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| Jul - The Cutting Room Floor - The Cutting Room Wiki | - - ![]() |
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Yeah, sorry. The email validation thing is some bizarre issue I haven't managed to wokr out yet, because it works fine for some people but not others.
Within a day or two I"ll hopefully have it disabled; with the reporting we should be able to keep spambots in check at least. --------------------
You might think that this layout is specifically EarthBound themed, but it might just be a reference to one of my favorite games.
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 76/137 EXP: 82354 For next: 7266 Since: 07-27-07 From: United States Since last post: 7 hours Last activity: 4 hours |
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| MrMark0673's details about the SNES Yoshi's Cookie prototype made me curious about what could be lurking in the final version, so I did some spelunking. What I found is that there were two extra calls to the music loading subroutine with the title screen's music value as an argument. Tracing backwards from one of these, I found a table at $00:82E7 containing the pointer to each menu/game mode's code, indexed by RAM address $44. Further investigation revealed that the very first byte in the ROM contains the game mode value to go to after leaving the Bullet Proof Software logo (when is anything ever this simple?). Changing this to 80 gave me the following... ...an early version of the copyright and title screens; the latter of which is a perfect match for the last three screenshots at the page linked above! tl;dr: Just watch the video. -------------------- ![]() |
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welp --------------------
You might think that this layout is specifically EarthBound themed, but it might just be a reference to one of my favorite games.
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Someone mentioned that it might be worthwhile to check this game for unused Yoshi's Island stuff, because apparently it came out before YI yet this titlescreen has animations and such from it.
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You might think that this layout is specifically EarthBound themed, but it might just be a reference to one of my favorite games.
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| Kargaroc Member Level: 13 ![]() Posts: 6/40 EXP: 8630 For next: 1637 Since: 08-09-11 Since last post: 16 days Last activity: 3 hours |
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Originally posted by Xkeeper Well... consider it completely lost then. People need to learn that an undumped prototype helps no one but the collector, while dumping it helps everyone. |
| devin Magikoopa i'm mima irl Level: 95 ![]() Posts: 2327/3130 EXP: 8507899 For next: 160708 Since: 04-29-08 From: FL Since last post: 2 hours Last activity: 2 hours |
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Originally posted by Mattrizzle Fun fact: Tetris 2 also uses the first byte of ROM as the opening screen index. It even starts from 80 like it seems to with Yoshi's Cookie, but if you use anything other than the default value then the game is silent, because the SPC driver is loaded during the copyright screen ![]() I wonder if any other BPS games do this. That sucks about the expensive prototype though. Here's hoping someone else is able to get their hands on it somehow. -------------------- ![]() Photo by Luc Viatour • go to it |
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Message from Lost Levels. --------------------
You might think that this layout is specifically EarthBound themed, but it might just be a reference to one of my favorite games.
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 77/137 EXP: 82354 For next: 7266 Since: 07-27-07 From: United States Since last post: 7 hours Last activity: 4 hours |
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Perhaps they were testing out different background placements, or it could just be an Easter egg.Originally posted by Super Salami ManBeats me. We can rule out Super Tetris 2 + Bombliss, though. They may not have followed this convention in their earliest SFC/SNES games. What category does an unused title screen fall under, anyway? Unused game type? --------------------
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| Rick Competition Steamroller Level: 128 ![]() Posts: 4914/6985 EXP: 24094502 For next: 287198 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| I would think that unless it's functionally different, it's more of an aesthetic value thing, so probably unused graphics would be my own best judgement call on that. -------------------- |
| Keitaro Fire Snake LOVELY ARRANGEMENT. VOLCANO BAKEMEAT Level: 62 ![]() Posts: 1016/1179 EXP: 1910569 For next: 74117 Since: 09-09-08 From: California Since last post: 371 days Last activity: 1 hour |
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| Surprised no one noticed/mentioned that this unused title is the exact same one used in the NES/GB version, just...prettified. Kinda cool. |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 80/137 EXP: 82354 For next: 7266 Since: 07-27-07 From: United States Since last post: 7 hours Last activity: 4 hours |
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| I did mention it--in the description of the YouTube video. -------------------- ![]() |
| AttackedbyGlitch Member Level: 12 Posts: 4/38 EXP: 7781 For next: 140 Since: 10-08-11 Since last post: 308 days Last activity: 90 days |
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| I have found some unused content in Microsoft Bob, for the PC. Because this is not a game, and more of a GUI, would it qualify for TCRF? It does have several games bundled with it that are not sold separately, so it might count. |
| BMF54123 Rhea Snaketail Slightly frazzled... Level: 125 ![]() Posts: 4517/5652 EXP: 21923286 For next: 530878 Since: 07-03-07 From: Neither here nor there. Since last post: 5 days Last activity: 5 hours |
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I would say no, personally. I fear that documenting stuff other than games is just opening the door to mission creep.
