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05-03-22 05:04:53 AM
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Raccoon Sam
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Posted on 05-17-13 05:45:26 AM Link | Quote
Originally posted by poppy
Those rectangle objects at the top of the sprite list don't look familiar per se...but there are rectangle blocks of the same shape that pop in and out of floors / ceilings to allow you to proceed, just not with those textures.

Yeah, I thought so too, but as it turns out, those pop-in/out-blocks aren't even sprites. They are, in fact, tiles. Like, from the tileset. If you turn off the sprite layer, they don't disappear.
So, unused!

Originally posted by poppy
That clam enemy is in some of the later stages of the game and is VERY deadly, but maybe some of those sprites aren't used? (Does it ever open its mouth on solid ground? I don't know offhand, sorry)...I COULD go play the game to verify if you want, its not HARD for me or anything...

If you could, that'd be great :3 I don't remember them at all!

Originally posted by poppy
That pufferfish isn't in the snes game, PERIOD. The pufferfish in the DS game is a TON bigger for reference, in case you (somehow) didn't know that.

I don't know about that at all. Do you mean that the pufferfish is in the Shun-game?
These sprites were ripped from the DS game's SNES portion, which happens to be pretty much exactly like the SNES game itself. It's even got the same oversights in level design and I'm sure it's a well-made port. I ripped all the sprites from the game using mechaskrom's sprite ripper which converts the BIN-files to assembled PNGs. I ran every BIN in the game through it and these sprites (well there were a few other minor ones) I thought might be unused.
So, pufferfish, unused!

Originally posted by poppy
That last enemy confuses me...does it have the wrong color scheme or something? Did you rip it correctly? (Is that the right terminology?) There IS an enemy like that but with a NON-purple color.

I'm aware, but each BIN file has a palette amount byte and a unique palette (or, palettes) before the graphics data. For example, the snail has a palette amount of 2 because there are two kinds of snails in the game, brown and blue. This enemy also had a palette amount of 2; I know for certain that the first one is used but this palette is also defined in the unique palette data.
So uh.. unused palette?

Originally posted by poppy
Not to be annoying, but the unlockable concept art in the DS game also displays somethings like a jellyfish, a BLUE colored crab, and...some other kind of fish... that doesn't normally show up...perhaps theres more stuff for you to find?

Hmm, interesting, but I know I've ripped every sprite in the game. If you wish to check out each sheet individually (excluding the final boss and the player sprites), please observe this.

Thanks for the insight :>

Another interesting thing is that while the game has only 49 levels, there are 50 files in the 'map' folder. Maybe there is one unused level? Shame the level format is such a pain.
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Posted on 05-17-13 04:18:12 PM Link | Quote
Ok, the clam DOES open its mouth right before it jumps into the air, its not unused, not on the DS game anyway, (I didn't think it did this in the actual SNES game, but its so trivial really...)

In the actual SNES game, the sea anemone enemy, (the normal colored version of that PURPLE THING...) definitely had an idle animation that isn't in the DS version's snes levels, (Its actually slightly easier to tell when its going to attack as a result.) it still moves when its turning around and attacking and whatnot...

I can't even tell to be honest, from looking at the sprites on that page...if the idle animation's sprites are still there or not, its not something that stands out really, basically the frilly pink parts were constantly moving in the actual SNES game.

I don't think theres ever a part in the game where the sea anemone is stuck onto a WALL. (the one listed as U3_ISO2.Pal0.png), I wouldn't swear to this EITHER to be honest, its not a common enemy really.

U3_ISO3.Pal0.png doesn't look familiar either, though the next one, U3_ISO4.Pal0.png is definitely said sea anemone's projectile.

U3M0_ITA.Pal0.png, the wooden X sprite, again, doesn't look familiar.

Most of those freaky colored things definitely aren't used.

Yeah, I don't know dude, the things that "don't look familiar" could just be trivial things I'm forgetting about.

And yes, there is a pufferfish in SHUN, which looks NOTHING like what you ripped, you can see it here if you want. (Skip ahead 28 seconds)

https://www.youtube.com/watch?v=3pVKmHiQ30U
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Posted on 05-18-13 04:01:36 AM Link | Quote
Captain Tsubasa J - Zenkoku Seiha e no Chousen has a hidden UFO game! Seems fairly complete aside from some glitching of the title screen.

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einstein95
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Posted on 05-18-13 07:42:45 AM Link | Quote
Originally posted by nensondubois
Captain Tsubasa J - Zenkoku Seiha e no Chousen has a hidden UFO game! Seems fairly complete aside from some glitching of the title screen.


