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| Jul - The Cutting Room Floor - Weird Discoveries | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 52 53 54 55 56 57 58 59 60 ... 66 67 68 69 70 71 72 73 74 75 | Next newer thread | Next older thread |
| Foxhack Member Level: 39 Posts: 465/562 EXP: 402203 For next: 2568 Since: 04-17-12 From: Mexicali, Mexico Since last post: 17 days Last activity: 41 min. |
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Originally posted by BMF54123 Maybe you could make the board spit out a warning if it reads a tinypic address when someone attempts to make a post? --------------------
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| Sik Level: 16 Posts: 50/81 EXP: 18972 For next: 1284 Since: 12-07-12 Since last post: 21 days Last activity: 6 hours |
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| The amusing part is that imgur has the same exact issue actually: if an image wasn't accessed in at least the last six months, it's candidate for being removed (and the URL potentially reused). Not sure if this applies to images uploaded by accounts, it definitely does for anonymous uploads though. And no, this isn't a rumor. There were several bookmarks I had to remove because the link expired. I tend to revisit the images I want to keep every so often just for this reason. |
Schezo![]() No way? No way! Level: 51 ![]() Posts: 37/1342 EXP: 992642 For next: 21296 Since: 09-03-13 From: ??? Since last post: 1 day Last activity: 7 hours |
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I'm not sure if it has been mentioned already, but in Plants vs. Zombies GOTY, in images\reloaded\acheese, alongside graphics for the achievement screen, there are these two jpg screenshots.![]() acheesements_more-top.jpg ![]() reloaded_acheesements.jpg The only "notable" thing is that the title bar says "Plants vs. Zombies 1.2.0.1065 DEBUG" For reference, the final GOTY version number is 1.2.0.1073 |
| MUGEN-tan Member Level: 20 Posts: 92/115 EXP: 40515 For next: 1924 Since: 11-01-11 Since last post: 153 days Last activity: 1 day |
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Originally posted by MUGEN-tan So I guess that means no? I really need an answer to that. |
| Foxhack Member Level: 39 Posts: 472/562 EXP: 402203 For next: 2568 Since: 04-17-12 From: Mexicali, Mexico Since last post: 17 days Last activity: 41 min. |
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Originally posted by Kak64 I just extracted the contents of my game and it looks like there's a lot more unused stuff other than this. I found what I think is MJ Zombie's head still in the game... --------------------
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Schezo![]() No way? No way! Level: 51 ![]() Posts: 42/1342 EXP: 992642 For next: 21296 Since: 09-03-13 From: ??? Since last post: 1 day Last activity: 7 hours |
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Originally posted by Foxhack I only mentioned those two as it's not normal to find unrelated screenshots like that. I don't know if the original version has some extra unused graphics... I may need to check... BTW that's already in the wiki . (it says the models for Zombie Jackson were not removed in the GOTY edition, but it says that in the regional differences section) |
| nensondubois seek help please Level: 42 ![]() Posts: 489/551 EXP: 517244 For next: 4118 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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| Bomberman Quest has a test border for the battle border. Also figured out the routine so now both test borders can display on hardware. -------------------- #1 in Game enhancer codes - GSCentral.org (and news) tcrf.net/User:Nensondubois Youtube.com/user/nensondubois |
Schezo![]() No way? No way! Level: 51 ![]() Posts: 46/1342 EXP: 992642 For next: 21296 Since: 09-03-13 From: ??? Since last post: 1 day Last activity: 7 hours |
