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felineki
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Posted on 12-26-13 08:09:29 AM (last edited by felineki at 12-26-13 08:10:40 AM) Link | Quote
So Street Fighter (the first one) has an unused "FIYAH KEEK!" voice clip right along with the other special attack voice clips. Pretty much confirms that the flame effect that has already been on the wiki for a while was indeed intended to be used for some kind of fiery kick special attack (like the game's poster art somewhat implies). It doesn't have an equivalent Japanese voice clip like the other 3 specials do, so they must have scrapped it before they got to that stage. In less intriguing news, I also found an unused "Street Fighter!" voice clip, probably intended for the title screen.
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Posted on 12-27-13 06:03:05 PM (last edited by Kak64 at 12-29-13 10:05:21 AM) Link | Quote
Something interesting on the very early Crash Bandicoot levels:

What is it known is that on the prototype disk there are two levels (S0000002.NSF and S0000010.NSF) which use an earlier engine, probably from when the game didn't have crates.

Now the interesting part:

If we open S0000002.NSF in CrashEdit there are no sounds, but if we open S0000010.NSF there is only one sound: PSptA.wav.

Then if we look at the "General Graphics" (in "WillT") we see more interesting stuff.

Let's compare the three different "versions" of WillT.

S0000002.NSFS0000010.NSFS0000001.NSF


In both S0000002.NSF and S0000010.NSF there are graphics for the fruit shown in these two screenshots.
Every tile has a generally bigger resolution too, as there ar far less graphics.

Also, I may be wrong, but look where the HUD numbers are in S0000002.NSF are and then see where they have been moved by S0000010.NSF, it may explain why the HUD becomes corrupted in the "Cliff" Level. It may be leftover code improperly pointing to those tiles.

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Posted on 12-29-13 06:59:59 AM (last edited by Celice at 12-29-13 07:00:23 AM) Link | Quote


http://www.vg-resource.com/showthread.php?tid=23365&pid=519654#pid519654

Apparently these are used in the Mario Kart GP arcade game, but they look noticeably lower-poly compared to most other models, as well as having a different style (Diddy) or transparency issues (the ostrich).

Could these have been ripped from the Diddy Kong Racing game and directly used here? If so, does this qualify as an oddity for an article?
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Posted on 12-29-13 10:08:57 AM Link | Quote
Update on the Crash Bandicoot thing:

More textures from the cut lava level. The last one interestingly uses the 256 color palette.

TestTCav1TCav2TCav3T


Also, I'm curious to know why in the wiki is said the cut lava level has the level ID of 04 in the internal level list. The cut lava level has actually the level ID of 02, while level 04 is this.

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Posted on 12-29-13 05:22:47 PM Link | Quote
Originally posted by Celice
http://www.vg-resource.com/showthread.php?tid=23365&pid=519654#pid519654

Apparently these are used in the Mario Kart GP arcade game, but they look noticeably lower-poly compared to most other models, as well as having a different style (Diddy) or transparency issues (the ostrich).

Could these have been ripped from the Diddy Kong Racing game and directly used here? If so, does this qualify as an oddity for an article?

They are low-poly because they are background props to decorate the track with. These are both from the Donkey Kong Jungle track. You can see Diddy Kong used in this screenshot.

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Posted on 12-29-13 05:32:38 PM (last edited by Hacc at 01-03-14 05:02:19 AM) Link | Quote
Originally posted by Montassar2092
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).


I updated the links for the "Cut Areas" section. I'm tidying up the code files for the PS2 and GC versions.

Akaria (Unknown Area) [12/29/13]
http://imgur.com/a/5e7MU#0

Heliopolis (Unknown Area) [12/29/13]
http://imgur.com/a/553v8#0

Heliopolis or Uruk Temple [12/29/13]
http://i.imgur.com/EZUgUQG.png
http://i.imgur.com/z4KSkoQ.png
Note: I have to figure out where some of the entrances teleport you to (the ones in blue).
Foxhack
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Posted on 12-29-13 06:06:37 PM Link | Quote
Originally posted by Kak64
Also, I'm curious to know why in the wiki is said the cut lava level has the level ID of 04 in the internal level list. The cut lava level has actually the level ID of 02, while level 04 is this.

