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05-26-18 05:52:07 PM

Jul - The Cutting Room Floor - Weird Discoveries New poll - New thread - New reply
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Rick
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Posted on 02-05-11 05:22:36 PM (last edited by Rick at 02-05-11 05:23 PM) Link | Quote
I also have a combined experience with Mega Man X and something I don't recall if it was a dream or not.

It was an alternate boss room for Launch Octopus that had a layout similar to Pharaoh Man's boss room in Mega Man 4 and an open ceiling. It only happened once, and it was rather bizarro.

I don't suppose GoldS found such a thing when he was farting around in Mega Man X some time ago, though, which makes me really wonder if I was hallucinating or dreaming.
xdaniel
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Posted on 02-05-11 07:39:14 PM Link | Quote
Originally posted by Gig
Originally posted by xdaniel
An oddity in Zelda OoT I just noticed, wondering if it's something for the Wiki...

Hell yeah it is. I love random bits of trivia like this.

Right then, on the Wiki it is. Wouldn't mind if someone proofread the snippet, tho, as it's pretty late here already and I fear there might be typos and such
Abaxa
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Posted on 02-08-11 08:57:09 PM Link | Quote
Well I've done a primarily test run of my warp code for Phantasy Star 4. It severely messes up the Motavia and Dezolis overworld while on (due to issues with the way their tilemaps loop) but otherwise works at a basic level. By my count the location index goes all the way up to 416, 63 of which outright crashed for me. There's some sneaky code doing some tilemap swaps though so I can't be entirely sure. For example value $160 in a new game puts me at the exterior of Gumbious temple but if I do the same warp with an end-game save I get dumped in Gumbious B2 and can take the stairs up to B1, which should technically be destroyed by that point in the game.

This hallway is identical to location $164 and connects to a plot-critical room which the developers probably wanted more to happen with earlier in the story but didn't get to programming so they just blocked it off with NPCs. Now if I warp to $164 in a new game then head up stairs it again puts me at the staircase down in B1. If I head back downstairs and look in the debug menu to see what location I'm in it tells me I've gone back to $164. However, if I do the same warp with my end-game savestate it puts me in the same hallway but going up the staircase kicks me out to the Dezolis overworld like it's supposed to. Oh you silly game.

Other highlights include:

A 2nd copy of the first room of the Valley Maze (the tunnel leading to Tonoe) that uses a different palette and has warps to the overworld, bypassing the cavern exterior screen, and the rest of the actual cave. Battles default to ON but the formation data isn't valid and the game crashes as soon as a random encounter is triggered.

DF2 is programmed not to appear in Garuberk Tower if it's been defeated. The same cannot be said for the Bio-Plant which has multiple copies of Professor Holt and a non-talkative copy of Rika when neither should be there.

The Air Castle is technically two dungeons one right after another as far as the dungeon numbers are concerned.
felineki
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Posted on 02-12-11 01:47:21 PM Link | Quote
The basic hitspark graphics in Vampire Savior each seem to have an unused frame:

Going by their positioning, it would seem they were intended to be the first frame of the animation (and I can't think of any other way to include them that wouldn't look weird). Haven't been able to find any associated animation data, the tiles might be all that's left.
xdaniel
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Posted on 02-12-11 03:20:14 PM Link | Quote
Random observation about the prototype maps in Zelda OoT MQ's Debug ROM:

Very old:
- depth_test (probably)
- syotes
- syotes2
- sasatest

Newer:
- test01
- besitu
- sutaru
- hairal_niwa2
- testroom

How do I come to this conclusion?

depth_test, syotes, syotes2 and sasatest all use only the first 16 entries in the vertex cache (the old Fast3D Ucode's maximum) and they all only use the TRI1 command for drawing triangles instead of TRI2 (introduced with F3DEX), which can render two of them with one command. So I'd guess that those four maps have been designed when the game was still using an earlier/older graphics Ucode, and have not been redone to use features of F3DEX/F3DEX2. And considering how the syotes maps were some of the first to be seen in screenshots, it's thus probably safe to assume that depth_test and sasatest also date back to those days.

Also, the latter three of them use several successive VTX commands for loading in vertices to specific positions in the cache, so you have them load ex. five vertices, then 2, then 1, then 2 more, and then render the triangles. Other maps don't do this, they load 32, render triangles, load another 32, render triangles, etc., and then load the remaining ex. 5 and render the last few triangles.

