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09-22-17 05:07:33 PM

Jul - TCRF - Weird Discoveries New poll - New thread - New reply
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Kak

gg photobucket
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Posted on 01-19-16 05:35:11 PM Link | Quote
It turns out there is actual level layout for Turbo Man's and Burst Man's stage in the Rockman 7 Sample.



You just spawn too much to the left to see any of this.

The graphics are temporary ala MM8, but with a quick look over the level layout it seems pretty similar to the final version.
dbg_01

Shyguy
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Posted on 01-31-16 10:10:42 AM Link | Quote
探偵神宮寺三郎 復讐の輪舞 (3DS)


#########.txt

<各フォルダ説明>

\---+
|
+\script ... スクリプトデータ:スクリプトデータコンバート後のバイナリファイルを格納
|
+\gfres ... グラフィックリソース:アクセッサ毎にファイルを格納
| |
| +\common ... 共通データ格納
| |
| +\font ... フォントデータ格納
| |
| +\char ... キャラモデル:キャラID毎にファイルを格納:char000~
| |
| +\bg ... 背景:背景ID毎にファイルを格納:bg000~
| |
| +\layout ... レイアウト:レイアウトパーツID毎にファイルを格納:layt000~
|
\sound
| |
| \bgm ・・・ BGMのストリーミングデータを格納:bgm000~
| |
| \se ・・・ SEのデータを格納:se000~
|
\test ・・・ テスト用リソースフォルダ(タイミングを見て削除します。)


※ざっくりと設計しましたが使い易い様ブラッシュアップしていきますので何かあればご相談下さい。


Ehm
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Posted on 01-31-16 10:15:26 AM Link | Quote
Originally posted by dbg_01
探偵神宮寺三郎 復讐の輪舞 (3DS)


#########.txt


The file name isn't "#########", it should be Japanese characters. Ctrtool doesn't retain Japanese characters when dumping a RomFS, so it replaces them with "#". You'll need to re-dump it with vgmtoolbox to get the proper title.
einstein95
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Posted on 02-01-16 12:31:21 AM Link | Quote
Originally posted by Ehm
Originally posted by dbg_01
探偵神宮寺三郎 復讐の輪舞 (3DS)


#########.txt


The file name isn't "#########", it should be Japanese characters. Ctrtool doesn't retain Japanese characters when dumping a RomFS, so it replaces them with "#". You'll need to re-dump it with vgmtoolbox to get the proper title.

Either this or use the latest version of ctrtool
Xkeeper






Posted on 02-01-16 12:40:32 AM Link | Quote
Originally posted by Schezo
It turns out there is actual level layout for Turbo Man's and Burst Man's stage in the Rockman 7 Sample.



You just spawn too much to the left to see any of this.

The graphics are temporary ala MM8, but with a quick look over the level layout it seems pretty similar to the final version.


This isn't on the wiki yet, making me kind of sad.
Kak

gg photobucket
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Posted on 02-01-16 09:56:52 AM (last edited by Schezo at 02-02-16 10:40:32 AM) Link | Quote
Originally posted by Xkeeper
This isn't on the wiki yet, making me kind of sad.
I'll try to get two maps ready at some point.

Hopefully
(this would be the first time of me trying this)

EDIT: While I'm trying to do the impossible, I found out the used palette is wrong. This is how it should look (this palette is actually loaded, but every tile uses the default one even when it shouldn't):

Xkeeper






Posted on 02-03-16 04:54:09 PM Link | Quote
Huh, welp. Interesting.

Eon

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Posted on 02-06-16 03:40:15 AM Link | Quote
Fire Emblem Blazing Sword left chunks of the previous game's title screen, in the Japanese version.
Doubtful the tilemap, palette, or anything is still there.

