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05-04-22 06:01:18 PM
Jul - The Cutting Room Floor - Gamecube Kiosk demo disks New poll - New thread - New reply
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M Moogle
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Posted on 07-21-10 01:03:43 AM Link | Quote
I recently dug out the Oct 2001 GC kiosk disk to dump the Luigi's Mansion demo off of it, and decided to poke around at the rest of the disk. All I've found so far is an apparently unreferenced file that contains the developer credits - video here:
http://www.youtube.com/watch?v=ypSBJDFCcpc

Also, the binaries for that seem to contain some interesting debugging info. The output piped through strings is here: http://pastebin.com/5jetTS8r and http://pastebin.com/cSUSCnXB

Zeek is going to look at the Lugi's Mansion stuff to see if its different from the retail release in any way. Is anyone here familiar with either "Waverace: Blue Storm" or "Star Wars: Rogue Leader" that would want to poke around at the demos of those as well? As far as I can tell they're the same as the retail release, but again I've never even played those games.

I also have the version 7 kiosk disk which contains demos of Metroid Prime and Mario Sunshine, if anyone has interest in that.
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Posted on 07-21-10 01:07:23 AM Link | Quote
Asking if anybody has interest is kind of silly. Someone, somewhere, will have interest it, if only to see what they did to make it a demo kiosk.

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Posted on 07-21-10 01:29:59 AM Link | Quote
I have a few demo disks that I could dump.

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Posted on 07-21-10 02:04:59 AM Link | Quote
I'm interested in the Metroid Prime disk...

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Posted on 07-21-10 02:26:02 AM Link | Quote
The Mario Sunshine might be worth looking into.

The LM build is slightly larger than the US dump (by ~1MB). Hopefully there's something of interest in here.
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Posted on 07-21-10 05:41:59 PM Link | Quote
Was that Metroid Prime demo the one that had you start with ice/wave beam in the frigate section? If so, that alone is reason enough to be interested in it.
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Posted on 07-21-10 06:57:14 PM Link | Quote
I remember one of the kiosk demo disks had, for padding, the official tool used to create kisok demo disks.

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Posted on 07-21-10 07:07:14 PM Link | Quote
Here's the list of all the Demos that I have for dumping:
All US: PAL and Japanese demos do have different content.
August 2002
Mario Kart Bonus Disk
Version 11
Version 12
Version 13
Version 18
Version 34
Star Wars rebel Strike
The other demos are sealed and I won't open them.

Here is a list of what games are on the disks:
http://retrogamer72.nintendoage.com/gcn.html

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Posted on 07-21-10 07:10:18 PM (last edited by oaa at 07-21-10 04:12 PM) Link | Quote
There's a mario sunshine 'special' July (I think) 2002 NSTC-J demo ISO out there. No clue if it has anything different though.

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Posted on 07-21-10 10:26:24 PM (last edited by M Moogle at 07-21-10 08:54 PM) Link | Quote
On the Ver 7 disk, the demos seem different than the retail versions. The Metroid Prime demo doesn't prompt to create a savegame and it exits right back to the demo menu when you quit. Mario Sunshine gives level selector with 6 available levels, and also quits back to the main demo menu. I'll dig through the disks in a little bit.

Edit:
Anyone recognize these? They're two videos contained in the MP demo.
loosegame.thp
wingame.thp
I've found the "game over" video on Youtube but nothing like the winning one.

Ooh, this is pretty beta-y looking:
http://www.youtube.com/watch?v=TveLKybcB48

Is the "ENERGY" in the HUD in the final version to the right like this? I though it was on top.


M Moogle
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Posted on 07-22-10 03:06:06 AM Link | Quote
I put some of my very early findings about the MP demo on the wiki. I could really use some help though, as I'm not super familiar with Metroid Prime (it's been a looong time since I've played through it). Also, unless I'm doing something really stupid, the tools out there to unpack some of the files don't seem to work right. I can't get anything out of the PAK files, for example.
Here's a directory listing of the disc -


