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09-24-17 10:07:39 PM

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MUGEN-tan
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Posted on 06-03-16 02:03:53 PM Link | Quote
I think Intelligent System wants to imply that the Black Knight is dumb.
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Posted on 06-04-16 08:07:30 AM (last edited by FMecha at 06-04-16 05:09:57 PM) Link | Quote
Found this in All-Star Racing 2 and Stock Car Racer (bunch of shovelware racers) are names of classic race cars, stored together with opponent names: (starting $57D73)

mercedes 300sl roadster - Rob, Deeks
mercedes 300sl coupe - Lloyd, Jethrow
alfa romeo 2300 spider - Lance, Stuart
lancia aurelia b24 - Steve, Mike
lancia aurelia b24 spider - Warren, Johnny
fiat 500 - Dave, Bert
mercedes ssk - Harvey, Ernie
jaguar xk120 coupe - Jock, Jasper
jaguar xk120 roadster - Darren, Simon
mercedes 300slr - Paul, Rob
porsche 356 roadster - Chris, Andy
bugatti type 59 - Ray, Eizenhower
jaguar ss100 - Spanks
ferrari 250gt - Tom, Lloyd
mercedes sskl - Dick, Lloyd
bmw 328 - Homer, Warren
car 30 - Warren (after second Bugatti Type 59)
porsche 550 spider - Warren (after second 250GT)

All "derivatives" of All-Star Racing also have leftovers of ASR1 car names stored in $62F64.

EDIT: Research suggests that those names are leftovers from SCi/Kung Fu Games Mille Miglia, which has the same menu/HUD aesthetics and handling.
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Posted on 06-05-16 05:23:38 AM Link | Quote
There's something in Pocky & Rocky, I just don't know how to access it.


I also found that many cheat sites list the Level Select cheat as "At the Player Select screen, hold X + Y and press B, B, B, B, A, A, A, A, B, B, B, B, A, B, A, B, A, B, A, B, Start" but after looking into the ROM, the real cheat is actually A, A, A, A, B, B, B, B, A, B, A, B, A, B, A, B.
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Posted on 06-07-16 07:08:07 PM Link | Quote
Yep, that stuff's already on the wiki. Most of the actual code no longer exists, though, so all we have is the text itself.

Interestingly enough, the level select code is the same as the one in Shatterhand (also made by Natsume), minus the "hold X + Y" part.
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Posted on 06-09-16 04:16:08 AM Link | Quote
How is the wiki's stance on used but odd things aka Trivia? In Sonic Adventure 2 Battle there is an English and Japanese version of the background themes which merely changes the logo in the top left corner except for Maria's, it still has a Japanese logo even if you play in English.
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Posted on 06-26-16 04:38:32 PM Link | Quote
Using region change cheat on SFA2 and MM:TPB (CPS2 version), I found those:




SFA3 also have some sort of region protection - if a non-Japanese board is forcibly changed to Japanese, the game will reboot after choosing ISM.
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Posted on 06-27-16 04:30:49 PM (last edited by ICEknight at 06-28-16 03:45:25 AM) Link | Quote
So there's an unused enemy in Shinobi III that's not in the wiki:
http://rq87.flyingomelette.com/RQ/SS/S3/F/unu.html
https://www.youtube.com/watch?v=f7GHH_xGDMg


EDIT: Also, just found some in-depth documentation I wrote eons ago about the debug "Character Editor" and where I also mention a scrapped "retreat" move that's still in the prototype, for anyone interested:


-----------------------------------------------------------------------------------------
THE SUPER SHINOBI 2 PROTOTYPE
Documented by ICEknight

In game buttons:
****************
Player 1
--------
START: Pause (Ninjitsu menu)

A: Ninjitsu

B: Attack
Hold B: Protect

C: Jump
C when player starts falling from a high jump: Double jump

UP/DOWN: Look up/down
LEFT/RIGHT: Walk to the left/right
Tap LEFT/RIGHT once then holding it: Run to the left/right

LEFT,LEFT+DOWN,DOWN,RIGHT+DOWN,RIGHT,LEFT,C?: Retreat

====================================
In Ninjitsu menu:
=================
(late prototype only)
Hold A/B/C+U/D Select level
====================================

Player 2
--------
START: Perfect pause
A: Frame advance in perfect pause.
B: Go to next stage
C: Makes player float. POW mode on/off.




