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05-04-22 06:44:21 PM
Jul - The Cutting Room Floor - The Cutting Room Wiki New poll - New thread - New reply
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Rachel Mae

Creature of Chaos
Level: 141


Posts: 5029/5929
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Since: 07-03-07

Pronouns: she/her
From: Foxglen

Since last post: 22 days
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Posted on 06-01-12 11:47:32 PM Link | Quote
Meh. I'm not asking you to remove it, just expressing my doubts as to whether it's really worth documenting in the future...

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Foxhack
Member
Annoying fuzzball
Level: 54


Posts: 57/722
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Since: 04-17-12

From: Mexicali, Mexico

Since last post: 2.0 years
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Posted on 06-02-12 12:04:25 AM Link | Quote
I know that.

I meant that a lot of stuff I planned to add regarding Bemani games was about leftover game assets. I DID however show restraint with the stuff when working on those two DDR entries. The amount of leftover stuff is ridiculous (most appears to be used as padding and is never used by the game.)

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My Video Game Collection
Tina
Beep boop
Level: 79


Posts: 1511/1549
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Since: 08-10-07


Since last post: 3.4 years
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Posted on 06-02-12 12:22:27 AM Link | Quote
I really don't see why not, since it's not like there's a reason not to. Hell, the leftovers from SMB3 that are still in SMA4 are on the wiki

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HarvestmanMan
Member
Level: 18


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Since: 05-02-11


Since last post: 7.8 years
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Posted on 06-04-12 03:32:00 AM Link | Quote
I've pretty much finished documenting everything of note in Hot Wheels Micro Racers.

I think my next project will be the Papyrus NASCAR games, and trying to get those audio files out of the DLLs.

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If you are reading this text, then it means that I have successfully made a post on Jul. Please give me food and/or money as a reward.
Peardian

  
Magikoopa

16/3/1: KvSG #479 is up!

Level: 157


Posts: 5994/7597
EXP: 48609621
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Since: 08-02-07

From: Isle Delfino

Since last post: 12 days
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Posted on 06-05-12 12:05:20 AM (last edited by Xkeeper at 06-05-12 10:23:13 PM) Link | Quote
I just went through every entry in Super Mario Galaxy's ObjectNameTable. Of the 1691 entries, there are 236 suspicious entries, most of which match known unused models, and a number of which seem to refer to models that were removed!

If anybody knows how to do SMG hacking, help would be greatly appreciated.

____________________
-Peardian-

"Kindness is the language which the deaf can hear and the blind can see." -Mark Twain


SamEarl13

Nipper Plant
Trying (and failing) to learn Lua.
Level: 43


Posts: 120/419
EXP: 523938
For next: 41108

Since: 02-14-12


Since last post: 4.1 years
Last activity: 18 days

Posted on 06-12-12 08:40:08 AM Link | Quote
Originally posted by Peardian
I just went through every entry in Super Mario Galaxy's ObjectNameTable. Of the 1691 entries, there are 236 suspicious entries, most of which match known unused models, and a number of which seem to refer to models that were removed!

If anybody knows how to do SMG hacking, help would be greatly appreciated.

Are you trying to load the unused things in a game or something (to see what they do)?
Peardian

  
Magikoopa

16/3/1: KvSG #479 is up!

Level: 157


Posts: 6028/7597
EXP: 48609621
For next: 969612

Since: 08-02-07

From: Isle Delfino

Since last post: 12 days
Last activity: 20 hours

Posted on 06-12-12 06:31:46 PM Link | Quote
That's the idea, yes. See, objects placed in a level are called by name. That list (presumably) gives every valid object name in the game, which means it has (or used to have) code associated with it. All someone would have to do is use Anarchy in the Galaxy to replace one of existing objects in a level (like a Coin or something) with the new one. Also, some objects take parameters, and may not function without them. If an object doesn't work the first time, it may be you have to fill in the first parameter. At the same time, some of them might not work at all, because they'd be calling a model that doesn't exist anymore. (See: hot spring planets)


And as I said, I can't do any of that sort of thing on my own, which is why I need help.

