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omega59
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Posted on 08-11-13 06:27:30 AM Link | Quote
Originally posted by Foxhack
I started poking around Sonic Adventure DX (the Steam version that's a port of the 360 version that's a port of the Gamecube version) and found a bunch of leftover stuff from the PS3 version. (Mostly Japanese info and such.) There's also some leftover graphics stuff from the 360 version (Leaderboards, daily challenges, etc.)

I also found... the Game Gear games! They're still included in the game files, and I was able to decompress them all. I even found a sixteenth compressed file which, when decompressed, contains this text:


press -r g-sonic.gg g-sonic.prs
press -r labylin.gg labylin.prs
press -r mbmachin.gg mbmachin.prs
press -r prs.bat prs.prs
press -r s-drift2.gg s-drift2.prs
press -r s-tail2.gg s-tail2.prs
press -r skypat.gg skypat.prs
press -r sonic-ch.gg sonic-ch.prs
press -r sonic.gg sonic.prs
press -r sonic2.gg sonic2.prs
press -r sonicdri.gg sonicdri.prs
press -r sonictai.gg sonictai.prs
press -r sonic_tt.gg sonic_tt.prs
press -r spinball.gg spinball.prs
press -r tailsadv.gg tailsadv.prs


There are some references to these games in the executable (file names, and corrupt, possibly compressed menu strings) but there's no way to run them as far as I can tell. I have no idea if anyone at Sonic Retro has uncovered this because their web server hates me and refuses to load anything more than A SINGLE PAGE.

Holy crap, that's interesting. Are they emulatable, or are they corrupted like some of those files?
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Posted on 08-11-13 05:27:07 PM (last edited by devin at 08-12-13 02:26:50 AM) Link | Quote
Just dumping some Persona 2: EP nonsense here until I find some real PSX BIOS documentation because the debug code floating around the internet is bogus, and I haven't done anything fun with IDA Pro lately

F0001.BIN:


  Movie Volume

Movie
Sound Test
Stable Random
Michi
test
debug
edit
RESULT
StaffRoll
Title
Command Test
2D Map
Set Parameter
Kosaka
EFFECTS!!
UNIT VIEWER
MAP FACTORY
NU-DBMENU
EVENTB
EVENTA
EVENT_GROUP
t-sakamo@
GO! Dungeon
Takagi
Contact
Btl Evt
BGM Type
LoadSystemType
Rotation
Battle Start!!
Katsuyama
Casino
Nagai
- Persona2 Debug Menu -
Now Loading...
title loop
opening
muisiki no tobira (maya hen)
maya no ketui
hikousen fujyou
hikousen tuiraku
JOKER bunri machine
azito sen
sensuitei dassyutu
torifune fujyou
tiryu kakusei
nyaru sekai syutugen
jikan jiku iten (batu hen)
ending
ATLUS logo
Plate Window Color
Event Bit
Font Color Edit
Summon Demo Message
Name Entry
Font Draw
Help/Warning
Message
List Window
Stationary Graphic
String Input
Display Effect
Component Plate
No.1 - Rengedai
No.2 - Hirasaka
No.3 - Yumezaki
No.4 - Aoba
No.5 - Konan
No.6 - Narumi
No.7 - Mt. Mifune
Command (Normal)
Load Command (BATSU)
Load Command (TSUMI)
Save Command (BATSU)
GameOver Save (BATSU)
Item Command
00 seventh/no encount
01 katatumuri yama uramiti
02 morimoto byouin
03 sorano kagakukan
04 gold
05 zodiac/henka mae
06 aoba kouen
07 gesui/A block
08 rikagaku kenkyujyo
09 sumaru TV
0A ura sumaru TV
0B smile hirasaka
0C hai koujyou
0D azito sen
0E kaitei iseki
0F iwato yama
10 tikatetu kouji genba
11 amenotorifune
12 sumaru jyou
13 nyaru sekai
14 kasu kou
15 bouku gou
16 giga matcho/1,3F
17 mou tairiku
18 EX seventh1
19 azito sen/azito part
1A zodiac/henkago
1B gesui/B block
1C giga macho/4,5F
1D EX seventh2
1E EX 1-A
1F EX 1-B
20 EX 1-C
21 EX 1-D
22 EX 2-A
23 EX 2-B
24 EX 2-C
25 EX 3-D
26 EX past 3-A
27 EX seventh 3
28 real zodiac
29 nyaru sekai2
2A smile hirasaka/tika
2B boukugo2
2C amenotorifune2
2D seventh/encount
2E sumaru jyou2
?? map for test
DEBUG
RELEASE
FROM ENEMY
PERSONA00/
PERSONA01/
PERSONA02/
PERSONA03/
PERSONA04/
PERSONA05/
PERSONA06/
PERSONA07/
PERSONA08/
PERSONA09/
PERSONA0A/
PERSONA0B/
PERSONA0C/
PERSONA0D/
PERSONA0E/
PERSONA0F/
PERSONA10/
PERSONA11/
PERSONA12/
PERSONA13/
PERSONA14/
PERSONA15/
PERSONA16/
PERSONA17/
PERSONA18/
PERSONA19/
PERSONA1A/
PERSONA1B/
PERSONA1C/
PERSONA1D/
PERSONA1E/
PERSONA1F/
PERSONA20/
PERSONA21/
PERSONA22/
PERSONA23/
PERSONA24/
PERSONA25/
PERSONA26/
PERSONA27/
PERSONA28/
PERSONA29/
PERSONA2A/
PERSONA2B/
PERSONA2C/
PERSONA2D/
PERSONA2E/
PERSONA2F/
PERSONA30/
PERSONA31/
PERSONA32/
PERSONA33/
PERSONA34/
PERSONA35/
PERSONA36/
PERSONA37/
PERSONA38/
PERSONA39/
PERSONA3A/
PERSONA3B/
PERSONA3C/
PERSONA3D/
PERSONA3E/
PERSONA3F/
Exit