Directory of \mpdemo

07/21/2010 10:59 PM DIR .
07/21/2010 10:59 PM DIR ..
07/21/2010 06:45 PM 113,508 apploader.img
07/21/2010 06:46 PM DIR Audio
07/21/2010 06:45 PM 12,312,736 AudioGrp.pak
07/21/2010 06:45 PM 3,526,624 boot.dol
07/21/2010 06:45 PM 3,526,624 default.dol
07/21/2010 06:45 PM 614,176 GGuiSys.pak
07/21/2010 06:45 PM 25,023,176 MetaforceCWD.MAP
07/21/2010 06:45 PM 49,034,848 Metroid1.pak
07/21/2010 06:45 PM 6,570,864 MetroidCW.MAP
07/21/2010 06:45 PM 6,357,289 MetroidCWP.MAP
07/21/2010 06:45 PM 6,944 MidiData.pak
07/21/2010 06:45 PM 29,600 MiscData.pak
07/21/2010 06:45 PM 30,368 NoARAM.pak
07/21/2010 06:45 PM 6,496 opening.bnr
07/21/2010 06:45 PM 854,240 SamGunFx.pak
07/21/2010 06:45 PM 1,040,480 SamusGun.pak
07/21/2010 06:45 PM 961,376 TestAnim.Pak
07/21/2010 06:45 PM 7,552 Tweaks.Pak
07/21/2010 06:45 PM DIR Video
17 File(s) 110,016,901 bytes

Directory of \mpdemo\Audio

07/21/2010 06:46 PM DIR .
07/21/2010 06:46 PM DIR ..
07/21/2010 06:45 PM 38,862,848 biohazard.adp
07/21/2010 06:45 PM 1,336,064 frontend_1.rsf
07/21/2010 06:45 PM 10,092,544 ice-world.adp
07/21/2010 06:45 PM 6,029,312 intro-cinemaEb.adp
07/21/2010 06:45 PM 22,151,168 intro-escape.adp
07/21/2010 06:46 PM 101,580,800 intro-stage-a.adp
07/21/2010 06:46 PM 21,561,344 parasite-queen.adp
07/21/2010 06:46 PM 3,276,800 ruins-main-plaza.adp
07/21/2010 06:46 PM 1,671,168 silence.adp
07/21/2010 06:46 PM 31,883,264 space.adp
10 File(s) 238,445,312 bytes

Directory of \mpdemo\Video

07/21/2010 06:45 PM DIR .
07/21/2010 06:45 PM DIR ..
07/21/2010 06:45 PM 11,483,916 00_start_main.thp
07/21/2010 06:45 PM 3,320,524 01_mainloop.thp
07/21/2010 06:45 PM 1,769,836 02_main_newgame.thp
07/21/2010 06:45 PM 2,699,436 03_newgameloop.thp
07/21/2010 06:45 PM 1,747,116 04_newgame_main.thp
07/21/2010 06:45 PM 1,075,212 05_main_loadgame.thp
07/21/2010 06:45 PM 3,100,652 06_loadgameloop.thp
07/21/2010 06:45 PM 1,066,316 07_loadgame_main.`
07/21/2010 06:45 PM 8,808,108 08_first_start.thp
07/21/2010 06:45 PM 1,156,396 08_none_start.thp
07/21/2010 06:45 PM 3,771,340 09_startloop.thp
07/21/2010 06:45 PM 1,075,212 10_main_options.thp
07/21/2010 06:45 PM 3,100,652 11_optionsloop.thp
07/21/2010 06:45 PM 1,066,316 12_options_main.thp
07/21/2010 06:45 PM 19,088,652 attract0.thp
07/21/2010 06:45 PM 14,652,236 attract1.thp
07/21/2010 06:45 PM 12,875,724 attract2.thp
07/21/2010 06:45 PM 17,424,556 attract3.thp
07/21/2010 06:45 PM 18,443,820 attract4.thp
07/21/2010 06:45 PM 6,758,872 losegame.thp
07/21/2010 06:45 PM 7,232,568 wingame.thp
21 File(s) 141,717,460 bytes

Total Files Listed:
48 File(s) 490,179,673 bytes
Ninji

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Posted on 07-22-10 03:47:17 AM Link | Quote
If you can parse that .map file, it contains names and addresses for every function in the game code... might be useful for finding unused/debug stuff

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M Moogle
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Posted on 07-22-10 05:05:18 AM Link | Quote
Well the .map files are just gigantic text files that look sorta like compiler/linker output:



Link map of __start
1] __start (func,weak) found in os.a __start.c
2] __init_registers (func,local) found in os.a __start.c
3] _stack_addr found as linker generated symbol
3] _SDA2_BASE_ found as linker generated symbol
3] _SDA_BASE_ found as linker generated symbol
2] __init_hardware (func,global) found in os.a __ppc_eabi_init.cpp
3] __OSPSInit (func,global) found in os.a OS.c
4] PPCMfhid2 (func,global) found in base.a PPCArch.c
4] PPCMthid2 (func,global) found in base.a PPCArch.c
4] ICFlashInvalidate (func,global) found in os.a OSCache.c
3] __OSCacheInit (func,global) found in os.a OSCache.c


This goes on for awhile and then it changes to output like so:



000f8638 00023c 800ff038 4 free_node_and_sub_nodes__Q24rstl89red_black_tree<Ui,Ui,0,Q24rstl12identity<Ui>,Q24rstl8less<Ui>,Q24rstl17rmemory_allocator>FPQ34rstl89red_black_tree<Ui,Ui,0,Q24rstl12identity<Ui>,Q24rstl8less<Ui>,Q24rstl17rmemory_allocator>4node CBloodFlower.o
000f8874 00002c 800ff274 4 deallocate<Q34rstl89red_black_tree<Ui,Ui,0,Q24rstl12identity<Ui>,Q24rstl8less<Ui>,Q24rstl17rmemory_allocator>4node>__Q24rstl17rmemory_allocatorFPQ34rstl89red_black_tree<Ui,Ui,0,Q24rstl12identity<Ui>,Q24rstl8less<Ui>,Q24rstl17rmemory_allocator>4node CBloodFlower.o
000f88a0 00003c 800ff2a0 4 __dt__Q34rstl89red_black_tree<Ui,Ui,0,Q24rstl12identity<Ui>,Q24rstl8less<Ui>,Q24rstl17rmemory_allocator>4nodeFv CBloodFlower.o
000f88dc 00002c 800ff2dc 4 free_node__Q24rstl89red_black_tree<Ui,Ui,0,Q24rstl12identity<Ui>,Q24rstl8less<Ui>,Q24rstl17rmemory_allocator>FPQ34rstl89red_black_tree<Ui,Ui,0,Q24rstl12identity<Ui>,Q24rstl8less<Ui>,Q24rstl17rmemory_allocator>4node CBloodFlower.o
000f8908 000008 800ff308 4 get_right__Q34rstl89red_black_tree<Ui,Ui,0,Q24rstl12identity<Ui>,Q24rstl8less<Ui>,Q24rstl17rmemory_allocator>4nodeCFv CBloodFlower.o



I did eventually figure out my problem with the .pak files. Tomorrow I'll start uncompressing stuff and look for obviously unused stuff.
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Posted on 07-22-10 01:48:20 PM (last edited by oaa at 07-22-10 10:49 AM) Link | Quote
Try and open it up in IDA Pro, that's what I do with pretty much everything. It's a reverse engineering tool that'll let you look through all the functions and strings.

When I looked through cubivore, it had inside itself a default.dol and a boot.dol. The default .dol was filled with debug menu and output stuff.

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Posted on 07-22-10 05:25:25 PM (last edited by xdaniel at 07-22-10 08:24 PM) Link | Quote

Okay, so I've found an image of the Version 8 demo disk, and the Metroid Prime demo on that one seems to be the same as the Version 7 one posted about here.

So, some observations on the audio and video files included:

- Most of the videos seem to be in the style of that early title screen loop that M Moogle posted, besides those actually used in the demo, which reflect the final version's style. Those unused videos feature a much darker and more "realistic" style than the bright red/orange the final menus use:


(03_newgameloop.thp)

- The actual animation in losegame.thp and wingame.thp seems identical to the final Game Over and Mission Final, the text on the other hand isn't (at least in wingame.thp, not sure about the other).

- There are some BGMs in the Audio folder that aren't heard in-game in the demo, like an alternate/unfinished version of the Phendrana Drifts theme (ice-world.adp) and a shorter version(?) of the BGM for the Chozo Ruins Main Plaza (ruins-main-plaza.adp). Unless they're used for the attract demo videos when not starting the game at the title - Dolphin's quite slow here, so I didn't check that -, they're unused in the demo.

Also, while I don't think that any other levels are available in the demo (didn't look at those .pak files or whatever yet), could it at least be that the other weapons and visors are buried in there?

EDIT: Cheat Engine's quite useful:



One specific spot in RAM holds the value of the currently equipped visor, with 0x00 being the Combat Visor while 0x02 is Scan Visor. Apparently, the Thermal Visor (0x03) works, while the X-Ray Visor (0x01) crashes the game...

To find that spot, start the game, attach Cheat Engine to Dolphin's process and search for your current missile count - the last byte of that offset was always 0x54 for me, which might help finding the correct offset. Currently, it's 0x050C2C54 for me. The 4 bytes there are your current missiles, the next 4 are the maximum missiles.

Now, if 0x-whatever-54 are the missiles, 0x-whatever-23 is the current visor - setting that to 0x03 enables the Thermal Visor. 0x-whatever-13 appears to be the current beam, but changing that value alone doesn't switch out the beam like it does with the visors - at least it seems that 0x00 is the Power Beam and 0x01 is the Ice Beam.

I hope this made sense and I hope someone's able to get this to work as well. Even better, does someone know how to create an Action Replay code from this Cheat Engine trickery?