The other five maps also - just like the regular retail maps - all use more than 16 vertex cache entries at once and/or the TRI2 command instead of TRI1 exclusively.
GlitterBerri

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Posted on 02-13-11 04:09:33 AM Link | Quote
Great detective work, that's really cool. =)
Teflon
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Posted on 02-15-11 11:32:34 PM (last edited by Teflon at 02-15-11 11:32 PM) Link | Quote
So I was looking through the Daikatana Pre-Alpha's model files, and I found this:

Photobucket

I've looked though as much pre-release Daikatana info as possible, but there's nothing about this guy. I managed to load his animations, and it seems he would be able to shoot a revolver. Something tells me I'm the first person to ever have found this character, which is pretty neat.
felineki
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Posted on 02-27-11 08:33:02 PM Link | Quote

Some images of Donovan's sword Dhylec transformed into a surfboard in Vampire Hunter/Night Warriors. Donovan does have a few moves where he rides his sword a bit like a surfboard, but it never turns into anything like this as far as I know.
Rick
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Posted on 02-27-11 10:02:33 PM Link | Quote
The size of that board, it's almost like it would play into some kind of a super or something.

Nice find, there!
felineki
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Posted on 02-28-11 11:43:10 PM Link | Quote
Also in Vampire Hunter/Night Warriors, a giant Tutankhamen mask at the end of Anakaris's graphic data.

I just came across an interview with the game's staff which reveals that the designer behind Donovan's and Anakaris's graphics had a habit of drawing and submitting all sorts of strange stuff with no real suggestion as to how it should be used. That explains things a bit.
TheKins
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Posted on 03-01-11 08:21:07 AM (last edited by TheKins at 03-01-11 03:19 PM) Link | Quote
Originally posted by Teflon
So I was looking through the Daikatana Pre-Alpha's model files, and I found this:

Photobucket

I've looked though as much pre-release Daikatana info as possible, but there's nothing about this guy. I managed to load his animations, and it seems he would be able to shoot a revolver. Something tells me I'm the first person to ever have found this character, which is pretty neat.
Looks like a very early design of Boots from Anachronox. Both games started being made around the same time... Might have been used for MDL Exporter tests or something.

EDIT: I sent the picture to Tom Hall and John Romero asking if they knew anything about that model. They couldn't recall anything, sorry.
GoldS
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Posted on 03-01-11 02:15:23 PM (last edited by GoldS at 03-01-11 02:16 PM) Link | Quote
There are a bunch of unused audit text in Mortal Kombat. Most of these should be self-explanitory.


THIRD SERVICE PAID
CONTINUED UNTIL H.S.
FRAMEA9 ERRORS
GREEN NINJA COUNTER
SYSTEM LOCKUPS
ILLEGAL OPCODESS TAKEN
DOOR SLAMS



Also found the string "SANS BIO" after the last character bio text (Sonya's). Not sure what that means.

Teflon
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Posted on 03-01-11 04:18:32 PM Link | Quote
Originally posted by TheKins
Originally posted by Teflon
So I was looking through the Daikatana Pre-Alpha's model files, and I found this:

Photobucket

I've looked though as much pre-release Daikatana info as possible, but there's nothing about this guy. I managed to load his animations, and it seems he would be able to shoot a revolver. Something tells me I'm the first person to ever have found this character, which is pretty neat.
Looks like a very early design of Boots from Anachronox. Both games started being made around the same time... Might have been used for MDL Exporter tests or something.

EDIT: I sent the picture to Tom Hall and John Romero asking if they knew anything about that model. They couldn't recall anything, sorry.


I looked up "Anarchronox Boots" on google and he's a dead ringer for that model. I would've never, ever figured that out. Thanks a million! It sucks that Hall and Romero don't remember anything about the model, tho.
xdaniel
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Posted on 03-02-11 06:02:26 PM Link | Quote
The wiki's not working for me, so I can't check if this has already been mentioned there, but...

Japanese v1.0 & v1.1:


US v1.0, etc.:


Same thing in the DX versions... Is this already known?
GlitterBerri

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Posted on 03-03-11 12:43:50 PM Link | Quote
Fir trees are censored in the American version.
Peardian

  
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Posted on 03-03-11 01:09:39 PM Link | Quote
I guess they weren't "islandy" enough.


Admittedly, those trees look more like pointy rocks or something.
BMF54123

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Posted on 03-03-11 11:13:32 PM Link | Quote
Considering the actual beach in the game has palm trees, that fix totally makes sense.
Liliana
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Posted on 03-12-11 04:36:12 PM Link | Quote
As always I'm totally late to the show, but this was posted in a link a few pages ago:



I cannot remember a shop in OoT looking like this. There aren't many shops in OoT to begin with, but they all look different. Did I forget something or is this truly unused?
Gabu

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Posted on 03-12-11 04:38:38 PM Link | Quote
I don't remember there being a shop that look like that either. Unless there were extra objects put into the scene or something.
xdaniel
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Posted on 03-12-11 04:39:31 PM (last edited by xdaniel at 03-12-11 04:42 PM) Link | Quote
I don't seem to recall that shop either... The only ones with such counters are the Zora and Goron shops; none of the Hylian or Kokiri ones look like this, I believe. I guess I'll go check it in-game...

EDIT: The Potion Shop:


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Jul - The Cutting Room Floor - Weird Discoveries New poll - New thread - New reply




Rusted Logic

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