CHARACTER EDITOR 3.31
*********************
Hold B+C then press A: Enter CHARACTER EDITOR 3.31
Hold B then press START: Exit

START: Switches between "CHAR", "MEM." and "MAP." modes

CHAR mode
---------
UP/DOWN/LEFT/RIGHT: Move cursor
C: Put selected color in current position


A: Selected color RGB info
Hold A+UP or DOWN: Select current palette
Hold A+LEFT or RIGHT: Select color from current palette
Hold A+C+UP or DOWN: Select current R, G or B value
Hold A+C+LEFT or RIGHT: Change current R, B or B value

Hold B+directional pad: Select current character from the VRAM
Hold B+C+directional pad: Select subsequent characters in an array

MEM. mode
---------
LEFT/RIGHT: Move the screen to the left/right (+/- 2 bytes)
UP/DOWN: Move the screen up/down (+/- 8 bytes)

Hold A: See current selected address digit
Hold A+LEFT/RIGHT: Select digit from the current address
Hold A+UP/DOWN: Change selected digit from the current address

Hold B: See current selected byte
Hold B+LEFT/RIGHT: Select previous/next byte
Hold B+UP/DOWN: Change selected byte

Hold C: See current selected byte
Hold C+LEFT/RIGHT: Select previous/next word
Hold C+UP/DOWN: Change selected byte

MAP. mode
---------

1111 3333
2222 4444

1111: X coordinates
2222: y coordinates
3333: Value of selected tile in map
4444: Value of selected tile in tile list


UP/DOWN/LEFT/RIGHT: Move cursor across the whole map
Hold A+UP/DOWN/LEFT/RIGHT: Move map

C: Put selected tile in current position

Hold B+LEFT/RIGHT: Select previous/next tile
Hold B+UP/DOWN: Select the tile 8 positions before/ahead

-----------------------------------------------------------------------------------------




EDIT 2: And now I've also found a comparison I made of the sound tests in both prototypes with the final:

Music
=====

FF00 MUSIC STOP E3 SOUND OFF
8100 HE RUNS
8200 NINJA SOUL
8300 SHADOWS SHADOW#S BOSS!BOSS!
8500 HASSOU! HASSOU!!!
8700 INNER DARKSIDE
FC01 FADE OUT E3 ???
8800 SHINOBI WALK
8900 RUSH AND BEAT RUSH & BEAT#EM RUSH @ BEAT#ME
8A00 STORM WIND BEFORE STORM MAP DA!
9100 ROUND CLEAR
8C00 WABI NINJA LULUBAY
8D00 SABI SAKURA
8F00 SHINOBI GETSUFU 90 YAYOI
8B00 GETUFU JU GOYA
8600 SAKURA THE END
8400 IDATEN *
9200 GAME OVER *
9300 JAPONESQUE *
9400 SOLITARY SOLITALY *
9500 IZAYOI *
9700 MY DEAR D *
9800 STAGE CLEAR *
9000 TRAP BOOGIE TRAP BOGGIE *
8E01 UMA 8E00 *
9900 MANDARA *
9B00 SHADOW MASTER JOMMAR MUTADO *
9A00 GROUND ZERO *
9600 WHIRLWIND OGIMAN Z *

Music 9C (final boss) is missing in both versions.
In the earliest build, specifying the value 90 gives an unused tune.