Foxhack
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Posted on 02-07-16 01:29:15 PM Link | Quote
The debug mode for Metal Slug 6 (Atomiswave) has been found.

http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=349901&page=0&view=expanded&sb=5&o=&fpart=1&vc=1
dbg_01

Shyguy
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Posted on 03-04-16 07:47:56 AM (last edited by dbg_01 at 03-07-16 07:08:16 AM) Link | Quote
Mutant Mudds EUR (DEMO)

compiled\config\hacks.ini

HACK_SkipMenu = false
;HACK_StartLevel = _Level_Select
HACK_StartLevel = Secret5-4
HACK_StartPoint = start

HACK_StartWithPowerups = false

HACK_NoThrottle = false

HACK_ShowFPS = false
HACK_AllowFastForward = false
HACK_RenderObs = false

HACK_Invincible = false

HACK_GrandmaAvailable = false

HACK_UnlockDoors = false

HACK_DrawCollisionVolumes = false



compiled\config\game.ini

;the master maximum magnitude for stereo effects
;the displacement will fit within -Stereo_Magnitude < displacement < Stereo_Magnitude
;for example, a value of 400 would be ridiculous and displace by a whole screen
;whereas a value of 0 would totally kill the stereo effect.
;I am trying to keep these stereo effects working at the pixel level, so make this an integer
Stereo_Magnitude = 20

;how many screen pixels to lead ahead of the player
Scroll_HorizontalLead = 30
Scroll_HorizontalNormal = 1
;how fast to scroll when we need to increase the player's lead
Scroll_HorizontalFast = 2

Scroll_VerticalLead = 20
Scroll_VerticalNormal = 2
Scroll_VerticalFast = 5

;fog parameters: this is just a solid block of color drawn on top. i think.
;xna color system got weird at some point and im not always sure what is going on
;(these are integers [0,255])
;higher alpha numbers means less see-thru
;Level 1 - BLUE
fog_r = 128
fog_g = 192
fog_b = 248
fog_a = 102

;Level 2 - PURPLE
;fog_r = 64
;fog_g = 64
;fog_b = 128
;fog_a = 128

;Level 3 - DARK PURPLE
;fog_r = 39
;fog_g = 24
;fog_b = 61
;fog_a = 180

;ehhh not really used yet:
Scroll_VerticalEmergencyLead = 30
Scroll_VerticalSuperFast = 4

;how fast to walk left and right? how fast to hover left and right?
WalkSpeed = 1.0

;how fast to rise when jumping?
JumpSpeed = 3.0

;maximum fall speed
FallSpeed = 2.0;

;consult sir isaac newton
Gravity = 0.10

;how quickly a truncated jump's rise turns into a fall. once the velocity is downward, normal gravity takes over
TurnaroundGravityPostJump = 1.00

;how quickly a naturally topped-off jump (from boost or jump) turns into a fall. once the velocity is downward, normal gravity takes over
TurnaroundGravityNatural = 0.40

;how long (and, ergo, high) to allow a jump before it gets killed.
;JumpTime = 14
JumpTime = 10

;how long (and, ergo, high) to allow a BOOST before it gets killed
BoostTime = 28

;how quickly to move during a boost. turnaround gravity and gravity will apply same as a normal jump once the boost ends.
BoostSpeed = 6.0

;integer: how many ticks it takes to get to the walk speed while youre slipping around on ice
IceWalkAccelerationTime = 90
IceWalkDecelerationTime = 60

;;;;Here are comments about the launch parameters
;;;;But now there are several groups of them
;the total time spent in a launch
;LaunchTime = 20
;i originally chose this a little higher (12) to make some of my test cases work
;but i think that may have been a bit too high of a jump. you will probably have an opinion
;if you want to we can make different launch times for each of the 4 transitions (1->2, 2->1, 2->3, and 3->2)
;this has a lot to do with how you position the launchpads and landing spots relatively with respect to Y position
;a bad launch time will cause you to end up inside collision on the new plane
;the part of the time that the launch looks like a jump (after this it turns to a fall)
;this is sort of subtle but it will affect how high the launch is
;LaunchJumpTime = 4

LaunchTime_1_Fore_2 = 20
LaunchJumpTime_1_Fore_2 = 4

LaunchTime_2_Back_1 = 20
LaunchJumpTime_2_Back_1 = 4

LaunchTime_2_Fore_3 = 20
LaunchJumpTime_2_Fore_3 = 4

LaunchTime_3_Back_2 = 20
LaunchJumpTime_3_Back_2 = 4

;whether you can launch from a running state (ordinarily only idle is allowed)
AllowRunningLaunch = true

;whether you can get control back after the launch is complete, but before you hit the ground
AllowLaunchEarlyControl = false


;how fast you go immediately after smashing your head from a boost.
;increasing this makes you feel like you are grinding your head against the ceiling. I sort of like it.
;but too much makes you feel sticky.
;it can be larger than boost speed if you want to really do some grinding
BoostHeadGrindFinalSpeed = BoostSpeed

