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| Jul - The Cutting Room Floor - Weird Discoveries | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 49 50 51 52 53 54 55 56 57 ... 66 67 68 69 70 71 72 73 74 75 | Next older thread |
| Sik Level: 16 Posts: 34/81 EXP: 18973 For next: 1283 Since: 12-07-12 Since last post: 21 days Last activity: 7 hours |
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Originally posted by einstein95 "Wanking"? Uh... yeah, okay... |
RahanAkero![]() The End of the World Level: 49 Posts: 699/748 EXP: 864555 For next: 19328 Since: 11-25-09 From: Staten Island, NY Since last post: 24 days Last activity: 19 hours |
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Originally posted by Peardian You'd be surprised, heh. A lot of the time you have to have someone who knows a lot about the game, and then get them to actually look through it to find stuff... and considering that other people might think the game is simple and there's not much to find, there's little incentive to look deeper into it. ![]() Good job on the find. Anyway, I had something last night that made Super Mario Land's timer always read 000, even during normal gameplay. Probably nothing interesting, but if anybody could look into it, I'd appreciate it. (It still seemed to act normal, though?) -------------------- |
Peardian![]() Magikoopa 8/16: KvSG #463 is finally up! Level: 137 ![]() Posts: 6744/7075 EXP: 30527754 For next: 345101 Since: 08-02-07 From: Isle Delfino Since last post: 40 min. Last activity: 40 min. |
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| nensondubois seek help please Level: 42 ![]() Posts: 476/551 EXP: 517255 For next: 4107 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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| Elite Soccer Game Boy has regional and revisionary differences. Yes, more boring Super Game Boy things, mostly. Also, I could have sworn last night that I posted about the Bomberman Max sound test. Did I post it elsewhere? -------------------- #1 in Game enhancer codes - GSCentral.org (and news) tcrf.net/User:Nensondubois Youtube.com/user/nensondubois |
| xdaniel 560 ![]() ![]() ![]() ![]() Level: 45 ![]() Posts: 465/562 EXP: 616563 For next: 43601 Since: 12-04-08 From: Germany Since last post: 6 days Last activity: 3 hours |
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>>ESTABLISHING LINK...DONE. >>FETCHING POST DATA...DONE. >>EXECUTING POSTDISP.BIN... Originally posted by nensondubois Yep, the Metroid prototype thread below: http://jul.rustedlogic.net/thread.php?pid=423829#423829 -------------------- |
| nensondubois seek help please Level: 42 ![]() Posts: 477/551 EXP: 517255 For next: 4107 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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Originally posted by xdaniel Derp. Found out that the command is actually used in Soccer EU.sgb. I overwritten it accidentally. -------------------- #1 in Game enhancer codes - GSCentral.org (and news) tcrf.net/User:Nensondubois Youtube.com/user/nensondubois |
Peardian![]() Magikoopa 8/16: KvSG #463 is finally up! Level: 137 ![]() Posts: 6745/7075 EXP: 30527754 For next: 345101 Since: 08-02-07 From: Isle Delfino Since last post: 40 min. Last activity: 40 min. |
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| Rena Star Mario Fennel Level: 120 ![]() Posts: 5044/5180 EXP: 19165114 For next: 322057 Since: 07-22-07 From: RSP Segment 6 Since last post: 17 days Last activity: 6 days |
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Post #5044 · Thu 130725 222611
Originally posted by XkeeperMario still dies when the time is up? Some debug modes have the timer still tick down, but not do anything when they expire. If that's not the case, I'd suppose you just found a flag that tells it whether to actually redraw the timer. -------------------- |
| Foxhack Member Level: 39 Posts: 429/562 EXP: 402219 For next: 2552 Since: 04-17-12 From: Mexicali, Mexico Since last post: 17 days Last activity: 2 hours |
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I started futzing around with Paperboy / Rampage on the GBA, and noticed something odd while browsing through the ROM's data - these lines:
-- are apparently repeats in the game that exist for no reason. The lines that are actually supposed to be used are found in a different section of the game. Also there's text for Paperboy credits, which isn't used, because the credits are shown in the main menu. I'll probably add an article in a little bit. --------------------
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Hacc![]() Level: 17 Posts: 51/73 EXP: 22570 For next: 2173 Since: 03-16-11 Since last post: 13 days Last activity: 13 days |
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| That elusive level warp screen in Mickey Mania, has been triggered on the Tower Escape level. Jump to 54:00 in this YouTube video. |
| Vague Rant User Level: 6 Posts: 9/10 EXP: 860 For next: 47 Since: 10-05-12 Since last post: 435 days Last activity: 4 days |
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I already put this up on the wiki, but Gem Smashers for Wii has an archive on the disc ("constitu.arc") containing the first three Articles of the Constitution of the United States, across 17 plaintext files: one per section of each Article.
