7HeroesForceBattle
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Xkeeper pointed me this way when I posted this at Lost Levels...
It is my somewhat unsubstantiated theory that Gunstar Super Heroes (the GBA sequel to that one Treasure game - Stretch Panic, I think) contains a number of hidden/dummied elements that remain undiscovered, some of which are likely homages to classic Sega franchises. This theory was birthed when a GSF set was finally ripped a few months ago, and posters over at HCS64 and 2ch discovered that the game contained seven classic Sega themes that aren't normally heard in the game:
Topic at a Treasure forum with links to the music
Some of you may be aware that when the game was first announced, the Sega homages were presented upfront - an air battle with Afterburner-style rotation, a top-down Thunder Blade stage, a brief Flicky sequence, stuff like that you can still find in the game. The first wave of previews indicated there would also be music from old Sega games, but mention of this vanished afterwards. As far as I'm aware, there's no way that these arrangements can be heard in the retail game - only the tracks featured on the official soundtrack. There was also an early screenshot of what appeared to be GSH Red fighting the hero from Altered Beast - but I can no longer find it on the internet.
Given that the music is still in the game, I'm very eager to see if it's possible that other data has been left in it - code, sprites, perhaps even entire stages. Unfortunately, I have no hacking skills at all, or any idea how to create something like a level select code. That's why I'm posting here - in the hopes I can attract the attention of anyone who is equally interested in finding what else might be lurking in the code.
Any help at all is appreciated! |
Kid Fenris
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There was also an early screenshot of what appeared to be GSH Red fighting the hero from Altered Beast - but I can no longer find it on the internet.
That screenshot's at the bottom of this article. I couldn't find a larger one.
I have no hacking skills at all, but I'd like to hear more about this because I really enjoyed Gunstar Super Heroes. Well, except for the Thunder Blade level. That almost goes without saying. |
Xkeeper
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 I'm having cendamos look into it.
05:58'47" c: i found sutff in that game a long time ago
I'll let you know whenever I find out more.
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Xkeeper
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cen wants to know if this is in the final game, and since I haven't played it I don't know
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cen
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| test |
7HeroesForceBattle
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Originally posted by Xkeeper
cen wants to know if this is in the final game, and since I haven't played it I don't know
It is - it's Blue riding on the running vehicle from Moon 3, Green's stage. He's holding out the gun that indicates use of the super attack.
Video of stage
Blue sprite sheet at SDB
Red sprite sheet at SDB
Those sprite rips show Red and Blue separate from the runner, so I suppose this could be part of an alternate sprite set where they are connected? I honestly don't know enough about how these things work. |
Xkeeper
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 Cen just goofed, those are used. He told me to delete that post but I got a bit sidetracked 
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cen
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here is some unused stage entry, its the guy who is annoying in the casino i think |
cen
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?????????
 |
cen
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there is some probably unused 'stages' here
02024B70 0x0y
x = world
y = stage/room
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Xkeeper
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13:04'18" c: i saw the altered beast stage
13:04'25" Xkeeper: values =?
13:06'34" c: 04,08
more investigation will be required I guess
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7HeroesForceBattle
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!!!
Is there a way to actually view these stages? Something I can do in VBA re-recording or VBA-M? |
cen
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sure why not
http://www.youtube.com/watch?v=IIdRV6MLodc |
7HeroesForceBattle
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Originally posted by cen sure why not
http://www.youtube.com/watch?v=IIdRV6MLodc
Er, I certainly appreciate this, but....could you tell me how I could explore these areas myself, using a release of Visual Boy Advance or whatever else you are using? I understand the basic concept of fiddling with values at hex addresses to load up different stages, but I'm unsure of when, where and how to do this fiddling. I like exploring for stuff, I just don't have the tools or skills unless they are given to me.
(oh, and if you're using VBA, it has the ability to record both a save-state style movie format or dump straight to AVI. I recommend the re-recording release of VBA for this, because it is much more pleasant about having sound in the video) |
cen
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| ask tuna for i am but a humble alligator |
Xkeeper
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 cen, why must you be insane.
sorry. I'll see if I can't get the code working for you later.
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SGR
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*ahem*
I've done a few things here and there regarding Gunstar Super Heroes. There's a LOT of unused text in the game, possibly debug menu related stuff but could also be internal names for certain things. Also, in regards to that missing stage, sounds exist for it inside the game. (Audience cheering for example.) There are also other interesting bits of sound samples. (A very peculiar "GOLDEN SILVER" voice sample, for one. I don't recall Golden Silver ever saying much, if anything at all.)
Here's a lot of text regarding labels:
http://pastebin.com/raw.php?i=pDiTjWcF
It's interesting to note that the internal names of the music match up with the OST names.
This is also inside the ROM:
BASED ARM..100RETSU FIRE..OHANAMI FIRE..ABARENBO LASER..SYACHOH LASER.....Z.U.e.U.t.U...U...U.CONTINUE ?..YES..N O..PRESS START BUTTON..SELECT-CANCEL..STAGE SELECT..CHARA SELECT..B-CANCEL..A-SET UP
It's probably prototype menu stuff.
And here's something really interesting: character profiles!
BIRTH:004/3/30..COUNTRY:MARS..HOBBY:YAMAGOMORI..SHOT TYPE:LIGHT..BODY FIST:RAPID..G-SAVER:RAPID..
BIRTH:003/11/21..COUNTRY:MARCURY..HOBBY:GUN CORECT..SHOT TYPE:HEAVY..BODY FIST:RAPID..G-SAVER:RAPID
I love the engrish. I'm not sure which one corresponds to Red/Blue. Anyone know exactly what "yamagomori" is? |