F0002.BIN:


Load from PC...

Stop all sound
Sound Request...
Level Down
Fade Out
Stop Request
Pre-Seek
Stop XA
- Persona2 Sound Test -
Comment
%04X %3d %d
name
SPU-use
RAM-use
%2d:
%6d %6d
%2d:---- (--- ---)
%04X (%3d %3d)
Level down
Level up
%03X
vol:%3d
idle
play
seek
stop



F0019.BIN:


rate %3d

set tarot card
set magic card
set incense card
set material card
edit shop param
edit shop rate
on rumor persona
on mutation
level max
list up fool
add persona
eat param off
esthe param off
aroma param off



F0039.BIN:


shadow %d  f_size %d  fc_max %d

abcdefghijklmnopqrstuvwxyz
0.5 x B + 0.5 x F
1.0 x B + 1.0 x F
1.0 x B - 1.0 x F
1.0 x B + 0.25 x F
%s x/y %3d/%3d w/h %3d/%3d
mode abr (%s)
~c800r ~c080g ~c008b
col%d %3d/%3d/%3d
registofs %d
ha\g_bit.sav
ha\g_all.sav
data utility
request mode ?
lcal_evt
battle
dungen
contact
~cfff+
category %s
%04x/%04d
bit status
n0 %3d
cult no 0x%02x
u/v %3d/%3d
w/h %3d/%3d
col %d
rgb %08x
area.w
area.h
p0
p1
frame
grade
pitch
cycle
wave
type
%s %3d
number 0x%02x
done Load demo
done Load unit
done Load card


(tons of uppercase data names not included)

load game global

load pc file
save game global
save pc file
crear work data
-- load game all data --
-- save game all data --



F0043.BIN:


WARNING!!

VTX. %d/%d
LINE %d/%d
CRCL %d/%d
BOX %d/%d
HIGH %d/%d
AREA.CRCL %d/%d
AREA.RECT %d/%d
DISP ON/OFF
ATTRIBUTE
CHOOSE DRAW MODE
CHOOSE ROT MODE
CHOOSE DRAW HIT
=%d/%d
Name=%s
Siz =0x%04x
Nowobj = %d/%d
Name = %s
.\tk\data\map
Siz =0x%04x
Nowobj = %d/%d
Name = %s
.\tk\data\map
t X=%d
CHOOSE DRAW MODE
CHOOSE ROT MODE
CHOOSE BRUSH MODE
.\tk\data\hit
cansel
SAVE HIT DATA
%04x -> %04x(H)
%d -> %d(D)
%s:ID=%d
ENABLE
DISENABLE
%s -> %s
cansel
NO LINK.
NOW LINKING OBJ "%s"
NOW LINKING OBJ (%s)
LINK TO MODEL OBJECT
LINK OFF
CANSEL
Nowobj = %d/%d
Name = %s
R-LEFT+L-LEFT(-),L-RIGHT(+) ::
R-LEFT+L-UP(ON),L-DOWN(OFF) :: visible OFF
R-LEFT+L-UP(ON),L-DOWN(OFF) :: visible ON
B=%d
G=%d
.\tk\data\map
dir=%ld
colr=0x%x
colg=0x%x
colb=0x%x
EventEditMenu



F0044.BIN:


NUMBER = %04x(H)