____________________
-Peardian-

"Kindness is the language which the deaf can hear and the blind can see." -Mark Twain


SamEarl13

Nipper Plant
Trying (and failing) to learn Lua.
Level: 43


Posts: 123/419
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Since: 02-14-12


Since last post: 4.1 years
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Posted on 06-13-12 07:58:29 AM Link | Quote
Originally posted by Peardian
That's the idea, yes. See, objects placed in a level are called by name. That list (presumably) gives every valid object name in the game, which means it has (or used to have) code associated with it. All someone would have to do is use Anarchy in the Galaxy to replace one of existing objects in a level (like a Coin or something) with the new one. Also, some objects take parameters, and may not function without them. If an object doesn't work the first time, it may be you have to fill in the first parameter. At the same time, some of them might not work at all, because they'd be calling a model that doesn't exist anymore. (See: hot spring planets)


And as I said, I can't do any of that sort of thing on my own, which is why I need help.

If you have a hacked Wii, The Disc, SD card and the files you can attempt to use riivolution to swap the files instead.


____________________
I am a Glitch-Master and have found glitches in almost every game i've played, useful or not. You can always ask if you want to know any.
Peardian

  
Magikoopa

16/3/1: KvSG #479 is up!

Level: 157


Posts: 6035/7597
EXP: 48609621
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Since: 08-02-07

From: Isle Delfino

Since last post: 12 days
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Posted on 06-13-12 03:15:30 PM Link | Quote
If I did, do you think I'd be still asking for help? I don't, I won't, so I can't.

____________________
-Peardian-

"Kindness is the language which the deaf can hear and the blind can see." -Mark Twain


SamEarl13

Nipper Plant
Trying (and failing) to learn Lua.
Level: 43


Posts: 127/419
EXP: 523938
For next: 41108

Since: 02-14-12


Since last post: 4.1 years
Last activity: 18 days

Posted on 06-14-12 12:45:55 PM Link | Quote
Originally posted by Peardian
If I did, do you think I'd be still asking for help? I don't, I won't, so I can't.

Too bad. I only have SMG2 at the moment.

____________________
I am a Glitch-Master and have found glitches in almost every game i've played, useful or not. You can always ask if you want to know any.
Peardian

  
Magikoopa

16/3/1: KvSG #479 is up!

Level: 157


Posts: 6059/7597
EXP: 48609621
For next: 969612

Since: 08-02-07

From: Isle Delfino

Since last post: 12 days
Last activity: 20 hours

Posted on 06-20-12 03:12:18 AM Link | Quote
A friend of mine has discovered an unused bug in Animal Crossing: City Folk. Specifically, it's the Flat Stag Beetle that was seen in the original and in Wild World. It's the only bug that doesn't have a low-poly outdoor model. The model name is m_ins_hirakwa, which stands for "hirata-kuwagata".

____________________
-Peardian-

"Kindness is the language which the deaf can hear and the blind can see." -Mark Twain


7HeroesForceBattle
Member
Level: 13


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Since: 05-07-10


Since last post: 1.2 years
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Posted on 06-24-12 03:07:22 AM Link | Quote
Yo, sorry if this is covered elsewhere or if this is the wrong place to post this question...

While sleepily browsing between TCRF and tasvideos.org, thinking about the best way to rig up emulators to play through different regional releases of a game to compare them, I had a bit of a thought sneak into my head, but it didn't germinate until later, when I began testing the debug mode in Spike McFang (before an earache struck). I'm not sure where exactly I picked the idea up, unfortunately, and I figured it would be faster and easier to ask here than attempt to follow the Family Circus-style route I took while browsing.

I'm vaguely aware of the fact that TAS creators can monitor certain values in order to determine when a game will accept input on a certain button press (right?), but something occurred to me when I discovered that the debug mode in McFang activates a crazy no-clip dash when X is pressed. Would it be possible for an emulator to reveal that a button has gained or lost additional functions?

I mean, assuming you could do that, it'd be much easier to find button triggers enabled by debug modes, as well as (I assume) find out if additional controllers have debug functions when present.

Is this possible? Is it something people are already doing, and if so, could a guide outlining the process be made (if it hasn't been already)?
Rachel Mae

Creature of Chaos
Level: 141


Posts: 5061/5929
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Since: 07-03-07

Pronouns: she/her
From: Foxglen

Since last post: 22 days
Last activity: 1 day

Posted on 06-24-12 09:29:54 AM Link | Quote
It's not really possible to automate such a thing because every game handles input differently. A lot of games don't even follow "standard" procedures for reading controller input.

