
arm9.bin is only different file size. At 256 byes smaller than EU.

Though I don't have a mode force cheat, loading a savestate created at the EU language menu appears to work.

Oh, are you TheClaw at TCRF? I just left you a note at your talk page, you might want to mention that in the article! If all that's needed is a savestate then it probably needs a simple cheat code, like changing a variable.

Also, about the Xbox source code archives I mentioned? They were pulled, but not for the reasons I expected - Bink Video requested they be taken down because they contained copyrighted Bink source code.

Too late.

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Posted on 04-14-13 04:35:21 PM (last edited by Eon at 04-14-13 04:47:22 PM) Link | Quote
Another promising lead, similiar method also worked for Dragon Ball Z Attack of the Saiyans.
I used the title screen instead of a menu since it uses the DS firmware setting.
Same languages disabled at that.
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Posted on 04-14-13 09:22:10 PM Link | Quote
Found some odd stuff in the Graphics of WWF Smackdown! that I can't remember being in the widely-circulated proto either.....

Link is on the discussion page, along with a txt detailing odd stuff.
nensondubois
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Posted on 04-16-13 10:35:04 PM Link | Quote
Chase. H.Q. Secret Police



has a hidden sound test. What do the numbers mean at the top? They don't appear to be build dates because the game was released in 2000. Hmm. Any insight?

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Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.
bargaining-tycoon

37 database queries, 7 query cache hits.
Query execution time: 0.119663 seconds
Script execution time: 0.085181 seconds
Total render time: 0.204844 seconds