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06-07-21 02:54:52 AM
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Celice
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Posted on 01-15-12 05:29:23 AM Link | Quote
Originally posted by Angry Sun
Hi, I'd like to share something I found in the graphics in Super Mario RPG. Can anyone figure what this thing is?

The graphics can be seen in the Lazy Shell editor. The image is set to 280, the graphics offset is to 306F40.

I can't figure out for the life of me how to put it together correctly. My guess is that it was a placeholder enemy or something. What is interesting is that the graphics are placed right after the first form of Smithy. Maybe they were graphics used to test Smithy's second form?


I put it together pretty easily :p Maybe you weren't taking into account that some tiles can repeat? The blank areas can reuse the fully-red tile, for example.

Doesn't look like anything notable even when it's assembled though
devin

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Posted on 01-15-12 05:37:58 AM Link | Quote
Looks like a Pokeball, as weird as that sounds

The original Red and Green did come out about a month before SMRPG.

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TomoAlien
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Posted on 01-15-12 01:54:52 PM Link | Quote
I've heard that the original Carmageddon has MIDI music which goes unused since the game uses CD Music (Even if you disable the CD Music these MIDIs won't play).
Can anyone with this game check that? I think that one of these MIDIs was used in Doom 2 addon Alien Vendetta for MAP01.

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Fuzn
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Posted on 01-15-12 02:46:53 PM Link | Quote


In the tile data for the NES Port of Metal Gear, some Japanese character sets can be found next to wherever text graphics sit in the ROM. This is probably just a leftover from development, or it could be evidence of a canceled Famicom version.
devin

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Posted on 01-15-12 08:26:42 PM Link | Quote
Originally posted by TomoAlien
I've heard that the original Carmageddon has MIDI music which goes unused since the game uses CD Music (Even if you disable the CD Music these MIDIs won't play).
Can anyone with this game check that? I think that one of these MIDIs was used in Doom 2 addon Alien Vendetta for MAP01.

I think carmid04.mid and carmid14.mid are both unused. They were used in another Doom 2 wad (Mars War) and a separate ZIP file with all the music lists them both as unused Carmageddon MIDIS.

I'm not sure about the map01 music in Alien Vendetta, but it sounds extremely similar so it's probably a safe bet.

I don't have Carmageddon on my computer at the moment but it would probably be easy enough to look at the game's EXE file with a hex editor and see if there are any MIDI filenames which are missing.

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divingkataetheweirdo

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Posted on 01-15-12 08:49:45 PM Link | Quote
Originally posted by Fuzn
Metal Gear...canceled Famicom version


Except that the NES/FC version of Metal Gear was released in Japan on Dec. 22, 1987. ;P
Fuzn
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Posted on 01-15-12 10:12:34 PM Link | Quote
Originally posted by divingkataetheweirdo
Originally posted by Fuzn
Metal Gear...canceled Famicom version


Except that the NES/FC version of Metal Gear was released in Japan on Dec. 22, 1987. ;P



My bad then. I didn't think it ever got a FC release in Japan simply because of the already existing MSX version.
TheKins
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Posted on 01-24-12 09:55:28 AM Link | Quote
I've considered doing a page on UMK3 Wave Net, but seeing as ROMs of it don't exist...
John2k4
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Posted on 01-25-12 12:20:53 AM (last edited by John2k4 at 01-24-12 09:27 PM) Link | Quote
Would someone be able to assist me with this?

I was going through the files for Hippatte! Puzzle Bobble (DS Game) again, and I found another odd thing..

There's a file called "ms_bub_NANR_LBLDEFS.h", which seems to be a C/C++ Header file left over from the programming.
Guessing from the filename, it was the label definitions for the Bub animations.




//-----------------------------------------------------
// This file was generated by g2dcvtr.exe converter.
// Avoid editting this file.
// creation date ==> 08/23/05.
//-----------------------------------------------------
#define NANR_ms_bub_CellAnime0 0 // ???o?u??????
#define NANR_ms_bub_CellAnime1 1 // ???o?u??????
#define NANR_ms_bub_CellAnime2 2 // ?I?????W?o?u??????
#define NANR_ms_bub_CellAnime3 3 // ?I?????W?o?u??????
#define NANR_ms_bub_CellAnime4 4 // ???o?u??????
#define NANR_ms_bub_CellAnime5 5 // ???o?u??????
#define NANR_ms_bub_CellAnime6 6 // ???o?u??????
#define NANR_ms_bub_CellAnime7 7 // ???o?u??????
#define NANR_ms_bub_CellAnime8 8 // ???o?u??????
#define NANR_ms_bub_CellAnime9 9 // ???o?u??????
#define NANR_ms_bub_CellAnime10 10 // ???o?u??????
#define NANR_ms_bub_CellAnime11 11 // ???o?u??????
#define NANR_ms_bub_CellAnime12 12 // ?D?o?u??????
#define NANR_ms_bub_CellAnime13 13 // ?D?o?u??????
#define NANR_ms_bub_CellAnime14 14 // ???o?u??????
#define NANR_ms_bub_CellAnime15 15 // ???o?u??????
#define NANR_ms_bub_CellAnime16 16 // ???C???{?[?o?u??
#define NANR_ms_bub_CellAnime17 17 // ?X?^?[?o?u??
#define NANR_ms_bub_CellAnime18 18 // ??????
#define NANR_ms_bub_CellAnime19 19 // ?????@??
#define NANR_ms_bub_CellAnime20 20 // ?????@??
#define NANR_ms_bub_CellAnime21 21 // ???M0
#define NANR_ms_bub_CellAnime22 22 // ???M1
#define NANR_ms_bub_CellAnime23 23 // ???M2
#define NANR_ms_bub_CellAnime24 24 // ???M3




---

There is also another header file titled "ms_cha_NANR_LBLDEFS.h", that is essentially the same as pasted above.

