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04-21-18 04:40:25 AM

Jul - The Cutting Room Floor - Weird Discoveries New poll - New thread - New reply
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dbg_01

Shyguy
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Posted on 04-14-17 04:21:42 PM (last edited by dbg_01 at 04-14-17 04:30:19 PM) Link | Quote
I found a way to load any location in SMT4



I'll post there a list of unused things soon

einstein95
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Posted on 04-16-17 01:03:13 PM Link | Quote
In the German Pokemon Crystal, PokeComNurseDayText and PokeComNurseNiteText are only half-translated.


PokeComNurseMornText:
text "Guten Morgen!"

para "Dies ist das #-"
line "MON KOMMUNIKA-"
cont "TIONS-CENTER- oder"
cont "kurz #KOM-"
cont "CENTER."
done

PokeComNurseDayText:
text "Hallo!"

para "This is the #-"
line "MON COMMUNICATION"

para "CENTER--or the"
line "#COM CENTER."
done

PokeComNurseNiteText:
text "Schön dass du noch"
line "unterwegs bist."

para "This is the #-"
line "MON COMMUNICATION"

para "CENTER--or the"
line "#COM CENTER."
done

dbg_01

Shyguy
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Posted on 04-25-17 08:44:46 PM (last edited by dbg_01 at 04-25-17 08:48:08 PM) Link | Quote
I found this in Ace Combat: Assault Horizon Legacy Demo (JP)

Rena

Star Mario
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Posted on 04-27-17 03:46:25 PM (last edited by Rena at 04-27-17 03:47:30 PM) Link | Quote
So it's not really TCRF material, but Mario Kart 64's threads have the IDs 1, 3, 4, 5 and 9. (And two have ID zero because the ID isn't actually used for anything and they're created by library functions that don't bother to set it.) I don't think the IDs are standardized across games, so it's a strange ordering. I didn't find any other calls to the CreateThread/osCreateThread functions. Maybe 2 was used in debug versions to connect to an external debugger?

Also, the first thread passes its own argument as the video thread's argument, but it's null and never used.
SamEarl13

Nipper Plant
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Posted on 05-10-17 06:34:39 AM Link | Quote
I just realized that there's been a page for 1080 Avalanche for ages but no ones added the most obvious regional difference aka the japanese version of the game has a famicom inspired board instead of the NES one. Sadly my old laptop can't play Gamecube games so I can't get the pictures (there's probably other regional differences too).
KingMike
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Posted on 05-12-17 10:44:03 AM Link | Quote
Not sure if it's the sort of thing worth noting...
looking again at Momotaro Densetsu Gaiden for the Famicom, and I notice the script dump has leftover strings for the PCE version's BRAM (File Cabinet, I think it was also called?) stuff.
(I believe the game originated on Game Boy, then was ported to PCE, and then perhaps the Famicom version was ported from the PCE, or at least used the same script? I haven't checked.)
Shilz
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Posted on 05-20-17 05:01:44 PM Link | Quote
https://info.sonicscanf.org/%D0%A1%D0%B5%D0%BA%D1%80%D0%B5%D1%82%D1%8B_Sonic_Chronicles:_The_Dark_Brotherhood
This page itself is sort of an oddity. most of the stuff submitted is from around 2010, before Xoreos made this easier for anyone to do.
Also notable is an older script for the "timmy" sidequest, and Super Sonic has exterior animations, something I don't think is used ingame.
Kyubey
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Posted on 06-10-17 06:11:29 PM Link | Quote
In the Futurama PS2 game I noticed some sort of "Easter Egg flying through space"-type animation behind one of the walls in the Planet Express level when the textures glitch out (using Direct3D9 Hardware in PCSX2), which I mentioned in the game's article a few months ago. Would it be possible for someone who knows this sort of thing better than me to remove the wall texture/open in model viewer etc to get a clearer look and screenshot?

In fact I'd like to be able to look at the full model of the Planet Express level. You can see New New York outside some of the windows and I've been curious if there's anything there that cannot be seen in gameplay.

Screenshot for context:

Foxhack
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Posted on 06-17-17 01:38:44 PM Link | Quote
https://twitter.com/Foxhack/status/875899767225798656

Someone on this dev team really hated animals.
Vera
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Posted on 06-30-17 03:56:24 PM (last edited by Vera at 06-30-17 05:32:53 PM) Link | Quote
Hey so I don't know anything about anything when it comes to digging into games, really. But I've been using Cheat Engine to try and get at Bounty Arms' secrets.

Normally, the demo ends as soon as you kill the mid-boss. I haven't been able to find and disable that flag yet, but I have been able to scroll the screen past its spawn point, which allows you to play more of the level.



Grappling does exist in the demo, and is fully functional. The segment after the mid-boss has several gaps for Chris and Rei to swing over, including the crevasse mentioned on the TCRF page.





It all works fine until you get to this river. You can swing on the grapple point, but you cannot cross the far bank of the river. The current sweeps you to the right, and hitting the side of the screen will cause you to lose a life and respawn at a checkpoint after the mid-boss. So yes, it is possible to die even though the enemies can't kill you. I suspect it may be possible to scroll past this, as well.

The map does eventually loop if you continue scrolling it, but appears to end at the snake boss arena seen in the promo video (although since I had a bunch of addresses frozen when I got there, it did not load the water or boss). Essentially, everything in that video is present in the code, and more or less playable. Someone much, much more knowledgeable than I am would be able to hack a version of the demo that allows you to play the entire first stage, if they were so inclined. I'll continue my noobish poking and prodding at the memory and see if I can at least make it to the boss.

e: Confirmed. The boss is in the code and fully functional. It is a thing of beauty in motion.