Additional title screen graphics for the UFO game as well, and numbered faces?
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Posted on 05-19-13 03:33:57 AM Link | Quote
Originally posted by einstein95
Originally posted by nensondubois
Captain Tsubasa J - Zenkoku Seiha e no Chousen has a hidden UFO game! Seems fairly complete aside from some glitching of the title screen.


Additional title screen graphics for the UFO game as well, and numbered faces?


Yes, this appears to have been in active development to be a full-fledged game. Still looking into this.

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Posted on 05-20-13 04:43:00 AM Link | Quote
So many unused SGB soundtracks and potential gone to waste...

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Posted on 05-21-13 07:11:09 AM (last edited by Mezmorize at 05-21-13 07:46:13 AM) Link | Quote
In the Demo version of the SNES game, Claymates, there is a Stage Select.

While on the Visual Concepts logo screen, press X then A.



-------------------------------------------------

This push-button cheat was in the ROM of the above section, Claymates Demo, but only the first 2 buttons were needed.
In this next game, the full sequence opens a similar Stage Select.

Harley's Humongous Adventure (SNES)
At the Title Screen press:
X, A, Y, B, R, Select, L, Up, Down, Left, Right.



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Foxhack
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Posted on 05-23-13 10:02:22 PM Link | Quote
I started to replay bits of Back to the Future again to double check my findings - it turns out that the game only gives you three aliases to choose from in episode 1, but there are files for six names! The three that are used are Harry Callahan, Sonny Crockett and Michael Corleone. The ones that -aren't- are Joe Montana, Bruce Springsteen and Morgan Fairchild.

Sadly it looks like the only references are in the very first episode.

I need to reinstall Sam and Max to see what the heck is up with those other graphics I found.

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Posted on 05-24-13 04:28:50 AM Link | Quote
Originally posted by einstein95
Originally posted by nensondubois
Captain Tsubasa J - Zenkoku Seiha e no Chousen has a hidden UFO game! Seems fairly complete aside from some glitching of the title screen.


Additional title screen graphics for the UFO game as well, and numbered faces?


The turbo graphics isn't used nor are the faces but I only found a call reference to some of the numbered faces so maybe they were placeholders or something along those lines.

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Posted on 05-24-13 04:33:09 AM Link | Quote
All of the graphics, text, sounds and music for the VS mode are in the SGB version of Space Invaders as well. Everything was shifted around for some reason. Probably going to work on this a bit more when I'm back from Memorial Day weekend.

Why wasn't this removed? No idea really.

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Raccoon Sam
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Posted on 05-24-13 02:13:16 PM (last edited by Raccoon Sam at 05-24-13 02:15:51 PM) Link | Quote
I have now confirmed that there are indeed four enemies in Umihara Kawase that are not called in any level. We've done some research and apparently the game has four enemies, fully coded but never used. I made a video of each:
<object width="420" height="315"><embed src="http://www.youtube.com/v/4SLTEzKCmPs?version=3&hl=en_US&rel=0" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>

<object width="420" height="315"><embed src="http://www.youtube.com/v/mgMI4AApyLE?version=3&hl=en_US&rel=0" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>

<object width="420" height="315"><embed src="http://www.youtube.com/v/XjPet34iXMg?version=3&hl=en_US&rel=0" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>

<object width="420" height="315"><embed src="http://www.youtube.com/v/vpj3WU_Y2Pw?version=3&hl=en_US&rel=0" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Big thanks to my my friend who found the level header data.

Do you want to help make an Umihara Kawase editor? You can! Whether you're a programmer or a ROM hacker, check out our Wiki. Still a big work in progress but maybe one day we'll have an editor for this awesome underdog :>
poppy
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Posted on 05-25-13 03:51:12 PM Link | Quote
Dude, nice, one question though, are those plants supposed to be spitting out the snail enemies? Or is it more like the correct data just isn't loaded or something?
Raccoon Sam
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Posted on 05-25-13 03:54:35 PM Link | Quote
Originally posted by poppy
Dude, nice, one question though, are those plants supposed to be spitting out the snail enemies? Or is it more like the correct data just isn't loaded or something?

Exactly. There are six "what enemies are allowed in this level"-bytes. I just didn't change one of them and now the game thinks that it's Loading the right ones
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Posted on 05-25-13 07:33:47 PM (last edited by poppy at 05-28-13 09:25:20 PM) Link | Quote
I forgot to mention, I'm neither a rom hacker nor programmer, no idea how to do either.

