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Celice
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Posted on 10-18-13 10:00:55 PM Link | Quote
Did any Pokemon cards work with the eReader? I could see Nintendo doing something with them, collaborating eReader support with those cards for some nifty thing :o
nensondubois
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Posted on 10-18-13 10:11:18 PM Link | Quote
There are a ton of Pokemon E-reader cards. In fact, I think Machop came with the E-reader. I also have a few Japanese cards though they can't be used with the US E-reader version.

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lemurboy12
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Posted on 10-18-13 11:38:16 PM Link | Quote
There were tons of Pokemon minigames, but there's a lot of sprites for Pokemon that didn't seem to appear in any of them.
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Posted on 10-18-13 11:43:49 PM Link | Quote
There are also Pokemon status cards that act like a miniature Pokedex.

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Posted on 10-20-13 03:26:58 PM (last edited by nensondubois at 10-20-13 03:31:13 PM) Link | Quote
Ok, I found a SOUND listing for Kirby Star Stacker. I only know that two of them are used; the Wind Blowing sound are played at the opening, and the clapping sound is played when you achieve a combo. Also, this list is also found in Kirby's Dream Land 2, where I know that all are used.

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Pokecat

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Posted on 10-21-13 06:24:41 PM Link | Quote
I was wondering about that, Kirby Star Stacker was oddly quiet...
Zeek
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Posted on 10-22-13 04:34:59 PM Link | Quote
The Stanley Parable has remnants of an editor located under /The Stanley Parable/platform/Models/editor. There's images of icons that I assume would be placed for scripted sequences.

I don't believe I've found all the endings yet, so I haven't delved into the main files for the game since I'd rather not spoil myself.
omega59
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Posted on 10-23-13 05:12:07 AM Link | Quote
Originally posted by Zeek
The Stanley Parable has remnants of an editor located under /The Stanley Parable/platform/Models/editor. There's images of icons that I assume would be placed for scripted sequences.

I don't believe I've found all the endings yet, so I haven't delved into the main files for the game since I'd rather not spoil myself.

Yeah, that's just remnants of Portal 2's version of Hammer (I think that's Source Engine's editor). Document as much as you can find though, I need the Stanley Parable soon!
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Posted on 10-25-13 03:55:56 PM Link | Quote
Found this in WarioWare: Twisted. Any idea what this means?

Joe
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Posted on 10-25-13 07:41:59 PM Link | Quote
未定

"Pending" or "undecided". It's a placeholder.

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Posted on 10-26-13 02:05:51 PM Link | Quote
http://tcrf.net/From_TV_Animation_Slam_Dunk_2:_Zenkoku_e_no_Tip_Off

That UFO game appears again. Slightly different graphics and Turbo II is shown this time. This game also has a SGB soundtest amongs other test functions.

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ICEknight
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Posted on 10-26-13 02:31:46 PM Link | Quote
Originally posted by nensondubois
http://tcrf.net/From_TV_Animation_Slam_Dunk_2:_Zenkoku_e_no_Tip_Off

That UFO game appears again. Slightly different graphics and Turbo II is shown this time. This game also has a SGB soundtest amongs other test functions.

Kind of odd how it has the same graphic "glitches" than the old version, perhaps something is just not initialised properly with that Game Genie code alone? I suspect it might be supposed to load its own palette, even.
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Posted on 10-26-13 02:46:47 PM Link | Quote
Well no. When played on a regular Game Boy, the same issue is there. I assume that this wasn't finished and the programmer had snuck it in when no one was looking.

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ICEknight
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Posted on 10-27-13 02:16:14 AM Link | Quote
...Then he kept those bugs in the "sequel" on purpose, later on?
Kak

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Posted on 10-27-13 07:12:18 AM Link | Quote


Originally posted by ICEknight
...Then he kept those bugs in the "sequel" on purpose, later on?


I wouldn't think this would be the reason.

My guess with the "sequel" is either it was included later into development and there wasn't much time to fix those bugs (althrough there was time to change and rearrange some tiles), or it was abandoned shortly after starting to "improve" it.


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Posted on 10-27-13 08:03:45 AM Link | Quote
A bunch of intriguing text strings found inside of the PAL PS2 build of Crash Nitro Kart. I've already detailed the cut online mode as well as a few other assorted strings, but there are a few more strings of... varying interest:

Debug instructionary strings: (There were a LOT of these so I only compiled a few out of the code)

Originally posted by crashandcortex1995
The geometry is very large. Please check your world scale. If you run into problems, try treating it as concave. Performance warning: Geometry is convex but treated as concave. Simulation warning: Mesh has mass but no volume.

Density (%f kg/m3) looks very low (water density=1000 kg/m3)

Elasticity has a non-physical value (%f). Expect non-realistic behavior.

Friction has a non-physical value (%f). Expect non-realistic behavior.

Input is cocircular or cospherical. Use option 'Qz' to add a point at infinity.



Originally posted by crashandcortex1995
powerups/voodoo_clouds
powerups/voodoo_stars
powerups/voodoo_lightbeams

Visual effects associated with the cut Voodoo Doll item documented on site.

Originally posted by crashandcortex1995
kongo
otto
boss_Krunch

Provisionary names for the bosses that would later be renamed Krunk, Nash and Geary. Krunch did make me laugh though, as it reminded me of the character (or should that be "kharakter") from Diddy Kong Racing.

Originally posted by crashandcortex1995
arena7

This string only appears once in the code, unlike ARENA 6 which is dotted around multiple times. The possibility of a 7th Battle Arena was probably scrapped very early on.

Originally posted by crashandcortex1995
textDanceTimeOut

There's a dancing minigame present in the GBA port, but this is inside the PS2 version where no such minigame exists...

But best of all...

Originally posted by crashandcortex1995
m_pHiddenChildren

... WHAT?! This was pretty much my entire rationale behind posting these strings, as I literally do not have the foggiest as to why this creepy string is lingering around in Crash Nitro Kart. Must be leftovers from a previous game Vicarious Visions developed, but which one? Gave me a nasty surprise when scanning the code to say the least!
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Posted on 10-27-13 03:22:28 PM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Originally posted by crashandcortex
m_pHiddenChildren

Doesn't sound very creepy; probably just "children" in a programming sense, such as in a hierarchy of some kind? A pointer ("p") to some parent's hidden children - that aren't supposed to be rendered, processed, whatever - that's a member ("m_") of a class or structure, or something. Am a bit flaky with the typical naming conventions tho, so "p" and "m_" might mean something else.


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Posted on 10-28-13 01:17:21 AM Link | Quote
Post #5128 · Sun 131027 211721
That's probably exactly it. "Children" in this context usually just means child nodes of an element, not toddlers. I think your assumptions about the p and m are correct as well.

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Posted on 10-28-13 01:35:42 PM Link | Quote
Also found this in WarioWare Twisted:
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Posted on 10-28-13 07:25:34 PM Link | Quote
ケロリン
ジャンプ


Bucket Jump

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Jul - The Cutting Room Floor - Weird Discoveries New poll - New thread - New reply


Rusted Logic

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