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08-20-18 02:35:37 PM

Jul - The Cutting Room Floor - Weird Discoveries New poll - New thread - New reply
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Liliana
"A horrible person". That's what it says. "A horrible person."

We weren't even testing for that.


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Posted on 03-12-11 04:46:55 PM Link | Quote
Ah, good one. That's a place I don't visit every day. No wonder I couldn't recognize it.
Rena

Star Mario
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Posted on 03-12-11 11:18:30 PM Link | Quote
I guess xdaniel doesn't play with sound on.
xdaniel
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Posted on 03-13-11 08:42:57 PM Link | Quote
Yep, Winamp tends to be my audio "plugin" instead, so to speak
felineki
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Posted on 03-15-11 07:18:52 PM (last edited by felineki at 03-15-11 09:55 PM) Link | Quote
More MSHvSF discoveries (not related to Norimaro this time!)

Capcom's Secret File flyer on this game mentions that during development Blackheart had a super which involved summoning his father Mehphisto who would clutch the opponent and breathe fire on them (a sketch depicting this was included). Well, it turns out the graphics for this are still in the ROM:





The code for getting the super to actually function could very well be left in there somewhere, but I would have no clue as to how to go about looking for it.
Rick
M'Lord, there's a knife in your head!
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Posted on 03-17-11 03:36:40 PM Link | Quote
Holy SHIT. That would've been a hell of an awesome super! It really is a shame it wasn't implemented.

Do you know if, at least, if things have a hitbox to it? I remember you checking that out with the Norimaro nosebleed super.
felineki
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Posted on 03-17-11 09:27:55 PM Link | Quote
The arm did seem to have a hitbox, because when I forced Blackheart into the arm graphic his opponent reacted as if he had been hit.
TomoAlien
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Posted on 03-19-11 06:11:40 PM Link | Quote
Also look for a correct palette for the flame .
TomoAlien
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Posted on 03-26-11 12:38:46 PM Link | Quote
Sorry for the bump.
Found some unused sprites in Jazz Jackrabbit 2. Take a look at them:http://tcrf.net/Jazz_Jackrabbit_2
Rick
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Posted on 03-26-11 08:44:34 PM Link | Quote


Do I happen to see a Famicom leftover in the lower-right corner of the screen here?
Nicole

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Posted on 03-26-11 08:46:03 PM Link | Quote
Originally posted by Rick


Do I happen to see a Famicom leftover in the lower-right corner of the screen here?

IIRC the Power Pad had a "Side A" and a "Side B"... assuming that's what you're referring to, anyway.
Rick
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Posted on 03-26-11 09:43:17 PM Link | Quote
...Oh yeah, you're right.

Yeah, I'm looking too hard into things again.
felineki
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Posted on 03-28-11 02:41:10 PM (last edited by felineki at 03-28-11 02:41 PM) Link | Quote
More Darkstalkers stuff, this time from the first game:

ES Plasma Beam? Neither Huitzil nor Pyron have super meters in the first game, so they can't do ES or EX moves. When Huitzil became able to do ES Plasma beam in the second game, it looked completely different from this (as did many of his moves in general... he has to be the most constantly redrawn character in the whole series, he got major graphical changes in each consecutive appearance).
Abaxa
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Posted on 04-07-11 03:08:19 PM Link | Quote
I've been doing a ton of Shining Force 2 version comparisons the last few days. I've already dumped tile/collision data for the Fairy Woods from The Caravan for the retail release and the April localization prototype (as a stand-in for the Japanese retail release since as far as I can tell the April prototype hasn't touched that data yet). Collision boundaries and some search points were altered for the US version*.

Some other differences in the US version include:

Status menu icons for the Attack, Boost, and Slow effects. These are not present at all in the Japanese version.

Re-mapped land effect table. For example ground units have a land effect of 0% in desert in the Japanese version but it is 30% in the US version.

The Japanese version requires the game completed flag be set before the player can choose a difficulty setting when starting a new game. Using the debug menu's Game Completed option permanently sets this flag. In the US version this is open by default.

*I also briefly looked at a European version but other than some additional code (presumably the conversion to PAL but I don't know) that shifted some graphics it seems almost identical to the US version.
sister miyagi
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Posted on 04-07-11 11:26:21 PM Link | Quote
Is there a way to find out if graphics are unused in a game besides just having played the game enough to know?
Celice
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Posted on 04-16-11 02:16:14 AM Link | Quote
There are. I haven't messed around with a ton games, but I have noticed that you can find out what things aren't used by seeing whether the game references a set of data at all.

For example, in a game called Fire Emblem, there would be a pointer table listed where the text for names was actually located. This table would be used as a short-hand, so that, rather than referencing the address every time, you just reference the pointer ID.