Found Header files:
ms_bub_NANR_LBLDEFS.h
ms_cha_NANR_LBLDEFS.h
sl_obj_NANR_LBLDEFS.h
sl_zen_NANR_LBLDEFS.h

---

There's even a "workspace.dat" that seems to have the configuration and window locations for the program they were using.
Joe
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Posted on 01-25-12 12:24:46 AM Link | Quote
The comments appear to have been destroyed by a character set conversion. Are they still question marks if you open the file in a hex editor?

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John2k4
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Posted on 01-25-12 12:31:52 AM Link | Quote

I was going to Pastebin the Hex for them - you beat me to the punch post.

--

Here's the Hex for the Bub file, along with the text in the Workspace.dat file.

http://pastebin.com/i0L8RnBk
Joe
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Posted on 01-25-12 03:26:59 AM Link | Quote
Here's what they all say, with the numbers for reference. There's a bit of a pattern for the first few...

0 // θ΅€γƒγƒ–γƒ«ι€šεΈΈ "red bubble normal"
1 // θ΅€γƒγƒ–γƒ«η…Œγ "red bubble sparkling/shining/something like that"
2 // γ‚ͺγƒ¬γƒ³γ‚Έγƒγƒ–γƒ«ι€šεΈΈ "orange bubble normal"
3 // γ‚ͺγƒ¬γƒ³γ‚Έγƒγƒ–γƒ«η…Œγ "orange bubble shining"
4 // ι»„γƒγƒ–γƒ«ι€šεΈΈ "yellow"
5 // ι»„γƒγƒ–γƒ«η…Œγ
6 // η·‘γƒγƒ–γƒ«ι€šεΈΈ "green"
7 // η·‘γƒγƒ–γƒ«η…Œγ
8 // ι’γƒγƒ–γƒ«ι€šεΈΈ "blue"
9 // ι’γƒγƒ–γƒ«η…Œγ
10 // η΄«γƒγƒ–γƒ«ι€šεΈΈ "purple"
11 // η΄«γƒγƒ–γƒ«η…Œγ
12 // η°γƒγƒ–γƒ«ι€šεΈΈ "gray"
13 // η°γƒγƒ–γƒ«η…Œγ
14 // η™½γƒγƒ–γƒ«ι€šεΈΈ "white"
15 // η™½γƒγƒ–γƒ«η…Œγ

And here's the rest. I have no idea if "wall normal" makes any sense, nor if "signal" is what those should be called.

16 // γƒ¬γ‚€γƒ³γƒœγƒΌγƒγƒ–γƒ« "rainbow bubble"
17 // スターバブル "star bubble"
18 // ε£ι€šεΈΈ "wall normal"
19 // ηŸ’ε°γ€€β†“ "arrow ↓"
20 // ηŸ’ε°γ€€β†‘ "arrow ↑"
21 // ι€šδΏ‘0 "signal 0"
22 // ι€šδΏ‘1 "signal 1"
23 // ι€šδΏ‘2 "signal 2"
24 // ι€šδΏ‘3 "signal 3"

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John2k4
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Posted on 01-25-12 08:39:17 PM Link | Quote

Wall could be the boundaries for the level.

Signal is probably the pointer/aim assist that's in the first level.

--

Should I upload/get the Hex code from all the .h files I located, and send them to you, Joe?
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Posted on 01-25-12 08:59:32 PM Link | Quote
I can open them with Notepad, so it's not necessary to dump them as hex.

Just stick them in a zip file and upload them somewhere.

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John2k4
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Posted on 01-27-12 09:51:57 PM Link | Quote

Here's the header files.
http://www.mediafire.com/?f1bd9ydd5xq456a
Joe
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Posted on 01-28-12 05:10:03 AM Link | Quote
Here's the two files I was able to translate. If you'd like a second opinion (and you should probably get one since I am not confident in my translation ability ), I'd suggest posting your link in this thread.

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Posted on 01-29-12 06:05:38 PM Link | Quote
Found this in Clay Fighter, the SNES version:


0000196E - SMSG 3.06w Jason Andersen/John Schappert

Any idea what exactly this is? If I had to guess, probably a sound format, but I'm not sure.

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paulguy

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Posted on 01-29-12 08:07:41 PM Link | Quote
Paulguy's Post configuration
http://www.allgame.com/game.php?id=12328&tab=credits

If that page is accurate, you're probably right, but it seems to be the entire audio engine.

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Posted on 01-31-12 07:13:31 AM Link | Quote
Post #4484 Β· 01-31-12 02:13:31 AM
A fair number of SNES games had such strings identifying the audio program, tools used, etc. AFAIK every N64 game also has a copyright string embedded in the RSP program.

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Posted on 02-06-12 07:41:01 AM Link | Quote
I found this :3

BMF helped!

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