;how many ticks to allow jumps after walking off a ledge
;no other games do this (as far as I know) but for some reason it seems necessary for us,
;and at least one frame may be necessary to account for undesireable code quirks in how the player is implemented
;to achieve parity with other games
JumpLeniency = 2

;how many ticks to register jump button press before executing a hover
;(this will cause you to jump again if you land on a floor immediately after pressing the button)
;(many games have a window before landing where you can press the jump button;
; missing a jump is very annoying; moreso in our game where you hover when you miss it)
HoverDelay = 2

;how long to be stunned after shooting while on the ground
GroundShotStunTime = 12
;when to switch to frame 2
GroundShotFrame1Time = 4
;when to switch off the ground shot anim frame
GroundShotFrame2Time = 8

;how fast bullets move
BulletSpeed = 4

;how many bullets can exist at once per bullet upgrade level
MaxBullets_level_0 = 1
MaxBullets_level_1 = 3

;how far do bullets go before disappearing?
BulletLifetime_level_0 = 120
BulletLifetime_level_1 = 200

;how far can bullets go offscreen before disappearing?
;(this is measured in screen pixels so youll never be able to shoot far off the screen)
;keep in mind that this is a bit odd due to the +/- 20 pixels of stereo effect
;if you choose 0 here, then bullets will disappear while still slightly on screen
;but you wont choose 0 here so it is OK
BulletOffscreenPixels = 32

;how long to let the player hover
HoverTime_level_0 = 40
HoverTime_level_1 = 100

;how long to wait before playing idle anim
IdleAnimTime = 360

;how long to freeze time when you get hurt
HurtFreezeTime = 20
;how long you are invincible when you get hurt
HurtInvincibilityTime = 80
;somehow related to the rate at which you blink when you get hurt
HurtInvincibilityBlinkRate = 4

;how many ticks the enemy hit effect is shown
EnemyHitEffectTimer = 20



dbg_01

Shyguy
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Posted on 03-04-16 08:19:04 AM (last edited by dbg_01 at 03-07-16 07:08:11 AM) Link | Quote
(DEMO) Chibi-Robo! Let's Go, Photo! EUR

hio\param.template.txt

; パラメータ設定ファイル
; パラメータ名の前に(間を空けずに)*を付けると変更メニューで値を変更できます

entry ahk ; 一番最初に読むマップ名を指定します
*collision_disp 0 ; コリジョンのワイヤーフレームを表示するか
*immortal 0 ; 1にすると、ワッツ減らない
*message_skip 0 ; 1にすると、メッセージを強制的に最速にする
*snd_interior_size 100 ; 3Dサウンド: インテリアサイズ
*snd_max_volume_distance 50 ; 3Dサウンド: 最大音量範囲
*snd_unit_distance 10 ; 3Dサウンド: 音量減衰の単位距離
dashboard 0 ; 起動直後からデバッグ情報を表示するか
*depth_level 0 ; 立体視時の基準面までのオフセット
*script_debug 1 ; スクリプトのデバッグ機能を有効にする?

dbg_01

Shyguy
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Posted on 03-04-16 09:09:33 AM (last edited by dbg_01 at 03-07-16 07:08:04 AM) Link | Quote
Citizens of Earth EUR (3DS)

config/GamepadKeyBindings.ini

; 3DS NOTE!!!! BUTTON_MINUS (aka Select) is not usable on the 3DS (only for debugging purposes)
Player:
BUTTON_LEFT = MovePlayer OnHeld MovePlayer
BUTTON_RIGHT = MovePlayer OnHeld MovePlayer
BUTTON_DOWN = MovePlayer OnHeld MovePlayer
BUTTON_UP = MovePlayer OnHeld MovePlayer
BUTTON_A = CheckSelection OnRelease ReleaseSelection
BUTTON_CTRL+BUTTON_PROFILER = ToggleProfiler
BUTTON_POWER = OnRelease ToggleMenu
BUTTON_X = OnRelease ToggleMenu
BUTTON_RIGHT_SHOULDER = AccessMap
BUTTON_Y = CommandFollowers
BUTTON_TOUCH = OnRelease ReleaseSelection
BUTTON_LEFT_SHOULDER + BUTTON_Y = DumpAllocators
BUTTON_LEFT_SHOULDER + BUTTON_X = UnlockCitizens
BUTTON_LEFT_SHOULDER + BUTTON_LEFT = DecreaseLevel
BUTTON_LEFT_SHOULDER + BUTTON_RIGHT = IncreaseLevel
BUTTON_LEFT_SHOULDER + BUTTON_A = UnlockWorldAbilities
BUTTON_LEFT_SHOULDER + BUTTON_B = ChangeCollision
BUTTON_RIGHT_SHOULDER + BUTTON_LEFT = DecreaseSkip
BUTTON_RIGHT_SHOULDER + BUTTON_RIGHT = IncreaseSkip
BUTTON_RIGHT_SHOULDER + BUTTON_DOWN = GiveItems
BUTTON_RIGHT_SHOULDER + BUTTON_UP = UnlockQuests