Now, what would happen, if you didn't know what was actually used or unused, is you can compare the pointer table with the text actually listed. There could be some text that was left with the rest of the names, but they never were assigned an ID. This seems less likely to ever happen to me, but it is one way. This method is basically seeing whether the game actually ever used a resource it has included in it, or if there's just an unused resource sitting around in the game.

Sometimes, you'll also see graphics or text or data which is stored in a different way than most of the other text. Sometimes this irregular storage of graphics is actually left-overs from a different point of development. Sometimes people find graphics or 3D models stored in a format entirely different from the rest of the stuff that's been located--this can indicate data which may have been used at one point, but has just been left in the game and not updated.

These examples may not be common at all, but if you absolutely have no context for knowing what is and isn't used, this might help a little. Things which seemingly don't work properly in game might also give away them as being unused. In one of the Fire Emblems, there are staves which are coded in and usable, but their effects crash the game or work as unintended--for example, one staff steals money from enemy units. It still has the proper animation for the overworld map, but in battle, the game crashes. This is probably because the animation data for in-battle graphics has been erased and replaced with other data. The map data just happened to survive. So the staff is functional, but the missing battle animation (and it never being given to the player at all in the game normally) can help indicate it being unused as well.
felineki
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Posted on 05-01-11 10:14:17 PM Link | Quote
More Darkstalkers stuff, this time from the second game: Night Warriors/Vampire Hunter.

The mummy Anakaris has a move called Pharaoh Split in which he divides at the waist becoming two separate fighters. The player has movement control over the top half with the joystick while the lower half automatically walks forward. However, apparently it looks like at some point they were considering giving the player control of the lower half's movement, because it has idle and dash animations (both forward and back). The idle animation has the head sprouting from the waist (whose name is "Khaibit", by the way) swiveling 360 degrees.

In the final, the lower half is also completely invincible, however animations for both blocking and being hit by attacks exist:

xdaniel
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Posted on 05-03-11 07:33:36 PM Link | Quote
Reading this article about Dylan Cuthbert - one of the guys behind Star Fox at Argonaut Software, nowadays founder of and of course at Q-Games - at Kotaku, I felt reminded of the early Star Fox 2 ROM that's floating around. No, not the one that's near-final and was translated, the one that's really early in development, with text-only menus, etc., etc.

So, well, I dug that out again and loaded it up in bsnes, just for the hell of it. And low and behold, I realized there's at least a bit more to it than just that rather empty ground stage. Like this:



http://i.imgur.com/4p5bX.png
http://i.imgur.com/2VRFK.png
http://i.imgur.com/l4ev1.png

That's "STG6-SEA" in the MISSION mode menu, followed by "STG5-SUN", "EXT2-ASTEROID" and "STG4-PARK", and at least I have never seen those before. Has anyone ever documented this particular ROM, and I'm just an idiot for never realizing that, or has it been mostly ignored for whatever reason (emulation issues, its bare-bones nature, etc)?
BMF54123

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Posted on 05-03-11 08:13:28 PM Link | Quote
How'd you get that running in bsnes? I had to add code to clear WRAM before it would work here (the SPC upload routine expects RAM to be zero, otherwise it uploads bad data and crashes the SPC). Perhaps the development hardware did that for them?

In any case, I played through it a while ago and discovered that it has two bosses: the Mirage Dragon (as seen in the later prototype) and some sort of shielded land-based thing that shoots missiles at you. The former is very glitchy and tends to crash the game, and the latter is extremely hard to hit (you have to keep adjusting your speed and flying around it until you see an opening). Defeating either one causes your ship to fly off into the distance and eventually get stuck.

I'll try to get some screenshots when I have the chance.
xdaniel
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Posted on 05-03-11 09:26:52 PM (last edited by xdaniel at 05-03-11 09:28 PM) Link | Quote
Well, I often (not always) have to reset the game at least once for it to boot up correctly - otherwise it stays at a black screen -, which I suppose ties in with the WRAM problem. The RAM's state after those resets might end up being "good enough" for the upload routine, and in turn the SPC, not to crash or so? Don't know all that much about the SNES hardware, tho...

Also, ironically, I can't get the near-final version of the game to run in bsnes. No matter what I do, I only get to hear the intro BGM over a black screen.
Xkeeper

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Posted on 05-03-11 11:15:34 PM Link | Quote
I don't think anyone ever really dug into the early prototype, no. In fact, most people seem to have just outright forgotten it exists.

It has a 2-player mode, too ,if I remember right.
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Jul - The Cutting Room Floor - Weird Discoveries New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 5d36857 [2018-03-03]
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