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nensondubois
seek help please
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Posted on 06-28-13 01:54:24 AM Link | Quote
X-ekkusu has a disabled sound for the lightning striking and X landing into place on the title screen. I'm sort of away now dealing with a family event in the hospital that happened two days ago so I'm probably not going to add this tonight.

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andlabs
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Posted on 06-28-13 02:23:21 AM (last edited by andlabs at 06-28-13 02:51:39 AM) Link | Quote
It's called just X; "ekkusu" is the pronunciation of X written using the Japanese phonetic system.

Good luck with the family thing.
Celice
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Posted on 06-29-13 04:54:42 AM Link | Quote
A game called Overblood has had its debug mode discovered and enabled:


For you tech-junkies, sub_800240C0 is the function that activates the menu.

// Method 1: GameShark/AR
800240E4 0000
800240EC 0000
80024118 0000
80024138 0000
8002418C 0000
800241D0 0000
800241D8 0000
80024204 0000

// Method 2: goto these offsets and nop (0x00) the following 4 bytes. When finished, simply import the exe back into your iso using CDmage, etc.
0x000148E4
0x000148EC
0x00014918
0x00014938
0x0001498C
0x000149D0
0x000149D8
0x00014A04

Hold R2 and press circle to activate the debug menu.

Hold R2 and press square to display various debug statistics.

Pause the game (start button) and press R2 to frame-advance.

// Debug Menu controls
X Enter
O Exit

More info and pics found in the link below.


http://www.romhacking.net/forum/index.php/topic,16630.0.html
Eon

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Posted on 07-01-13 03:31:35 PM Link | Quote
Does this picture contradictory to common knowledge have any significance or just some kind of hack/hoax?
I found it here who says the EU version removed eReader content, like most places online do.

Hacc

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Posted on 07-01-13 07:40:54 PM (last edited by Hacc at 07-01-13 09:06:35 PM) Link | Quote
Originally posted by Celice
A game called Overblood has had its debug mode discovered and enabled:


For you tech-junkies, sub_800240C0 is the function that activates the menu.

// Method 1: GameShark/AR
800240E4 0000
800240EC 0000
80024118 0000
80024138 0000
8002418C 0000
800241D0 0000
800241D8 0000
80024204 0000

// Method 2: goto these offsets and nop (0x00) the following 4 bytes. When finished, simply import the exe back into your iso using CDmage, etc.
0x000148E4
0x000148EC
0x00014918
0x00014938
0x0001498C
0x000149D0
0x000149D8
0x00014A04

Hold R2 and press circle to activate the debug menu.

Hold R2 and press square to display various debug statistics.

Pause the game (start button) and press R2 to frame-advance.

// Debug Menu controls
X Enter
O Exit

More info and pics found in the link below.


http://www.romhacking.net/forum/index.php/topic,16630.0.html


I see he gave away the key function. That was nice of him.

The button cheat starts at RAM address 800B294C and ends at 800B2988. It uses Normal Joker command values.

Debug Mode
300CF7A4 0001

Debug Menu:
Highlight the "Start" option on the main menu, and press Up, Down, Up, Down, Left, Right, Left, Right, L1, L2, R1, R2, Up, Down, Left, Right. Then, start the game.

Either the cheat was much longer, or it served another purpose, but the button combination starting at RAM address 800B2990 looks to have been part of the activation process at one point. That cheat is L1, L2, R1, R2, L1, L2, R1, R2, L1, L2, R1, R2.

There is also this button combination starting at RAM address 800B29C4: L1, L2, R1, R2.
King Mew
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Posted on 07-06-13 03:06:10 AM Link | Quote
I was digging around Paca Paca Passion 2 for Playstation, a somewhat obscure rhythm game made by Produce. I looked through a file containing dummy images and found that it includes a large amount (if not all) of the textures from Mystic Ark: Maboroshi Gekijou. The dummy data takes up almost 42 megabytes of space on the disk.

Here are some of the character sprites I found in their correct palettes:
einstein95
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Posted on 07-07-13 01:53:45 PM Link | Quote
Fallout 2 has half of a quote from the developers unused, because they went over the text-length limit.
Aeonic Butterfly
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Posted on 07-10-13 07:53:37 PM Link | Quote
Yeah yeah, I'm reading Cracked. I was wondering if we should list the Melee Trophy reflections, as they qualify as an obscure easter egg. Or, for that matter, if there were anymore.

(Alas, no more working Gamecube, and my Wii is permanently stuck out front.)
nensondubois
seek help please
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Posted on 07-12-13 06:13:57 PM Link | Quote
Beavis and Butthead actually has unviewable portions of cutscene screens, this code will show them. 00CDF3E1

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SM3
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Posted on 07-13-13 08:58:17 AM Link | Quote
In Metroid, there's a glitch in the ending where one of the programmer's names (M. HOUDAI) is displayed. I encountered it yesterday. At first I was intrigued because I thought it was an Easter egg since other people have encountered it, but now it's pretty clear that it's just a glitch.

