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TheMonkeyBob
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Posted on 10-04-15 01:24:23 AM Link | Quote
In Castlevania Circle of the Moon, when imputing a name, the cursor can be set (through memory) beyond the normal limits to find all the passwords for the different modes as well as an unused password.

Here is the entire list in the ingame format:
A B C D E F G H I
J K L M N O P Q R
S T U V W X Y Z &
. ' - ! * Jr _ Del End
C R O S S B O W F
I R E B A L L G R
A D I U S _ D A G
G E R _ _ A B C D
B C A D
I used _ to denote a blank character.

I figured out how to enable all passwords to work, but the unused password still did not do anything.
If someone wants to fiddle around with it, here is some useful info:
Which passwords are enabled is in binary, so to get the combination you want just add the values together.
Magician = 0x4
Fighter = 0x8
Shooter = 0x2
Thief = 0x10
The values are put into memory somewhere, but I just modified the save data to change them. I don't know about other emulators, but in VBA-RR go to 0xE000000 in the memory viewer and the first byte after "DRACULA AGB" is where the the data for unlocked modes is stored.


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einstein95
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Posted on 10-07-15 04:26:50 AM Link | Quote
Originally posted by TheMonkeyBob
In Castlevania Circle of the Moon, when imputing a name, the cursor can be set (through memory) beyond the normal limits to find all the passwords for the different modes as well as an unused password.

Here is the entire list in the ingame format:
A B C D E F G H I
J K L M N O P Q R
S T U V W X Y Z &
. ' - ! * Jr _ Del End
C R O S S B O W F
I R E B A L L G R
A D I U S _ D A G
G E R _ _ A B C D
B C A D
I used _ to denote a blank character.



This can be seen at 0xCAB40 using the character table which is a simple "A = 0x01" encoding.

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Posted on 10-08-15 04:32:59 PM Link | Quote
Sounds like someone should look into it more and see if there's anything behind it any more? I don't remember much about CotM, but I definitely don't remember that password.

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rabidabid
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Posted on 10-08-15 10:35:44 PM (last edited by rabidabid at 10-09-15 12:14:14 AM) Link | Quote
Dunno how appropriate this thread is for this but considering it's pretty much the "general random things" thread...

OK so Ichiro Mihara, planner for Mega Man 5, tweeted out some photos of an old notebook with some scribbly design ideas for the game. It's pretty neat.

Tweet 1 / Tweet 2

Translations of those tweets (and more) were posted on Protodude's Rockman Corner. Also someone in the comments section pointed out enemies that look like the unused grenade and lightbulb enemies documented on the TCRF page.



As a side-note, he apparently worked on Mega Man 6 as well... or at least confused 5 with 6. The planner of 6 went by "Turkey-613". And apparently no one figured out who that is yet? Now I don't know anything about Japanese but I'm gonna go ahead and put on my detective hat here. "613" in Japanese would be "roku ichi san"... so, "Ichiro-san"? Maybe?

Perhaps he was the planner for both games? Though I suppose someone could just tweet him and ask lol.



Edit: For funsies, I tried comparing some of the original scribbles to their "final" counterparts. Dunno how accurate it is. Also not sure about the 3rd one from the bottom.


Joe
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Posted on 10-09-15 02:35:07 PM Link | Quote
Originally posted by rabidabid
"613" in Japanese would be "roku ichi san"... so, "Ichiro-san"? Maybe?

Probably not; normally you'd expect them to be in the right order.

Assuming it's wordplay, the only sensible combination I can find is "muimi" (from 六぀ 一 三぀) which would make it meaningless.

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KingMike
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Posted on 10-09-15 04:52:25 PM Link | Quote
Sounds like it would make about as much sense as YUUKICHAN'S PAPA (though I forgot what their real name is but that person's a female, right? Despite what the name would suggest.)
devin

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Posted on 10-09-15 04:53:35 PM Link | Quote
That'd be Yoshihiro Sakaguchi, who is male.

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KingMike
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Posted on 10-09-15 04:54:44 PM Link | Quote
Then I read wrong. Thanks.
metalman
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Posted on 10-10-15 04:16:57 PM Link | Quote
https://archive.org/stream/Computer_and_Video_Games_Issue_192_1997-11_EMAP_Images_GB#page/n71/mode/2up

The UK magazine Computer & Video Games #192 (page 72) mentions some scrapped plans for "Time Crisis", like a restaurant and a boat chase. They must have liked the idea as the sequel has a boat chase.