GUIManager:
BUTTON_LEFT = MoveLeft OnRelease StopMoveLeft
BUTTON_RIGHT = MoveRight OnRelease StopMoveRight
BUTTON_DOWN = MoveDown OnRelease StopMoveDown
BUTTON_UP = MoveUp OnRelease StopMoveDown
BUTTON_A = CheckSelection OnRelease ReleaseSelection
BUTTON_B = CancelPressed OnRelease CancelReleased

dbg_01

Shyguy
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Posted on 03-04-16 09:19:11 AM (last edited by dbg_01 at 03-07-16 07:07:57 AM) Link | Quote
Crush EUR (3DS)

Crush.cfg


--NoMusic=true -- Enables you to not have the music in romfiles for faster linking
--SkipFrontend=true -- Go stright into the game, you need SetTheme and SetLevel for this to work.
--SetTheme="City" -- "City" / "Seaside" / "Funfair" / "Infancy"
--SetLevel=20 -- Original level "code-name", e.g. the first level is actually "17"

-- Debug ------------------------------------
DebugMenu=false -- in-game debug menu
--EditorInPauseMenu=true -- Level editor available
--FrontendDebugMode=true -- enable various debug things
--FrontendDebugMenu=true -- add soaktest option to FE
--TesterMenu=true -- Go straight to Level select screen, all levels unlocked
--editor=true -- Start in level editor
--DebugObjectCollisionBoxes=true
--DebugObjectNames=true
--DebugInvisibleBoxes=true
--NoBlockIterators=true
--DisplayBoulderBlockBelowDebug=true
--AllowLookModeCrush=true
--SnappyOrbitCam=true
--Using3rdPersonCamera=true
--NoVerticalCameraLag=true
--UncrushedTrackerNeverTurns=true
--ToggleCharacters=true -- Disable render characters
--DebugOrigin=true
--DontRenderEditorWidgets=true
--UseDefaultArt=true -- ?
--QuickCollisionMeshViewMode=true -- ?
--ShowVRAM=true
--ProcessorMeters=true
--ProcessorPeakMeters=true
--DebugRenderMovingBlocks=true
--DisplayPointsOfInterest=true
--LevelTestMode=true
--LevelTestShuffle=true
--LevelTestRepeat=true
--DisplayMemoryVisualiser=true
--DisplayProfiler=true
--DisplayFPS=true
--EnableLog=true
--StreetPass_NoSaveRequired=true
--DisableBackupDataBadConnectionMessage=true -- The game will not run if backup memory not found.
--ScreenshotBuild=true -- Turns MSAA on for every level.

-- Game --------------------------------------
--MustGetAllPickups=true
--NeedRequiredPickupsOnly=true
--DisableTutorialToggle=true
--SlowMotion=true
--CutSceneRepeats=true
--PlayMovie=true
--ShowInstructions=true
--ShowTime=true
--StopPlayerOnWalkOnly=true
--Skip2Menu=true -- No splash screens
--InstantCrush=true -- Disable crush effect animation
--InstantNightmareKillButton=true -- Press A+B to kill all nightmares in a level
--HideOSD=true -- Hide the OSD
Select2Win=true -- Use select (on the debug pad) to automatically win the level

-- Audio -------------------------------------
--AudioDebugMenu=true


-- Screenshots ------------------------------------

--EnableScreenGrabs=true -- Enable screen-shot taking
--Enable3DGrabs=true -- Enable orbit screen-shot taking (animation)
--EnablePanoramicGrabs=true -- Enable panoramic screen-shot taking (animation)
--NumFrames=<number> -- Num frames in panorama / orbit screenshot
--ScreengrabHRes=true -- Enable larger-than-screen screenshots
--ScreengrabCaptureFrames=<number> -- not used
--ScreengrabCaptureDelay=<number> -- not used