EDIT 2:



Ooooh! Apparently, setting 0x-whatever-53 to 0x01 (?) just once enables all beams, and all of them work unlike the X-Ray Visor! Plasma Beam

EDIT 3: ...same for 0x-whatever-83 and the Thermal Visor, and 0x-whatever-A3 for the crashing X-Ray Visor.

EDIT 4: ...no, actually, -53 doesn't enable all beams, but either Plasma or Wave. Also, other stuff like Space Jump Boots and Boost Ball can be enabled by setting other values there to something that's non-zero.

EDIT 5: -FB = Energy Tank count. Also, switching to the X-Ray Visor doesn't seem to work, but switching away from it does - set -1F to 0x01 to see the game switch it off.

Final edit before I go to bed! Hope this helps/works:
1. Start Dolphin, start MP Demo and go in-game
2. Start Cheat Engine and attach to Dolphin process
3. Initial search for exact hex value 0F0000000F000000, 8 bytes
4. Should give result at 0x...54 (probably 0x...2C54)
5. This is current and maximum missile count

Thus...
-4B = Unlock Wave Beam
-53 = Unlock Plasma Beam
-54-57 = Current Missiles
-58-5B = Maximum Missiles
-6F = Unlock Power Bomb
-83 = Unlock Thermal Visor
-A3 = Unlock X-Ray Visor (crashes game)
-AF = Unlock Space Jump Boots
-CB = Unlock Boost Ball

(good night, it's 2:24am)


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Posted on 07-23-10 01:40:57 AM (last edited by Afti at 07-22-10 10:42 PM) Link | Quote
Is anything beyond the frigate extant in the demo?

It's interesting that X-Ray crashes- late addition? Would explain why so little is done with it; just some invisible platforms, Chozo Ghosts, Omega Pirate, and phase 2 Metroid Prime.

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Posted on 07-23-10 02:06:00 PM Link | Quote

I believe MLVL files define levels, so the Frigate appears to be all that's in this build, as there's only a single one of those inside Metroid1.pak and none anywhere else.

As for the X-Ray Visor, as I mentioned you can make the game think that you're about to switch away from it. When you do that, you do get proper X-ray vision for a second or so, before you return to the Combat Visor. Why the visor proper isn't working, I dunno - maybe the visor's HUD code and data isn't there or something and the game dies while trying to load it?

Also, I managed to create AR codes from the Cheat Engine trickery - quite simple actually, as the game ID and some related data is always at the start of RAM, in this case the text GM8E. So, add the following lines to your User\GameConfig\GM8E01.ini file:


[ActionReplay]

$Demo: Always 999 Missiles
02372C54 000003E7
02372C58 000003E7
$Demo: Unlock Wave Beam
00372C4B 00000001
$Demo: Unlock Plasma Beam
00372C53 00000001
$Demo: Unlock Power Bomb
00372C6F 00000001
$Demo: Unlock Thermal Visor
00372C83 00000001
$Demo: Unlock X-Ray Visor (crashes game!?)
00372CA3 00000001
$Demo: Unlock Space Jump Boots
00372CAF 00000001
$Demo: Unlock Boost Ball
00372CCB 00000001



So if you enable them all, you should see something like this in-game:




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Posted on 11-16-10 08:27:52 PM Link | Quote
I found some pics relating the SMS kiosk demo
http://www.themushroomkingdom.net/ngc_kiosk.shtml
http://www.themushroomkingdom.net/images/ss/ss_imgddv7_sms_01.jpg
http://www.themushroomkingdom.net/images/ss/ss_imgddv7_sms_05.jpg
http://www.themushroomkingdom.net/images/ss/ss_imgddv7_sms_03.jpg
http://www.themushroomkingdom.net/images/ss/ss_imgddv7_sms_04.jpg
http://www.themushroomkingdom.net/images/ss/ss_imgddv7_sms_02.jpg
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Posted on 07-08-12 03:28:38 PM Link | Quote
Originally posted by nensondubois
Here's the list of all the Demos that I have for dumping:
All US: PAL and Japanese demos do have different content.
August 2002
Mario Kart Bonus Disk
Version 11
Version 12
Version 13
Version 18
Version 34
Star Wars rebel Strike
The other demos are sealed and I won't open them.



Umm... Can you give download links? Id like to get a look at them...
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Posted on 07-08-12 11:56:20 PM (last edited by BMF54123 at 07-08-12 11:56:34 PM) Link | Quote
No, he can't, because he's banned.

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Jul - The Cutting Room Floor - Gamecube Kiosk demo disks New poll - New thread - New reply


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