START+SELECT>>EXIT
= %d(D) %x(H)
XA = %d(D) %x(H)
&X=%d Y=%d
BASE_CONSV_WORK_ADRS=0x%08x
TERM_CONSV_WORK_ADRS=0x%08x (lmt.XXX8B000)
TERM_SCRATCH_WORK_ADRS=0x%08x (lmt.XXXCB000)
TK_COMN_WRK_SIZ=0x%08x



F0047.BIN:


x=%ld y=%ld z=%ld

VR:x=%ld y=%ld z=%ld
VP:x=%ld y=%ld z=%ld
ZOOM = %d
WARNING!!
DAT PKT = %d/%d
CTR PKT = %d/%d
SPG REFT = 0x%05x
ASG REFT = 0x%05x
No %d(D)=%x(H)
kao2char
XYZ-MOVE
BLIGHT
SET COORD
DELETE
CANSEL
MUKI-0
MUKI-1
MUKI-2
MUKI-3
SPEED=%d(4096=1.0)
CUTOUT
FADEOUT
time=%ld
AT END NO ACTION
AT END CUT OFF DEL
AT END FADE OUT DEL
time=%d
TO X=%d
TO Y=%d
TO Z=%d
select+
to Exit.
TO BLIGHT=0x%x(0x00-0xFF)
TO SEMI TRANS=%d
%d/%d
8ROT=%d
AIRTH QUAKE
MODEL BLIGHT
RASTER_TEST
No %d(D)=%x(H) ModeNormal
No %d(D)=%x(H) ModeLoop
B=%d
G=%d
B=%d
G=%d
SIN CURVE
start x=%d y=%d z=%d
x=%d y=%d
end x=%d y=%d z=%d



F0048.BIN:


 MAKER

%d:%d
=%d/99
%s x %d
%s(%d)




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Foxhack
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Posted on 08-11-13 07:19:06 PM Link | Quote
Originally posted by omega59
Holy crap, that's interesting. Are they emulatable, or are they corrupted like some of those files?

I'm pretty sure they work fine. The emulator is just not available in the Steam version of the game according to MainMemory. It should still work fine in the older, non-Steam version.

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MainMemory
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Posted on 08-11-13 07:35:06 PM Link | Quote
The GG games once decompressed are just ordinary GG ROMs, you can play them in any emulator, and you could probably replace them with different games in the 2004 PC version if you were so inclined.
Foxhack
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Posted on 08-12-13 04:15:50 PM (last edited by Foxhack at 08-12-13 04:16:12 PM) Link | Quote
One thing I was mistaken about yesterday was that the Steam version of the game did not have Japanese language options. It does - it's just that they're in a different place from the rest of the game.

The configuration tool lets you set the game's language. It didn't have Japanese so I thought it was disabled; it turns out that you can select Japanese -at the game's main menu-, not in the configuration tool.

Dammit, Sega.

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Foxhack
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Posted on 08-12-13 08:18:16 PM Link | Quote
Sorry for the double post, but I had to check this...

Originally posted by TheKins

From SFM, but apparently it's in Dear Esther too, along with evidence of "Source2 tools"


I just reinstalled this game, and while I haven't found this image yet... there's an -insane- amount of leftover stuff from Portal 1 + 2, Half-Life 2, Left 4 Dead 2 and other Valve games. Even server / friends list stuff. And 360 / PS3 text and icons. It's completely damn crazy.

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Foxhack
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Posted on 08-14-13 08:25:21 PM Link | Quote
Triple post yay!

Space Channel 5 Part Two on the PC has lots of leftover textures from the Dreamcast version, and looks like some stuff from part one is still in there too. Hell there's even Xbox 360 files... this game has -tons- of dupe and unused files.

Also the port is kinda crappy.

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gridatttack

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Posted on 08-14-13 08:51:30 PM Link | Quote
Figured I post it here.

So in super monkey ball 1, the files for the background used in expert stages 41-50 seems to have unused textures for a model that would have appeared as a background statue decoration, but there is no apparent model. The background mentioned, uses statues that resembles monster...of some sort.
Anyway, this ones appears to be some sort of very muscular icarus, along with a creepy facial expression. Will post more details in the SMB thread when I research more

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Posted on 08-15-13 02:37:12 AM (last edited by nensondubois at 08-16-13 04:28:56 PM) Link | Quote
You can now access the hidden battle border exclusive to the Super Game Boy 2 battle mode in Bomberman Quest without having to spend a ton of money on all traditionally required accessories. All you need is a Game Boy Game Genie. Enjoy!

8A-34E-08A (US) 66A-42E-F73 (EU) 6CA-48E-D5B (JP)

MathUser
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Posted on 08-15-13 09:45:05 PM Link | Quote
Someone on another forum claims they found a 2 player mode in RC ProAm for NES by pressing some buttons on the title screen. Can anyone look into this?
omega59
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Posted on 08-16-13 05:10:38 AM Link | Quote
Originally posted by MathUser
Someone on another forum claims they found a 2 player mode in RC ProAm for NES by pressing some buttons on the title screen. Can anyone look into this?