Defeating it sends you to the game over screen, just like defeating the mid-boss. Both boss spawns use the same address, so it's possible that the demo was actually intended to allow you to play the entire stage, but someone goofed.
Xkeeper

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Posted on 07-01-17 04:06:00 AM Link | Quote
Doesn't sound like they cared since you can't cross the river without dying, they'd surely have fixed that.

I know someone who was really big on this game, but I can't remember who any more. Pretty neat to see that it really was mostly there, just buried behind a dumb demo lock.
Vera
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Posted on 07-01-17 08:23:13 PM (last edited by Vera at 07-01-17 08:52:55 PM) Link | Quote
Originally posted by Xkeeper
Doesn't sound like they cared since you can't cross the river without dying, they'd surely have fixed that.

I know someone who was really big on this game, but I can't remember who any more. Pretty neat to see that it really was mostly there, just buried behind a dumb demo lock.


Probably!

I think you mean kid fenris, the guy who dumped it. A friend of mine showed a post I made about it to him and he got very excited, so I wrote up some instructions at his request (and if anyone else wants to take a crack at it). I don't think there's anything more to "find", really, but it's neat.

Something that I do think is literally unused in that it is not present in any playable section of the game is this fallen tree sprite, which is not on the tcrf page:



I speculate that this was supposed to act as a bridge over the chasm or one of the rivers (given that it appears in the same sheet as the riverbank sprites), but was not implemented. There also appear to be some graphics for when the snake boss exits the waterfall and parts the curtain of water which are not implemented, but those have already been added to the page.
Xkeeper

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Posted on 07-01-17 08:24:20 PM Link | Quote
Yeah, Kid Fenris was it. I knew they hung around Lost Levels, just didn't remember the name.

Still, cool find. Don't forget to add it to the wiki
Xkeeper

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Posted on 07-02-17 05:22:32 PM Link | Quote
It's been staring me in the face for probably 10 years, but Link's Awakening's underworld 2 room FF screen — yes, the one that crashes — has the Raft Shop NPC in it.

I have no idea why he's here. I pointed room FF to room B0 (the normal raft shop room) and sure enough, he appears, but no in the right position at all:



The raft guy is sprite 6A, which is right before the text debugger, 6B... but the sprites seem to be in largely random order anyway, so maybe this is just coincidence.

I really wish we had an early version of this game to see what was going on...
KartMario
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Posted on 07-03-17 06:49:08 AM Link | Quote
Well, I can show you the room itself:
Rena

Star Mario
Fennel
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Posted on 07-04-17 04:07:22 PM Link | Quote
Not with Botofuckit you can't, apparently.
Xkeeper

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Posted on 07-04-17 04:11:20 PM Link | Quote
...in other words, please don't use Photobucket.

Originally posted by KartMario
Well, I can show you the room itself:



I replaced it with a link to imgur, but who knows how long that site will last.

I'm not sure how you got that to appear, but there is no data for that room; the pointer for it points to invalid junk data.
Vera
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Posted on 07-09-17 02:47:50 AM (last edited by Vera at 07-09-17 03:09:44 AM) Link | Quote
Finally got around to digging through the Elebits textures. Plenty of amusing stuff in there:



Maybe my favorite?



Not very subtle.

There are two fictional GameCube games in Kai's room:




What I really wanted to get at is something I think Foxhack actually posted a blurry photo I took of a while back: the CD covers



Pretty obvious parodies. Two of them are photoshops of The Chemical Brothers - Come With Us and Van Halen - Diver Down, respectively.



But this is the big one. All of these are real album covers. The object is called "Classical CDs" in the English version of the game, but as they are (almost) all from the 60s, I think it's supposed to have been more like Classic CDs. Some of these I recognized, some I reverse image searched:

Richie Allen & The Pacific Surfers - Surfer's Slide
Eiichi Ohtaki - Niagara Moon [edited]
The Beach Boys - Pet Sounds
The Leathercoated Minds - A Trip Down The Sunset Strip
Donovan - Sunshine Superman

Sônia Rosa - A Bossa Rosa De Sônia
The Beach Boys - Smiley Smile
Buck Owens And The Buckaroos - Buck Owens In London
Reiko Kobashi - もしもボクの背中に羽根が生えていたら
The Five Americans - Progressions

Bottom left I couldn't find, but I think is probably a real album. I'm not convinced the Niagara one is.

e: Found it. The reason I couldn't identify it is they changed some of the text and hue shifted it:

devin

King Bowser Koopa
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Posted on 07-09-17 02:58:48 AM Link | Quote
Bottom left is Sônia Rosa ‎– A Bossa Rosa De Sônia.
Vera
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Posted on 07-09-17 03:07:59 AM (last edited by Vera at 07-09-17 06:27:10 AM) Link | Quote
Originally posted by devin
Bottom left is Sônia Rosa ‎– A Bossa Rosa De Sônia.


Thanks. I just found it too, but I got sniped by the site backup.

Interesting to note that according to Discogs, there's only ever been one reissue of that record, and the CD came out when Elebits would have been in development.

e: In fact, several of those albums were reissued in 2006, all on the same label. It seems like someone sent Konami's art team to the record store and told them to pick out a bunch of reference material.

ee: Not sure how much of this was already known, but UI elements from the E3 demo are still in the retail version



Most of it is instructional and not terribly interesting, but hey. The above looks like a later version of the screen seen at E3 2006, possibly mocked up after the introduction of Orange Elebits, but never used. The loading screen with the controls and the ranking screen are both identical to the versions on the retail disc, none of which are seen during normal gameplay.



There's also what looks like an earlier version of the main menu icons.
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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]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

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