Special effects
===============

FD00 SE STOP E1 SE OFF
A700 BOOM A ZAKO YARARE NINJITSU
B000 SHURIKIN KUNAI NAGE KUNAI
B100 MUSASHI KUNAI KUNAI FURI KIRU
B200 8SOU SHURIKIN 8SOU SYURIKIN 8SOU
B300 JUMP
B500 SHIELD DAMAGE P_DAMAGE B4
A500 WARNING B5 E_DAMAGE
B600 KUNAI BOUGYO BOUGYO
B700 GUN ENM GUN E_GUN
B800 ENEMY SHURIKIN ENM SYURIKIN E_SYURI
B900 ! PI! O.M.A.K.E 1
BA00 KARIU HIBASHIRA
BB00 ENEMY KATANA KATANA KATANA 1
BC01 PAUSE BC00 O.M.A.K.E 2
BD00 HAND GRENADE TENAGE DAN
BE00 1UP ENM ENMAKU ENM MIJINTEN
BF00 LOBSTER ATTACK BOSS1 ATTACK BAKUTEN
C000 BOOM B BOOM BOOM 2
B400 MASAO MISSILE MASAO MISILE C1 KAMINARI JITSU
C200 FLUTTER HABATAKI SHUTTER
C300 YAJIMA VOICE ICE
C401 57 C400 MACHINN GUN
C500 GLASS GACYARIN DENKI
C600 SPEAR YARI GA.RA.SU
C700 FUSHIN FUSHIN NO JITU FUSHIN JUMP
B100 MUSASHI KATANA MUSASI KATANA C8 KATANA 2
A900 SAMURAI SHOT SAMURAI GIRI C9 LASER
CA00 POWER>UP 1 LIFE ITEM GET POW ITEM GET
CB00 YAJIMA POWER NINJITU CHG.
CC01 SHADOW SHOT CC00 PISTOL 2
CD00 THUNDERBOLT IKAZUTI POWER CHG.
CE00 SAMURAI ENTRY SAMURAI ENTTRY CRYING CPU
CF00 MACHINE GUN GATORING BOSS
A200 AIR BIKE HOBER
A300 HYDRA ENTRY HAIDORA ENTTRY DORO ENTTRY
D200 VERMIN GEE A4 YOROI
D800 TRAP A5 COM PISTON
A600 HYDRA SHOT DORO BOCHA
A000 JUMP B MIZU JUMP
A100 DAMAGE L DAI DMG
AA00 POWER>UP 2 ITEM GET BOUGYO 2
BA00 SHADOW POWER AB00 NO USE GOJIRA WALK
AC00 GAOOOOO GOJIRA GAOOOOO
A800 MASAO READY RYUSEI GIRI
AD00 FIRE A FIRE *
C100 FIRE B GOJIRA FIRE *
D000 MIJIN MIZIN *
D100 POWER SHOT *
A400 BIBIBI *
D300 LASER S *
D400 BOOM C BIG BAN! *
D500 CHARGE BOSS2 POW *
D600 KARURA HAKUROU *
C800 SHADOW LASER D700 R1 NIN ENTTRY *
C900 LASER L *
9D00 BOOM D BOOM 3 *
C400 ELEVATOR ON *
9F00 MIJIN RETURN MIZIN RETURN *
9E00 GRENADE HAKUGEKIHOU *
CC00 SHADOW SHOT C800 H *
9D01 BOOM 3 *
D301 D201 CYOODAN *
AF01 MUSIC PAUSE *
AE01 MUSIC RESTART *
B400 MASAO MISSILE *

In the final version, AB (NO USE) and D7 (R1 NIN ENTTRY) are not there.
D8 (doorslam?), D9(empty) and DA(empty) are missing in both versions

Voice
=====

FF01 MUSIC STOP
E300 NINJITSU
E400 BOSS DEATH BOSS OUT
E500 WALK GOJIRA WALK
E600 MUSASHI DAMAGE MUSASI DAMAGE
E700 KARURA DAMAGE TENG DAMAGE
E900 KATANA HIT KIRISAKI
E800 MUSASHI KIAI MUSASI KIAI
EA01 TIGER GAOO EA00 TIGERGAOO
EB00 HYDRA DAMAGE HAIDORA DAMAGE
EC00 KICK HIT
ED00 HYDRA DEATH HAIDORA OUT
EE00 KATANA SET TUBANARI
EF01 DAMMY
DD00 SHURIKIN HIT ENM DAMAGE
E200 MASAO CLAW MASAO HAND
E100 LION DANCE HOHOHO
E000 IDATEN UMA
DF00 DASH ATTACK FUNM!
DE00 MUSASHI KICK TO!
DC00 SHADOW KIAI JOMMAR#S FUNM!
DB00 GUN SET MASAO GUN SET

F0 to FB are not listed and produce strange effects when played.
FE is not listed and its use is unknown.

The voices are different in the early prototype:

E3 SOUND OFF
D8 NINJITSU
D9 BOSS OUT
DA BOSS 2 OUT
DB ZAKO OUT
DC ARTEMIS OUT
DD GAMEOVER WAHAH
DE KERI DASH
DF TIGERGAOO

Foxhack
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Posted on 06-28-16 01:23:53 AM Link | Quote
Ian Stocker said that Spore Creatures DS has an unused song - the first track he wrote for the game.

https://twitter.com/MagicalTimeBean/status/747529021521461248
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Posted on 06-29-16 04:22:14 AM Link | Quote
Originally posted by Foxhack
Ian Stocker said that Spore Creatures DS has an unused song - the first track he wrote for the game.

https://twitter.com/MagicalTimeBean/status/747529021521461248

https://www.mediafire.com/?2l2dab1t0c6dodk
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Posted on 07-17-16 12:42:30 AM (last edited by Fuzn at 07-17-16 12:44:41 AM) Link | Quote
Dragonball Z: Super Butoden 2's rerelease on 3DS (as part of an Extreme Butoden pre-order bonus) seems like it got it's entire soundtrack swapped out.