But something of minor interest occurred to me! Is it possible the purple plant enemy is supposed to use U3_ISO3.Pal0.png as its projectile? An iron ball passing through terrain does somehow make some kind of sense to me. (video game logic...heh)

Edit: I wasn't sure if I should mention this at all, I realized the wooden X sprite IS used, it appears on the doors in boss fights before the boss (es) are gone, I just didn't recognize it since I'm used to SPECIFICALLY seeing it ON the doors. X_X
Raccoon Sam
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Posted on 05-25-13 07:52:44 PM Link | Quote
... that could very well be it, in fact! So, I guess that adds to the unused sprites as well! :>
I'm not sure how to test it, though. If I ever figure it out I'll let you know.
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Posted on 05-26-13 07:21:41 AM Link | Quote
Does the MSX and MSX2 versions of 1942 use the "PS. HOPE OUR NEXT GAME" line?
Both



WE GIVE UP !
WE PRESENT YOU
SPECIAL BONUS
1000000 POINTS
GAME OVER
PRESENTED BY ASCII
PS. HOPE OUR NEXT GAME



and




WE GIVE UP!
WE PRESENT YOU
SPECIAL BONUS:
1000000 POINTS



are in both roms.
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Posted on 05-26-13 01:16:33 PM Link | Quote
1 Person plugs gscentral.org in his signature, while another plugs gamehacking.org. Good to see the communities finally getting along with eachother.
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Posted on 05-27-13 06:19:21 PM Link | Quote
A new highly-obscure sidequest was discovered in Final Fantasy IX very recently. I think it merits being added to the wiki, as it's possibly more obscure than even the Gargoyle transformation on the wiki's Castlevania: Symphony of the Night article.


This is a side quest on disc 4 that was unknown to most FFIX players until yesterday when a topic popped up on the FFIX message board at GameFAQs. It was discovered by The_Kusabi_ (through the Ultimania guide) and confirmed by MysterPixel. Naturally, I had to check it out and I decided to record a video.

If you go to the Tantalus hideout at the beginning of disc 4, you will find Zenero and Benero wondering where Marcus and Cinna are. You've likely seen this before, but this is actually the beginning of a side quest. Now, head to Memoria and proceed until you watch a cut-scene or fight a boss. Then head back to the hideout to find Genero wondering where Benero and Zenero are. Then repear this process seven more times and every time you go back to the hideout, you will find a new member of the family. The last five are girls and the final one seems to be a child, as she is really small. Once you talk to her, Zidane will comment on the huge family and you will now find a new chest containing a Protect Ring inside the hideout. The next time you come back, the quest will simply start over, but there's not enough events to complete it twice. These are the events that move the quest forwards:

1. The beginning of Disc 4.
2. The battle with Nova Dragon.
3. The battle with Maliris.
4. The flashback of Alexander.
5. The scene where Zidane talks to himself.
6. The flashback of Dagger on the boat.
7. The scene with the giant eye in the sky.
8. The battle with Tiamat.
9. The scene with the two planets colliding.
10. The scene where Quina thinks he/she is drowning.
11. The scene where Garland talks about memories.
12. The battle with Kraken.
13. The scene about Gaia's birth.
14. The battle with Lich.
15. The scene where Garland talks about the beginning and the Crystal.
16. The scene where the party enters the Crystal World.
17. The battle with Deathguise.

It's no surprise people have missed out on this, considering how obscure it is. It also makes an Excalibur II Perfect Game more complicated. New things are discovered in old games all the time, but it's usually glitches or obscure tricks. This time, we got a whole new side quest, a treasure chest and seven characters! Needless to say, my mind is blown.


It also seems an obscured or inaccessible entrance, like the kind mentioned in one of the Breath of Fire articles, was discovered a couple months ago in village in one of the Blood Omen games.

http://www.neogaf.com/forum/showthread.php?t=391332

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Posted on 05-27-13 09:36:46 PM Link | Quote
If anyone's curious to see what I've done so far for Back to the Future, you can see it here.

I'm gonna work on the text side of things next. I'm pretty sure there's a bunch of tutorial text leftover in all episodes, including stuff for the PS3 version that shouldn't even be in there. Episodes 1 and 5 have -lots- of audio so I may have to do subpages for these subpages. :p

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Posted on 05-30-13 04:39:58 PM Link | Quote
My brain's blown on IX. I've played that game since release, and I never noticed it. Now I'll have to go replay it and see the new sidequest.
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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

34 database queries, 7 query cache hits.
Query execution time: 0.107940 seconds
Script execution time: 0.031324 seconds
Total render time: 0.139265 seconds