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Hiccup
Member
Level: 57


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Since: 05-19-09


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Posted on 06-24-12 03:48:04 PM Link | Quote
When I open TCRF.net with nearly every time I click on a link it loads for about 10 seconds then the error message 'No data received' appears.
This happens in Chrome, IE and Firefox.
Why does this happen?

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New Super Mario Bros Beta Replica
Xkeeper

Level: 263


Posts: 20371/25353
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Since: 07-03-07

Pronouns: they/them/????????

Since last post: 4 days
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Posted on 06-24-12 07:16:39 PM Link | Quote
Originally posted by Hiccup
When I open TCRF.net with nearly every time I click on a link it loads for about 10 seconds then the error message 'No data received' appears.
This happens in Chrome, IE and Firefox.
Why does this happen?

I don't know. Try refreshing, the server is not exactly very good.

If that doesn't help and this is a constant problem, try using Wireshark to see what exactly is going on between. If the connection is just dropping every time then there's an issue and I need to look into it (but it happening once every few page loads is sadly rather common)



While sleepily browsing between TCRF and tasvideos.org, thinking about the best way to rig up emulators to play through different regional releases of a game to compare them, I had a bit of a thought sneak into my head, but it didn't germinate until later, when I began testing the debug mode in Spike McFang (before an earache struck). I'm not sure where exactly I picked the idea up, unfortunately, and I figured it would be faster and easier to ask here than attempt to follow the Family Circus-style route I took while browsing.

Open 2 copies of FCEUX, enable background input, push your pause key and then hit the cycle Power menu option, then unpause and play. Not 100% useful or even likely to sync but eh.

If you're talking revision specific though you can try recording a key movie with one rev and playing back with the other one, it'll be pretty obvious if it desyncs.

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rabidabid
Member
Level: 27


Posts: 63/135
EXP: 102495
For next: 13664

Since: 08-25-10


Since last post: 34 days
Last activity: 2 days

Posted on 07-02-12 09:02:37 PM Link | Quote
So, uh... how could I go about posting little Japanese text over big Japanese text?

For example, this is how text is displayed in the game:


And here's an excerpt of unused text from the ROM:

今でこそ#RBS(ほろ)滅#RBE()んじまってがァ
#RBS(かみ)神#RBE()サマ達が#RBS(く)暮#RBE()してた国でよォ


I think, for example, in the beginning, the ほろ is supposed to go above the 滅.
Sheeza
Member
Level: 17


Posts: 10/54
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Since: 05-27-12


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Posted on 07-02-12 09:42:38 PM Link | Quote
Some admin would have to take this code and add it to the CSS. Then you could use the HTML ruby tags.

That seems like the easiest way to achieve this.
Kung Fu Man
Member
Level: 15


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Since: 04-12-11


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Posted on 07-03-12 10:13:10 AM Link | Quote
Is there a limit on sound files per article? Reason I ask is because I'm currently going to make a stab at finishing Splatterhouse's article today, and there are quite a few lines of recorded audio for the cut dialogue, all in OGG format. I can combine some of the longer streams of dialogue together, but in more than a few cases that's going to make one very large file out of a lot of smaller ones.
Rick
M'Lord, there's a knife in your head!
Level: 152


Posts: 6122/7540
EXP: 43729123
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Since: 02-15-10

From: Maine

Since last post: 8 days
Last activity: 7 days

Posted on 07-03-12 01:52:12 PM Link | Quote
There's no limit at all. Upload unused sound things to your heart's content!

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Foxhack
Member
Annoying fuzzball
Level: 54


Posts: 80/722
EXP: 1175112
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Since: 04-17-12

From: Mexicali, Mexico

Since last post: 2.0 years
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Posted on 07-07-12 06:09:12 PM Link | Quote
I found a bug with the Source template.

If I write something like this:

{{source|[http://jul.rustedlogic.net/thread.php?pid=405176 Translations by GlitterBerri, with annotations by Foxhack]}}

The wiki will display this:

(Source: {{{1}}})

But if I add it like this:

{{source|[[http://jul.rustedlogic.net/thread.php?pid=405176 Translations by GlitterBerri, with annotations by Foxhack]]}}

It shows the link correctly, but with the additional brackets around the link. I have no idea why it's doing this.

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