Video of the glitch

I still haven't found the cause because I can't really read 6502 assembly. However, SnowBro's commented disassembly really helped me out. From what I understand, the function for the staff roll is called every frame in the ending sequence. So, at the beginning of the function, there's a check to see whether the credits should roll or not, and I assume it's somehow executed before it's supposed to. I have no idea why only "M. HOUDAI" is displayed instead of other names, but it's drawn 16 tiles down, exactly where it's programmed to be drawn.

When $001F (TitleRoutine) is set to 1D (the ending screen case) during the title screen or on power on, it goes straight to the ending, which was how I planned to find out how the glitch is triggered, but rather, other staff roll garbage is displayed and the scrolling is messed up in the staff roll. I tried playing with other variables such as $0080 (CreditPageNumber), $0081 (HideShowEndMsg), $007A (IsCredits), $007B (EndMsgWrite), $6883 (IsAtEnding) and $00FC (ScrollY) but nothing seems to affect the staff roll being drawn.


(staff roll in the credits)

I think I'm done researching this, but still, it was a lot of fun to look this up and I think it's kind of neat.
omega59
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Posted on 07-13-13 09:16:35 AM Link | Quote
"Scenario written by you fulfiled your mission" I always love it when things like this mix into a really badly flowing sentence. Also, fulfilled is spelled wrong, and that doesn't help out how funny it looks to me.
Foxhack
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Posted on 07-17-13 10:44:09 AM (last edited by Foxhack at 07-17-13 02:51:26 PM) Link | Quote
This is weird.

I was checking out all the officially released GBA games that use the PocketNES emulator last night due to some comments a friend made about Capcom Classics Collection. I thought the game might have some leftovers from the original emulator, but couldn't find any unused text or graphics in a tile editor or VisualBoy Advance's tile / map viewers.

So I loaded the Hudson Best Collection series and noticed that volumes 1 through 3 have... an unused Koei (my bad, not Tecmo) copyright in the title screen data. It gets loaded in the game - it's just not used. I'm not entirely certain about Hudson and Koei's relationship in these. I have to dig around game forums to find out.

I found these last night so I didn't add them, but I'll be doing so later today.

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einstein95
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Posted on 07-19-13 02:11:46 PM Link | Quote
Action 52 (NES) (yes, that crap crapstick of a crappy game) loads the tile graphics for "Over the Desert" between when the lamps show and the "LIGHTS!" screen, which is also why they have glitched tiles for a few frames.

ETA: It seems the "game" loads tiles from random places between screen changes from the main menu to any mini-game.

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Eon

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Posted on 07-19-13 04:48:56 PM Link | Quote
I took another quick look at Dr. Robotnik's Mean Bean Machine.

The apparent prototype is not region locked. Letting the sound test access normally.

While the Korean version (Dong Gu Ri Te Chi Jak Jeon) despite being locked to only NTSC-J consoles doesn't display the sound test (like Sonic Classics/Compilation).
A fun tidbit as seen here, is its lockout message actually fixed the US/PAL "onry" typo.
nensondubois
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Posted on 07-20-13 01:13:44 AM Link | Quote
Found a test menu and a sound test for Bomberman Quest. Uploading shortly.

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Peardian

  
Magikoopa

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Posted on 07-20-13 05:49:54 AM Link | Quote
Does anybody know Tetris Attack (SNES, Yoshified Panel de Pon) well enough to say whether or not it's possible to create a gray [!] garbage block large enough to show a face in the center? Like, a Shy-Guy sort of face? Also if there are any garbage blocks that use a mix of the usual craters and the bumps used on the gray ones? I can't say I've ever been good enough to find out on my own.

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Posted on 07-20-13 07:12:34 AM Link | Quote
Originally posted by Peardian
whether or not it's possible to create a gray [!] garbage block large enough to show a face in the center?


As far as I'm aware it's not possible. Even if you comboed the [!] blocks together, or put them in a chain, they just send multiple one-line grey blocks.

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einstein95
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Posted on 07-20-13 01:48:59 PM Link | Quote
Dr. Mario and Puzzle League (GBA)



Okay...

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trap15
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Posted on 07-20-13 04:49:18 PM Link | Quote
Originally posted by Inuyasha?
Originally posted by Peardian
whether or not it's possible to create a gray [!] garbage block large enough to show a face in the center?


As far as I'm aware it's not possible. Even if you comboed the [!] blocks together, or put them in a chain, they just send multiple one-line grey blocks.

Yeah, there's no way to make grey garbage blocks any different size than the normal.


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Peardian

  
Magikoopa

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Posted on 07-20-13 08:04:36 PM Link | Quote
All right, then I'm going to assume these are all unused:



I'm really surprised nobody else has found it before, considering how relatively little there is to the game.

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Rusted Logic

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

37 database queries, 3 query cache hits.
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