And Ehrgeiz:
http://ehrgeiz.wikia.com/wiki/Early_Content

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Posted on 10-10-15 11:38:30 PM (last edited by Sik at 10-10-15 11:39:23 PM) Link | Quote
Originally posted by TheMonkeyBob
In Castlevania Circle of the Moon, when imputing a name, the cursor can be set (through memory) beyond the normal limits to find all the passwords for the different modes as well as an unused password.

Sounds like the array used for the alphabet is just a normal string and the passwords happen to be stored right after it (and it works just fine by pure luck). It's still interesting if it turns out there are unknown or disabled passwords over there.

EDIT: er right you mentioned the unused password =P Still, point stands. Assuming there aren't some more passwords lying around that area as well.
dbg_01

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Posted on 10-11-15 02:53:23 PM Link | Quote
PXZ2 Demo (3DS)

commit.log

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MRMIdAS
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Posted on 10-13-15 03:31:48 PM Link | Quote
Originally posted by Joe
Originally posted by rabidabid
"613" in Japanese would be "roku ichi san"... so, "Ichiro-san"? Maybe?

Probably not; normally you'd expect them to be in the right order.

Assuming it's wordplay, the only sensible combination I can find is "muimi" (from 六぀ 一 三぀) which would make it meaningless.

Or "Roku" could be short for "Rockman"...
xdaniel
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Posted on 10-17-15 01:48:40 PM (last edited by xdaniel at 10-17-15 01:57:35 PM) Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


I think I've found a test map in Disgaea 4 (PS3), but my understanding of the game's formats is still limited and I've yet to finish it, soooo... inconclusive is an understatement.

Whatever the case, below is a (relatively accurate) rendering of the map, and here's a very rough comparison between this's data from dungeon.dat, Albatross Collar's and the base's. Note that the only things I'm sure about in dungeon.dat are each map's ID (because it matches up with the map pac filenames, from what I can see, ex. "Albatross Collar" is ID 107 and map00107.lzs, "Base (Hugo Statue)" is ID 30001 and map30001.lzs) and obviously the name.




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It doesn't even matter if there is no hope, as the madness of the system grows

dbg_01

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Posted on 10-22-15 07:23:33 PM Link | Quote
Survivor Heroes (3ds) have some source code!
https://mega.nz/#!Yco1wSzL!8f2PA4o3nJxD7bT6HTe2zr6k7qTWu9H2fg7ZFpA4s8U
Celice
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Posted on 10-25-15 03:46:31 AM Link | Quote
https://www.youtube.com/watch?v=ds3oM4YbPGk

http://www.wonderlanddizzy.com/

source code for an unreleased Dizzy game was discovered and compiled into a working game

Was gonna post in prototype thread, but I didn't think it fit there, so here it goes.
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Posted on 10-25-15 03:21:20 PM (last edited by Hiccup at 10-30-15 06:17:49 PM) Link | Quote
[moved to own thread]

~Super Mario Maker~
todo:
* Documentation on Super Mario Maker going on here http://rhcafe.us.to/wiki/index.php/Super_Mario_Maker/.
In addition to what is on the TCRF page: there is unused text for debug menus, lots of interesting-looking param files, revisional differences. I'm just going through the files of the (Europe) (eShop) version, putting interesting ones on the "Data Tree".

[PM me if you want files. I'm using Uwizard and MSBTviewer to open sarc/szs and msbt respectively.]

~Prerelease:GoldenEye 007 (Nintendo 64)~
{{todo|1=
...
* http://www.theguardian.com/technology/2015/oct/26/goldeneye-james-bond-n64-nintendo-shigeru-miyamoto-gamecity
}}

~Prerelease Pages:Content to expand~
==Nintendo==
===Nintendo 3DS===
* [[Prerelease:The Legend of Zelda: Tri Force Heroes|The Legend of Zelda: Tri Force Heroes]]
** http://www.gamespot.com/articles/the-story-behind-triforce-heroes-an-interview-with/1100-6431697/
** https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkjZidldg
** https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkjZidldg
** https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkjYr2JHw
** https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkjQXRSFw
** https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkjQFTXWA
** http://www.polygon.com/2015/10/23/9605276/the-legend-of-zelda-triforce-heroes-impressions-interview-aonuma-shikata
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Posted on 10-27-15 10:45:06 PM Link | Quote
Found a level select in Castle of Illusion that I don't think has ever been found.