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| Montassar2092 User Level: 7 Posts: 3/14 EXP: 1274 For next: 174 Since: 03-02-13 Since last post: 269 days Last activity: 257 days |
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| Sphinx and the Cursed Mummy. Quite the meaty thing to cover and investigate (it's compatible with game extractor) It has lots of out-of-bounds fully modeled areas, unused items (ie Scroll of Sokar, , unused functional bosses/monsters, and unused dialogue. Also a functional God Mode. Read somewhere about R3 enabling it in some versions, then there is a out-of-bounds debug rooms in one of the first areas with warps to many points in that room. Another big test room called "monstest" with loads of unused enemies. Source: http://www.tutankhammunity.proboards.com/index.cgi?board=mysteries&action=display&thread=94 --Cut Areas-- Akaria (Unknown Area) * Others will be added gradually. tinyshit/2n8didw.png Heliopolis (Unknown Area) * Others will be added gradually. tinyshit/20zo8lu.png Heliopolis or Uruk Temple (?) tinyshit/bi9yrp.png [DOWN] tinyshit/2zfs8q0.png [DOWN] Note: I have to figure out where some of the entrances teleport you to (the ones in blue). --Cut Monsters-- * Others will be added gradually. Boss Room: "RAC" (possibly for Abydos) tinyshit/10wtzdj.png BM03: "SLY" [10/2/11] *Not cut; seen in Heliopolis near the obelisk* tinyshit/33f6zb6.png [DOWN] tinyshit/2zdupgg.png [DOWN] BM04: "ALI" [10/2/11] tinyshit/10gh4d1.png tinyshit/1z2eyvp.png BM06: "SQU" [10/2/11] tinyshit/63xbuh.png tinyshit/sw31c7.png BR05: "DIN" [10/2/11] tinyshit/20idyiw.png BU01: Fire Mummy Bull [10/2/11] tinyshit/2yxenfa.png [DOWN] tinyshit/rj4pid.png http://oi46.tinypic.com/5b395u.jpg Note: I'll be recording a battle between him and a couple other nasty creatures. BU03 Room: Zombie tinyshit/213jkp1.png tinyshit/6zsvg2.png [DOWN] HD06: "URU" [10/2/11] tinyshit/16bah6b.png HD09 Room: Big Horse [10/2/11] tinyshit/f1iakw.png [DOWN] tinyshit/14b2jd5.png tinyshit/29bzxwl.png tinyshit/708evc.png HD15: [10/2/11]tinyshit/2w2rngw.png [DOWN] OC03 Room: "RAM" [10/2/11] tinyshit/2dbnts1.png tinyshit/262tt7l.png OC04 Room: "STA" [10/2/11] tinyshit/2q18gsz.png tinyshit/2v0evex.png tinyshit/14y682o.png PI06 Room: "TEN" tinyshit/2j0hul0.png Note: It doesn't have a head. ========================================== Cut Sub-plot (AKARIA) (found in FILELIST.004) http://pastebin.com/RvraLhZH ========================================= The pre-release demos have even more content "GEB QUEEN IS DEAD - CUT SCENE WILL GO HERE. FOR NOW ENEMY MESSES UP AT THIS POINT!\n" "ISHKA IS DEAD - CUT SCENE WILL GO HERE. FOR NOW ENEMY MESSES UP AT THIS POINT!\n" "PHARAOH DEMON IS DEAD - CUT SCENE WILL GO HERE. FOR NOW ENEMY MESSES UP AT THIS POINT!\n" you have: Sphinx and the Shadow of Set Demo Disc (Individual; NTSC) ID: SLUS 29057 Size: 1.15 GB Built: Apr 24 2003 21:19:41 Sphinx and the Shadow of Set Demo (Official U.S. PlayStation Magazine Demo Disc 72) ID: SPHINX.ELF Size: 388 MB (folder for the game) Built: Apr 29 2003 11:28:04 Sphinx and the Cursed Mummy (Retail; NTSC) ID: SLUS 20482 Size: 2.63 GB Built: Sep 26 2003 14:30:25 Sphinx and the Cursed Mummy (Retail; PAL) ID: SLES 51831 Size: 2.69 GB Built: Dec 3 2003 14:45:02 =========== How to skim through its sound files: To hear the sounds from the game, download PSound v2.00 from here: http://snailrush.online.fr/. Extract the files to a folder on your computer. The only option I have disabled is Playlist -> Auto Advance -> Forwards. This will allow you to easily search through the sound files found without PSound automatically advancing to the next one in the playlist. As for the file that stores the sounds used in the game, go to File -> Scan file -> DATA -> FILELIST.000. Force the Sample Rate in the configuration menu to "?" (maybe sure to click the check box to enable it). Lots of unused ones (like 05332) ============== Also, for some reason, Super Mario Galaxy 2 has text for an an extensive debug mode, some of its strings are already used as crash handlers in SMS. It mentions options for a debug mode, debug save, refusing to load said debug save, a scene select, and many other things like a crash handler (SMG1 crashes or displays a blank message box when the character has undefined text, like in out-of-bound areas/unused rooms) |
Hacc![]() Level: 17 Posts: 52/73 EXP: 22570 For next: 2173 Since: 03-16-11 Since last post: 13 days Last activity: 13 days |
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| I'll gladly share what I didn't upload yet (no videos still), for those familiar with the game. The admin of the Sphinx boards has been away for some months now (not sure on his status). A couple of the other members over there, are really familiar with the game. God Mode can only be enabled through a cheat device, or possibly a keyboard (a number of functions listed for it in the coding). The R3 button feature is only used in the review build (you'll have to ask Borman for the video, if he saved it. I think I have the original video description somewhere before his channel was deleted (he has a new one now)). I've been saving up to purchase the review build in some form (slowly due to other important matters). Also, Ralf has hacked some codes for the PAL GC version. What a stealthy info swipe, you did. ![]() |