It could be a build difference from the normal to greatest hits version.

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Posted on 12-29-13 06:15:46 PM Link | Quote
Originally posted by Foxhack
Originally posted by Kak64
Also, I'm curious to know why in the wiki is said the cut lava level has the level ID of 04 in the internal level list. The cut lava level has actually the level ID of 02, while level 04 is this.

It could be a build difference from the normal to greatest hits version.

The problem is that I'm talking about the April Prototype, so there only one "possibility". I checked myself level ID 02 is what crashes the game and causes errors when loaded in CrashEdit (along with level 10). The other one is just fine (although adding the level ID of the removed levels in their description would be nice).

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Posted on 12-29-13 07:06:33 PM Link | Quote
Kak64, here is info on those two level files by chekwob: http://hpzr.proboards.com/post/309211/thread
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Posted on 12-29-13 07:47:40 PM Link | Quote
Originally posted by Hacc
Kak64, here is info on those two level files by chekwob: http://hpzr.proboards.com/post/309211/thread
Ah, thanks!

Anyway, is there a way to find the correct palette for the graphics? For these I wouldn't trust using the final version's/custom palette.

Also, on the fruit, it was probably a good idea to ditch the early fruit - they only have one frame of "animation" and don't look quite right :/.

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chekwob
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Posted on 12-29-13 08:44:04 PM Link | Quote
Originally posted by Kak64
Anyway, is there a way to find the correct palette for the graphics? For these I wouldn't trust using the final version's/custom palette.

The palettes should all be in the texture page as 16bpp ABGR1555, but the data linking the image data with the associated palette data is (I believe) part of the 3d models. I haven't really touched the texture mapping stuff much, but the idea is the texture pages are just raw data they shoot right into VRAM and the texture coordinates/palette locations are already baked into the model files.

Originally posted by Kak64
Also, I'm curious to know why in the wiki is said the cut lava level has the level ID of 04 in the internal level list. The cut lava level has actually the level ID of 02, while level 04 is this.

It's probably a mistake. There's a special 64-char character set used in some places including the level naming scheme. The charset is the digits 0-9, the lowercase letters a-z, the uppercase letters A-Z, the underscore (_) and the exclamation mark (!). The level id is an index into that charset, so 02 would be level2, 0C (Jungle Rollers) would be levelc, and 22 (Stormy Ascent) would be levely. This all matches up with some posts made by Andy Gavin.

Stormy Ascent [...] Because of the place it held in my heart, I still remember its “real” name, “levely” (every level had a similar bland name in the code, “level1,” “level8,” “levelb” etc. when we got to “levelz” I went on to “levelA” lol)

It also matches up with the characters the sequel, Crash Bandicoot 2, spits out via printf when you switch levels, as well as that game's naming convention for warp room box gem placeholder objects (something like obj_gem_warp#x for levelx).
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Posted on 12-30-13 07:12:08 PM Link | Quote
Originally posted by Foxhack
Originally posted by Kak64
Also, I'm curious to know why in the wiki is said the cut lava level has the level ID of 04 in the internal level list. The cut lava level has actually the level ID of 02, while level 04 is this.

It could be a build difference from the normal to greatest hits version.
Also, before I forget, I checked the final version - level slot 04 hasn't been touched and it's still in the old April Prototype Format.

It also contains the prototype textures as result.

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Posted on 12-31-13 09:40:32 PM Link | Quote
The SGB John Loose games all have a complete completely unused SOUND SGB table. Further, The Getaway also has the unused but it would take time to access them properly.

Happy New Year!

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Celice
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Posted on 01-01-14 04:07:18 AM Link | Quote
Rhythm Tengoku has some off-screen notes for one of the minigames:


This was hidden in the part of the Cat Machine / Meow Mixer that is normally off screen and not visible. I have no idea what it means, but it looks neat.



http://gbatemp.net/threads/rhythm-tengoku-translation-rhythm-heaven-silver.330147/page-16#post-4872209

Originally posted by Peardian
Originally posted by Celice
http://www.vg-resource.com/showthread.php?tid=23365&pid=519654#pid519654

Apparently these are used in the Mario Kart GP arcade game, but they look noticeably lower-poly compared to most other models, as well as having a different style (Diddy) or transparency issues (the ostrich).