--BGClearColourGrey=true -- Change clear colour
--BGClearColourWhite=true -- Change clear colour



dbg_01

Shyguy
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Posted on 03-04-16 09:34:40 AM (last edited by dbg_01 at 03-07-16 07:07:46 AM) Link | Quote
AiRace Xeno EUR (3DS)

File with dev's talks (short ver):
CommonResources.cfg

// Idea jest taka:
// Tutaj laduja na pewno te zasoby, ktore i tak sa uzywane przez cala gre. Nie bedziemy wtedy ich wielokrotnie ladowalu/unloadowali przy wchodzeniu na level np.
// Ale trafiaja tutaj takze zasoby tworzone przez singletony i stany gry. Wydaje sie to nadmiarowe i problematyczne (jak sie ten plik zdezaktualizuje),
// ale pomaga na robienie ladnego progress bara.


textures "texture/menu/Menu_atlas_01.jpg",
"texture/menu/Menu_atlas_02.dimg",
"texture/menu/Menu_atlas_03.dimg", /// @todo DP: a moze tego nie ladowac, aby oszczedzic RAM? to jest options menu, bedzie zadko uzywane
"texture/menu/Menu_atlas_04.dimg",

"texture/level/Glow.qetex", // O dziwo uzywane tez na Giger, np w giger_c.
"texture/level/giger_envcube.qetex",
"texture/level/giger_modules.qetex",
"texture/level/giger_modules-spec.qetex",
"texture/level/giger_obstacles.qetex",
"texture/level/giger_obstacles-spec.qetex", // Up to this point the textures should still fit in VRAMA & VRAMB.

"texture/level/giger_alpha.qetex",
"texture/level/giger_alpha-spec.qetex",

"sound/game/Meta_Fail.cfg", // taki sam jak nizej whoosh.wav
"sound/game/Meta_Normal.cfg", // taki sam jak wyzej whoosh.wav


"sound/game/nitroStart.cfg", /// @todo DP: czy to nei bezie osobne per samolot?
"sound/game/nitroLoop.cfg",
"sound/game/nitroEnd.cfg",
"sound/game/giger_obstacles/obstacle_gear.cfg",
"sound/game/giger_obstacles/obstacle_camera.cfg",
"sound/game/giger_obstacles/obstacle_endless.cfg" // To chyba nie laduje zadnego dodatkowego dzwieku, wspoldzieli z jakims innym.

//"music/output/projekt menu.cfg" // Ladujemy muzyke z menu do Dev RAM, aby przyspieszyc wychodzenie do menu.


meshes

textures "texture/menu/Menu_atlas_01.jpg",
"texture/menu/Menu_atlas_02.dimg",
"texture/menu/Menu_atlas_03.dimg", /// @todo DP: a moze tego nie ladowac, aby oszczedzic RAM? to jest options menu, bedzie zadko uzywane
"texture/menu/Menu_atlas_04.dimg",
"font/carat10_0.qetex", // Wlasciwie to texturki fonta sa tu zbedne, i tak sie zaladuja razem z fontem nizej...
"font/carat13_0.qetex",
"font/carat13Ranking_0.qetex",

"texture/level/SzaryAlpha.qetex", // As of 2013.10.30 we have plenty of RAM free, we can preload DevRAM textures to speed up level loading.
"texture/level/SzaryAlpha-spec.qetex",
"texture/level/Rakieta256.qetex",
"models/objects/ob_s_Zwezenie_Main.lobj",

"GlobalConfig.cfg" // Yep, na 3DS lepiej miec go zaladowanego caly czas, po co tracic czas co level?


Hiccup
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Posted on 03-04-16 05:25:46 PM Link | Quote
When you post stuff in the future, could you specify the exact game version? This sort of data can differ between versions
*67
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Posted on 03-07-16 09:53:46 AM (last edited by *67 at 03-07-16 09:55:32 AM) Link | Quote
Found some cool stuff in Fire Pro Wrestling 2 (released as "Final Fire ProWrestling: Yume no Dantai Unei!" in Japan) for the Game Boy Advance.