Can anybody confirm if it's an entirely new revision of the ROM?
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Posted on 07-20-16 05:02:30 AM Link | Quote
Originally posted by Fuzn
Dragonball Z: Super Butoden 2's rerelease on 3DS (as part of an Extreme Butoden pre-order bonus) seems like it got it's entire soundtrack swapped out.

Can anybody confirm if it's an entirely new revision of the ROM?

Though I'd mention that what is on 3DS is not a ROM.
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Posted on 07-20-16 11:54:33 AM Link | Quote
Originally posted by KartMario
Though I'd mention that what is on 3DS is not a ROM.


Well based on videos it looks like it's running in Virtual Console. I thought there was a scene going around checking those sorts of things, whatever they're supposed to not be called then?
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Posted on 07-29-16 01:11:22 PM Link | Quote
Originally posted by Peardian
I noticed this in Subspace Emissary the other day. It's not unused, really, but...



Look! Tiny text! It's obvious what the smaller labels say, but does anyone want to take a shot at the bigger label?


The text on the right texture from top to bottom "Mario" "Peach" "Luigi"
MUGEN-tan
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Posted on 07-30-16 02:48:58 AM Link | Quote
That's not what he meant, though.
Fuzn
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Posted on 08-03-16 12:13:23 AM Link | Quote
So, I'm getting stuff together for at least a basic, Armored Core page, and it looks like I'm going to have at least a bit for the Prerelease section as well. This is something that kind of baffles me, in fact.



These are the Japanese and US versions of the post-mission results screens. Aside from the obvious translation work and a slight change in color tone, they're identical. But then I remembered that there was a demo of Armored Core featured in the Playstation Interactive CD Sampler Pack Volume 4.


And it contains this beast for the post-mission results screen. Same basic layout even though the big and brightly colored AC render makes it seem like it's immensely different.


Besides that, there's enough little bits to build a prerelease article alongside the main article. I know that the same Sampler has an obvious beta build of Steel Reign alongside it, but I don't have what I'd need to start building comparisons there.
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Posted on 08-03-16 02:58:54 PM (last edited by Foxhack at 08-03-16 02:59:58 PM) Link | Quote
A Tumblr friend of mine posted some stuff she found on Elebits:

https://humanofmicomage.tumblr.com/post/148394753654/hey-the-texture-for-the-classic-cds-prop-in

One of the textures is the cover art for a Beach Boys album.
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Posted on 08-05-16 09:19:24 PM Link | Quote
Originally posted by MUGEN-tan
That's not what he meant, though.

Yipes. Apparently I don't know how to read.

Anyhow, since I made the post, I began to recall some computer forensics document I read way back that I never saved. It detailed ways of figuring out the content of blurred text in a digital document. From what I recall, it included methods such as blurring out crisp text to compare to the blurred text you want to read. By this method you can figure out what the blurred text is by comparing it to the text you blurred it out yourself. For example, I would blur the letter 'h' and compare it to a letter in the first word of the plaque. I would spot a match in the fifth letter of the first word.
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Posted on 08-07-16 02:26:08 AM (last edited by devin at 08-07-16 02:42:42 AM) Link | Quote
In the SNES version of SimCity 2000, if you build a stadium and name the home team "botamoti" (all lowercase), you are awarded $50,000.

This isn't really article material, but I'm posting it here because I don't have a GameFAQs account anymore and the registration page is giving me a hassle.

edit: vaguerant submitted it, thanx buddy
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Posted on 08-13-16 12:38:34 AM (last edited by Foxhack at 08-13-16 12:38:58 AM) Link | Quote
Oh boy.

A friend of mine from twitter is posting stuff she's found in No Man's Sky. There are a bunch of leftover dialogues, apparently debug related, in the executable. Her account is private so I can't post the images, but she's found a color picker and some assertion fail dialogues.

If anyone here bought the game, it might be worth looking into.
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Posted on 08-18-16 02:19:59 PM Link | Quote
Found a blog called Video Game Densetsu with some interesting stuff

A list of video game magazine archives.

Scramble Formation / スクランブル・フォーメーション, AKA Tokio bases it's enviroment on real places in cities. Geographical similarities can be observed via google maps.

Mega man 5 Wily's Fortress development grid

Dragon Quest development maps and dialogue

Street fighter's backgrounds are based on a movie scenes from a movie called Street Fighter / ストリートファイター

Solomon's Key concept art and developer credits. I never played the arcade version but it says what the high score initials stand for, the full developers' names.
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