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| In the first Speedy Eggbert, every demo level is built off a long tech level. This tech level has a somewhat different layout compared to the demo levels. This can be seen on the level editor from missions 200 to 207 (xmission needed). Example: This is how the demo level (Mission 200) normally ends: ![]() This is how it looks like in the other demo levels (here it's Mission 202): ![]() This is the same spot as mission 200, but this time it's out of view. ---------- The demo levels in the second game look like they use exact copies of the in-game levels, but that's not true. There are some differences in the level layout there (the demo doesn't last long enough to see them). For example, the tech level is almost exactly the same, except that the long shortcut from the first game is still present here. This is how it looks in the demo level (Mission 300): ![]() This is how it looks in the actual playable level (Mission 113): ![]() ---------------- Random stuff down here: The second game has leftover references to the "Dreams" tileset in the executable. Button00.blp has still the dreams icon. In the HUB world of the second game, the URL spells "WWW.BLUPI.COM". There is a TEMP.BLP in the IMAGE08 folder. Is this used? |
| lemurboy12 Member Level: 10 Posts: 14/31 EXP: 4370 For next: 44 Since: 01-12-13 Since last post: 139 days Last activity: 2 days |
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In Pokemon Stadium 2, is this used?![]() |
| nensondubois seek help please Level: 42 ![]() Posts: 490/551 EXP: 517244 For next: 4118 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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| Ok, yes, I found that more than changing the header is required to access the Super Game Boy features in the Japanese version of Blaster Master: Enemy Below, I just need to make a proper method of accessing the border and basic commands. -------------------- #1 in Game enhancer codes - GSCentral.org (and news) tcrf.net/User:Nensondubois Youtube.com/user/nensondubois |
| Celice Member Level: 25 Posts: 107/171 EXP: 85235 For next: 4385 Since: 10-24-10 Since last post: 3 hours Last activity: 3 hours |
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On Japanese imageboard, this image was posted.![]() It is apparently found in Fire Emblem: Thracia 776, one of the last Super Famicom titles released. No explanation on how it was triggered, but images/instances like these have previously been covered on the wiki. Figured I'd share in case someone could use the info. |
| devin Magikoopa i'm mima irl Level: 95 ![]() Posts: 2875/3129 EXP: 8503501 For next: 165106 Since: 04-29-08 From: FL Since last post: 2 days Last activity: 4 hours |
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| Celice Member Level: 25 Posts: 108/171 EXP: 85235 For next: 4385 Since: 10-24-10 Since last post: 3 hours Last activity: 3 hours |
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If you ever look into it, let us know what you find. I thought that screen was super interesting Every game in the Fire Emblem series has interesting unused content worth documenting, but I've never gotten around to putting everything together.Some more info on possible stuff to look into:
http://www.romhacking.net/forum/index.php/topic,17075.0.html |
Schezo![]() No way? No way! Level: 51 ![]() Posts: 52/1342 EXP: 992642 For next: 21296 Since: 09-03-13 From: ??? Since last post: 1 day Last activity: 7 hours |
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| Copied the Bubble Bobble 2/Symphony Cheat file to its prototype version. Obviously none of the cheats work, but the region select does work. What happens if you change it to US or EU? Nothing, except this: ![]() BUBBLE BOBBLE DASH (somewhat related, there's an unused sound of a male voice saying "Bubble Symphony". Sound Code 5F) In the EU setting this would be the only difference. In the US setting there's also this unchangeable option in the Configuration, replacing the COIN-B settings. ![]() BUY-IN PRICE |
| devin Magikoopa i'm mima irl Level: 95 ![]() Posts: 2882/3129 EXP: 8503501 For next: 165106 Since: 04-29-08 From: FL Since last post: 2 days Last activity: 4 hours |
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Last night I updated the Shadowrun (SNES) article explaining how to access the debug/warp room using the matchbox after some others began investigating it based on a hint from the developers in the last issue of Retro Gamer magazine.