First is this:

It's an interesting debug menu used to generate match outcome screens, presumably so the devs could make screenshots for use in magazines and the like.

You can choose from how long the match lasted, what symbol is displayed next to a wrestler's name (denoting whether they won, lost, drew or the match was a no contest, along with a blank space and a symbol I've never seen before), how they won (pinfall, submission, K.O., so on and so on.) and the audience approval rating they received if the "evaluation" mode is activated.


Second thing excites me a LOT more, since this Japan-only feature was sorely missed by North American fans:

The MMA octagon from the Japanese version remains complete intact in the North American version. It was removed outside of Japan for fear that UFC's lawyers would spank them. With the exception of the top-halves of the diagonally-facing audience members, literally every single graphic here is 100% unused outside of this mode. Also, the "Ring" and "Location" names were completely localized, but were also unused.

Next stop is to dig around for Management Mode leftovers, which was also a Japan-only thing.
ReyVGM
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Posted on 03-15-16 11:57:09 AM Link | Quote
What's this, guys?

Tropicon from gamehacking.org let me know that by using a level select code to enter a bonus game in Donkey Kong Country 3 (SNES) you'll get the kongs to hum the first notes of La Cucaracha.

I thought he was joking around, but it's true. Enable this code on the map 7E00C085, and enter a level to land on the bonus stage. Climb the rope and the kongs will indeed hum La Cucaracha.

I have no idea if this is unused, if you can indeed access this specific bonus game by normal means. I googled and there's absolutely no information about this anywhere, except on a latin american site that listed a cheat saying that if you press L + R + X on any vehicle (the ones you ride on the map), you will honk La Cucaracha.
But I've tried that on every vehicle and only the normal honk is heard.

So, can anyone figure out if this is unused or not?
Shinx

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Posted on 03-15-16 05:49:48 PM (last edited by Shinx at 04-05-16 09:19:09 AM) Link | Quote
Originally posted by ReyVGM
Tropicon from gamehacking.org let me know that by using a level select code to enter a bonus game in Donkey Kong Country 3 (SNES) you'll get the kongs to hum the first notes of La Cucaracha.

I thought he was joking around, but it's true. Enable this code on the map 7E00C085, and enter a level to land on the bonus stage. Climb the rope and the kongs will indeed hum La Cucaracha.

I don't think it's actually its own song/sound per se, but rather a different sound playing using a different sound bank, as when I was poking around in the memory trying to disable the music I hit something that made the music sound like garbage and screwed with the sound banks, turning the boat's horn into a monkey hoot. Enable the code 7E000A9E when leaving Funky's Rentals on a vehicle (otherwise it will crash) to do so. Also watch your volume, the music becomes somewhat obnoxious as a side-effect.

Originally posted by ReyVGM
... except on a latin american site that listed a cheat saying that if you press L + R + X on any vehicle (the ones you ride on the map), you will honk La Cucaracha.
But I've tried that on every vehicle and only the normal honk is heard.

It is in fact true, except you have to hold down X and then press L and R at the exact same time to get it to work. Not only that, but the Motor Boat, Hover Craft and Turbo Ski all have their own secret horns (though the Hover Craft's is the same sound that plays when Krematoa rises from the water). The Gyrocopter doesn't seem to have a secret horn though, not that it even has a regular horn.

Here they are recorded to the best of my ability.
Motor Boat's secret horn
Hover Craft's secret horn
Turbo Ski's secret horn

And since SoundCloud doesn't let unregistered users download, here's a MediaFire link to a zip of them so whoever can do whatever they want with them without the extra hassle.
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ReyVGM
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Posted on 03-15-16 11:26:16 PM Link | Quote
Great, thanks for that info. Is that something worthy of this site? I guess not?

But La Cucaracha used in the bonus game uses the Kong's sounds, the one used by the boat uses the honking noise.
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Posted on 03-15-16 11:28:30 PM Link | Quote
Originally posted by ReyVGM
Great, thanks for that info. Is that something worthy of this site? I guess not?

But La Cucaracha used in the bonus game uses the Kong's sounds, the one used by the boat uses the honking noise.

Yes, and as Shinx's post says, it's probably a glitch. It just loaded the Kong sounds instead of the honking and played that. It's like those videos where a game's song is played with another game's instruments, ya know?

... Maybe it could count as a bug? I dunno.
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