| Sheeza Member Level: 12 ![]() Posts: 37/41 EXP: 7749 For next: 172 Since: 05-27-12 Since last post: 43 days Last activity: 752 days |
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| Dunno if it belongs here, but: In SMW, in the first room of Ludwig's Castle, there is a pipe at the very top right of the area that leads to the ? block game, before dropping you off in the second section as normal. How are you supposed to get up there to that pipe? You start off in a narrow passageway with no openings, and there doesn't seem to be a way to get up to that pipe. I've looked through a few FAQs and none mention that pipe. |
| Dark Linkaël Red Cheep-cheep Level: 26 Posts: 189/216 EXP: 98757 For next: 3518 Since: 02-21-12 From: France Since last post: 284 days Last activity: 284 days |
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| Sheeza Member Level: 12 ![]() Posts: 38/41 EXP: 7749 For next: 172 Since: 05-27-12 Since last post: 43 days Last activity: 752 days |
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| Ah lol, guess I'm stupid. But it's interesting that no FAQ out there mentions that. It's incredibly well-hidden. |
| Dark Linkaël Red Cheep-cheep Level: 26 Posts: 190/216 EXP: 98757 For next: 3518 Since: 02-21-12 From: France Since last post: 284 days Last activity: 284 days |
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It is not widely known apparently. There are not so long as I know the existence of this pipe and I thought the same thing before finding this secret access. Hidden Bonus Stage, Ludwig's Castle --------------------
Webmaster of the French Zelda website "Triforce Legend"
リンク - カスト "2003" |
| Fuzn Member Level: 17 ![]() Posts: 51/75 EXP: 23695 For next: 1048 Since: 02-23-11 Since last post: 41 days Last activity: 3 hours |
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| Small interesting chain of discoveries. First, while looking into the files of Star Wars: Jedi Knight: Dark Forces II, I discovered 3 things. The first was a file named kysab0.3do. (3do = 3D Object) In model viewers, this was an active lightsaber with a plain texture and a bright green blade. I've never seen it in-game and it probably isn't some obscure feature I've never heard of, since I've also never seen this model outside of the editors. I sniffed around for more remnants and then found kysab0.key. (key = Keyframe) In a third-party animation viewer, combining this animation with the previously mentioned 3d model gave me a spinning saber. Model and animation? Further snooping around left me an unused projectile type by the script name of +force_saber. This used both the model and the animation. When fired, it travels out slowly from the player for a short distance before disappearing. But if it hits a wall or a floor before then, it turns into a collectable lightsaber pickup. I suspect it was scrapped because of a few things. First, the blade of this is modeled on, it needed to be updated to match to the various multiplayer saber blade colors. Second, the placement of the dropped saber item needed to be reworked, as the pickup will often spawn inside of whatever the projectile hits. However, I'm unsure how to order these in an article, since I did find other unused content. EDIT: I sorted this content out into 3 videos, recorded in-game with light modding to bring this content to the surface. +force_saber, the kystab#.key animations, and kysnap3.key. |
| Foxhack Member Level: 39 Posts: 440/562 EXP: 402219 For next: 2552 Since: 04-17-12 From: Mexicali, Mexico Since last post: 17 days Last activity: 2 hours |
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I started poking around Sonic Adventure DX (the Steam version that's a port of the 360 version that's a port of the Gamecube version) and found a bunch of leftover stuff from the PS3 version. (Mostly Japanese info and such.) There's also some leftover graphics stuff from the 360 version (Leaderboards, daily challenges, etc.) I also found... the Game Gear games! They're still included in the game files, and I was able to decompress them all. I even found a sixteenth compressed file which, when decompressed, contains this text:
There are some references to these games in the executable (file names, and corrupt, possibly compressed menu strings) but there's no way to run them as far as I can tell. I have no idea if anyone at Sonic Retro has uncovered this because their web server hates me and refuses to load anything more than A SINGLE PAGE. --------------------
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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. |
| Query execution time: | 0.153695 seconds |
| Script execution time: | 0.185000 seconds |
| Total render time: | 0.338695 seconds |