I tried to simplify it enough, since it's kind of a weird trick, but there's actually something weirder about the way it works. It's possible to do it by simply examining the matchbook four times while standing north of the flickering lamppost outside of the morgue (then examining it once more inside the morgue), but there are a couple of additional, more complicated ways to achieve the same effect. Each time you successfully examine the matchbox, it becomes possible to examine it in additional locations other than the area immediately north of that specific lamppost. For example, rather than standing in the same place the entire time, you can first examine the matchbox to the north, then to the east, then west, then south, in that order (all around the same lamppost as usual). Or, you can do it this way, which involves the flickering lampposts by the morgue (#1), the one around the corner to the east (#2), and the one to the south by some benches (#3): examine the matchbox north of #1, then east of #2, then west of #1, then south of #3, before finally going back into the morgue and examining it for the last time. Other combinations are likely possible, as long as you hit the spots in the same order as either of those two methods. As far as I can tell, this has absolutely no difference from just standing to the north of lamppost #1 and examining the matchbox all four times, so this is a totally pointless way to make a cheat more complex than it needs to be. -------------------- Photo by Luc Viatour |
| JLukas User Level: 9 Posts: 16/16 EXP: 2549 For next: 613 Since: 06-11-10 Since last post: 384 days Last activity: 1 day |
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| The walk around the street light part had me confused, too. I still don't understand how/where the game is pulling the coordinates data to compare against, other than the first beep 01D5 / 0266 boundary box screenshot on the Notes page. That Matchbox script is really tough to follow will all those stack pushes and pulls. And after it gathers and compares all that data for the 7E3BD3 counter, coordinates and map checks there's only the single "44xxxx" branch script command for whether to proceed to the beeps section or not, making it difficult to determine what steps were done wrong. I'll get back to adding some more data to the Notes page shortly of the script bytes I was able to figure out. Even with the cheat solved, I'm still interested in breaking down the Matchbox script from start to finish. The script command notes might be helpful for any remaining easter eggs, prototype differences, or mysteries like the Winter CES text. |
| nensondubois seek help please Level: 42 ![]() Posts: 492/551 EXP: 517244 For next: 4118 Since: 05-30-10 Since last post: 114 days Last activity: 104 days |
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| Turns out that Nintendo was actually planning for Dr. Mario GB (at some point) to add a 1 Player CPU mode against the computer as there is a menu screen. This game feels rushed. There are two revisions dumped containing many differences, only one is known that affects pill spawning. -------------------- #1 in Game enhancer codes - GSCentral.org (and news) tcrf.net/User:Nensondubois Youtube.com/user/nensondubois |
| koolaidman Member Level: 18 Posts: 49/78 EXP: 27137 For next: 2760 Since: 07-17-10 Since last post: 54 days Last activity: 4 hours |
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Ralf over at gscentral.org posted codes for enabling a ton of debug stuff in the PAL version of Eternal Darkness.
I remember checking Eternal Darkness a while back for debug things but couldn't find anything. I checked the demo version that was included in one of the 2002 demo discs (which apparently also has some differences) and noticed a ton of debugger strings (for menus and stuff). For some reason there aren't any debugging things in my NTSC-U copy of the game, so this must only exist in the PAL version. Would be cool investigating given the game's history and the cool things the game play features. EDIT: Hmmmm. I checked Wave Race Blue Storm and found a particular file called client.bin. I recognized this file from a lot of Gamecube games that transfer data to the GBA over the link cable (like the Tinkle Tuner in WW). I opened up the file in a hex editor and sure enough I found the "AGBJ" header. There are some strings and what appears to be graphic data after the strings. Here are the strings: AGBJ.....RACE MAP....TACH....RACE STATUS.....WEATHER.....PIT CREW: .....JET SKI POSITIONS...LOAD MAP....LOAD TACH...LOAD STATUS.....LOAD PRE RACE...KEY INPUT...HANGE STATE.....NO MESSAGE..You won!.... Finish!....New record!.....Lap completed!..Passed opponent!.... Final lap!.....Wrong way!..Get back in the race!...Get back in the water!..You were passed!....Turbo used!.....Missed buoy!....Passed buoy!....Start the race!.....Short cut coming up!....Warning! Opponent on right!.....Warning! Opponent on left!...Warning! Large wave!....Warning! Jump approaching!..Warning! Hazard approaching!....Next buoy on right..Next buoy on left..WIND:...RAIN:...WATER:..DISCONNECTED It looks like at one point Wave Race Blue Storm used the GBA as some sort of monitor during play at some point but got removed, at least I think so. I can't remember any functionality like this in the game and a Google search turned up nothing. You can download the file here if you'd like to analyze it. As far as I know there's no way to emulate it, so... |
| BMF54123 Rhea Snaketail Slightly frazzled... Level: 125 ![]() Posts: 5440/5652 EXP: 21922552 For next: 531612 Since: 07-03-07 From: Neither here nor there. Since last post: 5 days Last activity: 1 hour |
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| omega59 Member Level: 23 Posts: 149/183 EXP: 60537 For next: 7186 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by koolaidman It could've been used as some sort of debugging interface, the GBA functionality. That's a good way to get rid of screen clutter while debugging. |
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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: | 0.192317 seconds |
| Script execution time: | 0.088585 seconds |
| Total render time: | 0.280902 seconds |