Game Genie codes:
RGST-A6XN (UE)
RGTA-A6VL (J)

There's a chunk of code that goes unused around where the sound test code is. Normally, a return is called just before the game can load up and manipulate the stage select. I just nop'd it out so it runs normally and everything works fine. Something interesting to note that I found while hacking the game, the second 'round' within the first forest stage was originally supposed to be what is now the forth round (with the ghosts and stuff). This is evident with the level select as well as the fact that if you speed up the tempo of the beginning of the track used in the ghost part of the stage, it matches up with the music used from the first round. It was probably changed because the developers thought the stage was more difficult, so it was switched around so it would be before the boss at the last minute.
ICEknight
Member
Level: 26


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Last activity: 3.9 years

Posted on 10-28-15 06:38:31 PM (last edited by ICEknight at 10-28-15 06:39:32 PM) Link | Quote
Originally posted by koolaidman
Found a level select in Castle of Illusion that I don't think has ever been found.



Game Genie codes:
RGST-A6XN (UE)
RGTA-A6VL (J)

There's a chunk of code that goes unused around where the sound test code is. Normally, a return is called just before the game can load up and manipulate the stage select. I just nop'd it out so it runs normally and everything works fine. Something interesting to note that I found while hacking the game, the second 'round' within the first forest stage was originally supposed to be what is now the forth round (with the ghosts and stuff). This is evident with the level select as well as the fact that if you speed up the tempo of the beginning of the track used in the ghost part of the stage, it matches up with the music used from the first round. It was probably changed because the developers thought the stage was more difficult, so it was switched around so it would be before the boss at the last minute.


Cool! One of the first issues of Hobby Consolas mentioned that you could access this by "pressing every single button, at the title screen", but obviously never worked.
koolaidman
Member
Level: 24


Posts: 95/108
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Posted on 10-28-15 08:12:53 PM Link | Quote
Originally posted by ICEknight
Originally posted by koolaidman
Found a level select in Castle of Illusion that I don't think has ever been found.



Game Genie codes:
RGST-A6XN (UE)
RGTA-A6VL (J)

There's a chunk of code that goes unused around where the sound test code is. Normally, a return is called just before the game can load up and manipulate the stage select. I just nop'd it out so it runs normally and everything works fine. Something interesting to note that I found while hacking the game, the second 'round' within the first forest stage was originally supposed to be what is now the forth round (with the ghosts and stuff). This is evident with the level select as well as the fact that if you speed up the tempo of the beginning of the track used in the ghost part of the stage, it matches up with the music used from the first round. It was probably changed because the developers thought the stage was more difficult, so it was switched around so it would be before the boss at the last minute.


Cool! One of the first issues of Hobby Consolas mentioned that you could access this by "pressing every single button, at the title screen", but obviously never worked.


Heh, I also looked into the no clip cheat that's been floating around and it seems to have been removed (completely?). I disassembled the pause game code and it's one of the few functions that have a ton of nop's inside (code from japanese version):

ROM:00009808 PauseGame:                              ; CODE XREF: GM_StageLoop+34p

ROM:00009808 move.w #$100,(z80_bus_request).l ; Move Data from Source to Destination
ROM:00009810 nop ; No Operation
ROM:00009812 nop ; No Operation
ROM:00009814 nop ; No Operation
ROM:00009816 nop ; No Operation
ROM:00009818 tst.b (RAM_EnablePauseFlag).w ; 1 = true, 0 = false
ROM:0000981C bne.s loc_9834 ; Branch if Not Equal
ROM:0000981E move.b #$80,(byte_A01C12).l ; Move Data from Source to Destination
ROM:00009826 nop ; No Operation
ROM:00009828 nop ; No Operation
ROM:0000982A move.b #0,(byte_A01C13).l ; Move Data from Source to Destination
ROM:00009832 bra.s end ; Branch Always
ROM:00009834 ; ---------------------------------------------------------------------------
ROM:00009834
ROM:00009834 loc_9834: ; CODE XREF: PauseGame+14j
ROM:00009834 move.b #$C1,(byte_A01C0A).l ; Move Data from Source to Destination
ROM:0000983C nop ; No Operation
ROM:0000983E nop ; No Operation
ROM:00009840 move.b #1,(byte_A01C13).l ; Move Data from Source to Destination
ROM:00009848
ROM:00009848 end: ; CODE XREF: PauseGame+2Aj
ROM:00009848 move.w #0,(z80_bus_request).l ; Move Data from Source to Destination
ROM:00009850 rts ; Return from Subroutine
ROM:00009850 ; End of function PauseGame