Could these have been ripped from the Diddy Kong Racing game and directly used here? If so, does this qualify as an oddity for an article?

They are low-poly because they are background props to decorate the track with. These are both from the Donkey Kong Jungle track. You can see Diddy Kong used in this screenshot.

The link is a bust :< The thing that makes it interesting is the similar art style to the other N64 games--I was wondering whether it was a new asset or if it was taken from the game.
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Posted on 01-01-14 04:59:46 AM Link | Quote
Drats, the smiley broke the URL. Look at the pics on this page.

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Kak

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Posted on 01-01-14 08:34:19 AM (last edited by Kak64 at 01-01-14 04:21:23 PM) Link | Quote
HELPFUL HINT #1:

Be sure to check the "Disable Smiley" checkbox in the post options when something in the HTML code accidentaly inserts Smilies.

If you do so, this will be the result

Although I'd personally prefer a direct link to images (but then there would be no way of knowing which page the image was inserted :( ).

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Posted on 01-01-14 01:32:42 PM (last edited by Torchickens at 01-01-14 01:39:58 PM) Link | Quote
Originally posted by Celice
Rhythm Tengoku has some off-screen notes for one of the minigames:


This was hidden in the part of the Cat Machine / Meow Mixer that is normally off screen and not visible. I have no idea what it means, but it looks neat.



I had a go at translating it. Note that I don't understand much Japanese. In practice, I can only really recognize the kana and I only know a few basic sentences. I haven't played Rhythm Tengoku either, so I don't know of the context in which it appears, sorry about that.

ボタンはOBJにします - Use the button on the object (or something like that)
耳はスピーカー - It literally means 'as for the ear, speaker', so it might mean to listen to the speaker.

I hope this helps.
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Posted on 01-01-14 04:14:32 PM (last edited by Mezmorize at 01-01-14 06:28:47 PM) Link | Quote
The TurboGrafx-16 game Time Cruise (U) has a couple of options in the options menu that have disabled cheats.

Here are the newly discovered cheats that are entered in the options menu:
ENDING (enter the $ cheat first) [New]
Down, 02, Select, Right, 02, Left, Up, Select, Up, Down, Down, Right, 02, Left, Select.

MAIN COLOR TYPE (enter the Ending cheat first) [New]
Select, 02, Left, Down, 02, 02, Down, Left, 02, Left, Left, Left, Left, Select, Select, 02.

BALL TRIGGER [Move Ball Anywhere] (Cheat Disabled?)
02, Select, 02, Select, Left, Left, Right, Down, 02, Down, Up, Right, 02, Up, Select.

PARAMETER SET (Cheat Disabled?)
Right, 02, 02, Left, Select, Select, Down, Down, Right, Select, Up, Up, 02, 02, Down.

You can use these two RAM codes to use/enter the cheats effects though:
Move Ball Anywhere
F82005:1+

Ball Parameter Menu (Options Menu)
F82737:14+
Note: Enter the Options Menu, then press the Run button. Don't go into Practice Mode with the code enabled.

I have only used the codes in the emulator Ootake though. http://ouma.jp/ootake/

Here's an image of the debug menu:


---

Couple more things I found for the same system:
http://gamehacking.org/vb/threads/9410-A-cheat-menu?p=75666

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Posted on 01-07-14 04:39:55 AM (last edited by nensondubois at 01-08-14 12:46:46 AM) Link | Quote
The CoroCoro Comics pictures found in the Japanese Game Boy Camera are actually stored in an inaccessible section in the album. B4!

Between the inaccessible wild frames and this, I would like to think that these were plan as uncrackable content for the unreleased game. This needs a bit more investigation.

EDIT: All CoroCoro comic content is now accessible! (Going to make a video of this later)

Let's Print!

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felineki
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Posted on 01-08-14 04:49:13 PM Link | Quote
Originally posted by Celice
Rhythm Tengoku has some off-screen notes for one of the minigames:


This was hidden in the part of the Cat Machine / Meow Mixer that is normally off screen and not visible. I have no idea what it means, but it looks neat.

First one is "We'll make the buttons objects." "Object" being game developer jargon for "sprite" (as opposed to background). Second one is "The ears are speakers".
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