I can't, but I think a hex editor would be able to pull it off, or find the combination.
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Posted on 08-16-13 07:32:51 PM (last edited by Afti at 08-16-13 07:34:58 PM) Link | Quote
Fun fact: load up a SMTIV save that's gotten the DLC unlocks without an SD card, and you get to see some interesting things.

All the DLC skills are fully functional; their names are the only thing that wind up missing, replaced with ???.

None of the DLC demons but the Archangels - and Aeshma; more on this later, this is interesting - have sprites. Archangels and Aeshma have both sprites and menu art.

All the DLC demons exist in a placeholder form, including descriptions, fusion, skillsets, etc. HP and MP are set; resistances/weaknesses/immunities are null. Levels are set, all stats are at 7. Race is ??? in all cases.

DLC armor is all present in the form of ??? armor. Stats are intact, but not the elemental affinities; no resistances or immunities, and it gives you a Light weakness. Shares Samurai uniform models.

Now, here's the weird thing:

Aeshma is all there ingame. Its art is there, its stats are there, its skills are there, its race is there - everything is in place, even where - say - Oread (also just a recolor) clearly wasn't quite complete at the time the game went gold.

Which suggests to me that this might actually have started life as a normal ingame demon? I don't know; it's interesting. Although I'm not sure why they'd have even considered a shitty Asmodeus recolor with a bunch of unique skills to fuse onto other, better demons as something higher-priority for inclusion in the base game than, say, Ancient of Days/Sanato. Or, apparently, the archangels. (speaking of which, yes, you still need what's-his-face to fuse Aeshma, so they didn't literally just stick an unused ingame special fusion in Clipped Wings 2; they had to set up the new fusion recipe first)

I think this also rules out the possibility of a second wave of DLC for the game, given that it seems to be very reliant on the existing hooks. Though I guess they could patch it.

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Posted on 08-17-13 03:13:31 AM Link | Quote
There is an RGB scren in Hexcite. This screen obviously will not load on any other Game Boy and will proceed to the first logo. One step closer to finishing this article. There are a few unused songs also as well as two SGB things. Most importantly, the test modes were not finished. Input does not respond when selecting a piece so you cant progress.

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Posted on 08-17-13 04:13:14 AM Link | Quote
Might as well throw this in here:



An advertisement for itself.
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Posted on 08-17-13 01:58:22 PM (last edited by Xkeeper at 08-17-13 01:58:45 PM) Link | Quote
I like how you can tell they pushed it back because "Fall" is in a completely different style (and the box is big enough for "Summer" or "Spring")

E: Same thing with "your PC"

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Posted on 08-17-13 06:16:28 PM Link | Quote
It isn't in a completely different style, it's just the same font rendered without antialiasing =/
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Posted on 08-17-13 06:21:34 PM Link | Quote
Post #5068 ยท Sat 130817 142134
Wow, they put exactly zero effort into that edit.

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Posted on 08-17-13 11:52:55 PM (last edited by nensondubois at 08-18-13 12:27:00 AM) Link | Quote
Looking at Metroid II. There is an additional feature worth noting. It is possible to increase your energy tanks by holding B and pressing left or decreasing them by pressing right.

Two other things. The routine that would enable functions was removed so the functions does nothing. Lastly, the game was meant to save the debug flag to the file as evidence of an unfinished routine which handles SRAM on account of clearing the file. Also added a Game Genie code just for kicks.

Also, I was just looking at Mickey Mouse V/Magic Wands because I loved this game as a kid and I remember when I went to the store and... yeah.

In both versions there are two test stages along with a STAGE0 intro.

Still need to add the prototype password system shown in the instruction manual.

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Posted on 08-18-13 02:51:52 AM (last edited by Emoluvjd2 at 08-18-13 02:54:21 AM) Link | Quote
Originally posted by Rena
Wow, they put exactly zero effort into that edit.

Yeah. I'm pretty sure it was an edit of the advertisement for the Dreamcast version. Gray Matter did the port of the Dreamcast version, which was a port of the PS1 version, and their name is also blatantly edited in. Speaking of the PS1 version, Black Cat still has a line that says to press L1, albeit unused for obvious reasons.
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Posted on 08-18-13 08:02:07 AM Link | Quote
Hudson's Adventure Island III (U) [NES]
The following Game Genie code seems to make the score counter display coordinates.
EYEYVGEI


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Rusted Logic

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

36 database queries, 5 query cache hits.
Query execution time: 0.110438 seconds
Script execution time: 0.035379 seconds
Total render time: 0.145817 seconds