I'd wager if the code to move Mickey around in no clip mode still existed it would've been around where this code is located or maybe where the code for the player is too. But I looked around both and couldn't find anything that was either predictable or untouched that might be related to it.
divingkataetheweirdo

Bandit
TCRF Super Editor
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Posted on 10-29-15 08:36:21 PM Link | Quote
Originally posted by Hiccup
~Super Mario 3D Land~
==Unused Text==
===SystemMessage===
====GuideLine.msbt====
Nine
The SD Card's photo limit has been
reached. Cannot save any more
photos.
====WindowConfirmSingleMessage.msbt====
Five
Saved to SD Card.

You can view saved images
in Nintendo 3DS Camera.



I'm somehow doubting this are used. Have you actually used an SD card while playing the game and save a crapload of pohots onto there?

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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
Β©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

37 database queries, 4 query cache hits.
Query execution time:  0.120139 seconds
Script execution time:  0.034295 seconds
Total render time:  0.154434 seconds


TidyHTML vomit below
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line 817 column 243 - Warning: <img> lacks "alt" attribute
line 833 column 22 - Warning: <img> lacks "alt" attribute
line 833 column 63 - Warning: <img> lacks "alt" attribute
line 833 column 112 - Warning: <img> lacks "alt" attribute
line 833 column 162 - Warning: <img> lacks "alt" attribute
line 844 column 15 - Warning: <img> lacks "alt" attribute
line 853 column 321 - Warning: <img> lacks "alt" attribute
line 898 column 11 - Warning: <img> lacks "alt" attribute
line 899 column 22 - Warning: <img> lacks "alt" attribute
line 899 column 63 - Warning: <img> lacks "alt" attribute
line 899 column 112 - Warning: <img> lacks "alt" attribute
line 899 column 161 - Warning: <img> lacks "alt" attribute
line 900 column 11 - Warning: <img> lacks "alt" attribute
line 910 column 15 - Warning: <img> lacks "alt" attribute
line 932 column 691 - Warning: <img> lacks "alt" attribute
line 941 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 941 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 941 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 950 column 25 - Warning: <img> lacks "alt" attribute
line 955 column 267 - Warning: <img> lacks "alt" attribute
line 935 column 17 - Warning: trimming empty <tr>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 225 column 27 - Warning: <nobr> is not approved by W3C
line 266 column 27 - Warning: <nobr> is not approved by W3C
line 292 column 27 - Warning: <nobr> is not approved by W3C
line 337 column 27 - Warning: <nobr> is not approved by W3C
line 366 column 27 - Warning: <nobr> is not approved by W3C
line 392 column 27 - Warning: <nobr> is not approved by W3C
line 418 column 27 - Warning: <nobr> is not approved by W3C
line 444 column 27 - Warning: <nobr> is not approved by W3C
line 475 column 27 - Warning: <nobr> is not approved by W3C
line 504 column 27 - Warning: <nobr> is not approved by W3C
line 595 column 27 - Warning: <nobr> is not approved by W3C
line 626 column 27 - Warning: <nobr> is not approved by W3C
line 667 column 27 - Warning: <nobr> is not approved by W3C
line 694 column 27 - Warning: <nobr> is not approved by W3C
line 726 column 27 - Warning: <nobr> is not approved by W3C
line 778 column 27 - Warning: <nobr> is not approved by W3C
line 813 column 27 - Warning: <nobr> is not approved by W3C
line 849 column 27 - Warning: <nobr> is not approved by W3C
line 915 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 365 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md