Documenting unused stuff in the bundled games would be fine, but not the UI itself. If you want to post any interesting stuff you've found in the UI in this forum, though, be my guest. -------------------- |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 82/137 EXP: 82354 For next: 7266 Since: 07-27-07 From: United States Since last post: 7 hours Last activity: 4 hours |
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My FTP's on the fritz yet again. Time to use ImageShack! Another discovery in Super Mario Land 2. Not only to the tiles for the top of Mario's Castle exist, but there's an unused tilemap at 0x47000 in the ROM which makes use of them. ![]() It appears to be the top of an early version of the main map. There are a few other differences aside from the castle.
Here's the final version's (located at 0x37000 in the ROM) for comparison: ![]() Perhaps only the top half exists because it was supposed to use the bottom half of the final tilemap. It wouldn't seem too farfetched for the cloud to disappear on the map after defeating Wario, as that's what happens in the ending. The developers probably didn't update the pieces because they knew they wouldn't be used. If they were, continuity problems would result unless they rendered the castle was inaccessible after completing the game (and why wouldn't Mario be able to enter his own castle?). |
| GoldS Member Level: 33 ![]() Posts: 214/305 EXP: 218048 For next: 11131 Since: 03-15-10 Since last post: 3 days Last activity: 9 hours |
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| Nice work! I was close with how the castle would look, at least. -------------------- |
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Impressive find. Just goes to show you that even after we go through games there's often still stuff that can be found.
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You might think that this layout is specifically EarthBound themed, but it might just be a reference to one of my favorite games.
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| Keitaro Fire Snake LOVELY ARRANGEMENT. VOLCANO BAKEMEAT Level: 62 ![]() Posts: 1035/1179 EXP: 1910569 For next: 74117 Since: 09-09-08 From: California Since last post: 371 days Last activity: 1 hour |
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| I'm curious if such a thing exists for Wario Land--as the games are based on the engine (the map format is exactly the same, iirc? as should the overworld in that case) and the instruction book makes mention to a number of now inaccessable/different locations (such as Fork Tree, which is now nothing more than a landmark/stage) ... I'm half curious if a "beta" overworld for that game exists as well. I know not much has been looked in to for said game and if I did not lack the skills to do so myself I would LOVE to tear in to that for finding hidden gems. |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 83/137 EXP: 82354 For next: 7266 Since: 07-27-07 From: United States Since last post: 7 hours Last activity: 4 hours |
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| I tried looking for tilemaps in Wario Land using the same method as I did with SML2, but couldn't find any. They're either compressed or use a different format. I'm assuming it's the former. Here is the method, for those interested: I opened the ROM in TiledGGD, opened a palette file with 256 distinct colors, switched the graphics format to 8 bits per pixel, and set the width to 32 pixels. Since only 256 tiles are used in a Game Boy tilemap, this will give each a distinct color, like so: ![]() |
Peardian![]() Magikoopa 8/16: KvSG #463 is finally up! Level: 137 ![]() Posts: 5347/7075 EXP: 30528378 For next: 344477 Since: 08-02-07 From: Isle Delfino Since last post: 3 hours Last activity: 3 hours |
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| Aoi Member Level: 26 ![]() Posts: 166/181 EXP: 95906 For next: 6369 Since: 07-18-10 Since last post: 870 days Last activity: 870 days |
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Originally posted by Mattrizzle Does the final version actually never attempt to use the tiles, or does it use them and then overwrite them with the cloud? |
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| Jul - The Cutting Room Floor - The Cutting Room Wiki | - - ![]() |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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