Speedy Dragon: Super A'can games in general are missing, and emulation is... well, MESS is full of hacks and the sound CPU isn't even emulated (sound driver is faked since that CPU is also the one accessing the controllers). But looking at the error handler I can already tell you there's something there, it seems that if you enter a 12 button sequence you're sent to a different screen (forgot which, would need to disassemble again). May want to look into that.
On that note, Super A'can hardware needs some serious look at it. The MESS source code mentions horizontal scaling of sprites (ala Neo Geo), even mentions which bits it'd be using. I've not seen it mentioned anywhere else but I can't imagine that coming up out of nowhere, especially not to the point of indicating how it would be triggered.
I.N.R.: not sure if this fits since it's a freeware Japanese PC game most likely nobody here cares about... but there are quite a bunch of unused sprites: Inari idle looking up (in the game she only does that while shooting), an unused switch along with corresponding wall tile, what looks like a floating platform (there are none in any of the rooms), a variant of the spikeball if I'm remembering correctly. So huh yeah, pretty much the kind of stuff you expect to find on TCRF. (EDIT: oh yeah also the sprite for an unused chip, it's actually mentioned in the README but as "you always have it", there is room for it in the pause screen but it's covered with a metal plate instead)
PS3 Neptunia games: oh boy where do I start. All three games have an unused antipiracy message (some of the later games would finally start showing them). I found some uncompiled source code in the first game claiming to be from a 3D editor, not sure if it's unused (since many games run scripts these days) but looking around for the format (which seems to be unique to Idea Factory games) tells me that this should be binary, not source code. Also there are like seven revisions of it... In any case I'd like more confirmation before claiming anything. The game was rushed as hell so there's likely a lot of unused stuff too, I haven't pinpointed the location of the current dungeon ID in savegames yet (since I suspect there may be unused dungeons).
Somebody years ago claimed that mk2 enabled a debug menu if you inserted a file (in particular, one setting would disable the 3D models in cutscene and resort back to 2D portraits, albeit they lack animations). I never could get the dude to give me the file, though a friend recently suggested it could have been a custom eboot. I can definitely confirm there are at least a couple of strings in the executable involving debug features (and there may be more, since only later it hit me that they may have been Shift-JIS and hence we probably missed them... we were looking for filenames originally, OK?). Also loading the savegame from one region into the other one (i.e. Japanese vs English) can lead to some interesting mess since all item IDs changed. Want to take a guess to how many of those are likely unused?
Gotta find an easier way to dig into these games =/ |