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12-10-18 07:23:54 PM

Jul - The Cutting Room Floor - Weird Discoveries New poll - New thread - New reply
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KungFuFurby
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Posted on 01-27-14 04:58:24 PM (last edited by KungFuFurby at 01-27-14 04:59:16 PM) Link | Quote
I'm back with a mostly complete level analysis for Action 52... I'm still working on it, but there's one game in particular that I should reveal, as well as some other details that I've found out so far.

The results are in for Ooze.

There is no bankswitching involved in the conventional sense (unlike Billy Bob and the Cheetahmen, which do use bankswitching). However, the game is broken because of improperly dummied out data.

The level counter is set to 6, and the action for clearing six levels is to merely update some variables, which I presume means switch the graphic set. The seventh level fails to load because it never existed (the pointer is FF FF). This makes the eighth level all but inaccessible.

This same bug affects Star Evil. The game has a level counter of 9, but in reality it only has 3 levels, and therefore runs into undefined territory.

I'm almost done with the rest of the games. I have about 80 kilobytes of banks left to look up before all of the games are covered. Time Warp Tickers has a pointer to a third level, but the data it points to is no good.

32 kilobytes are reserved for the Action 52 sequence.

I can guarantee you that Billy Bob and Cheetahmen are tied for the largest games in terms of memory consumption. Both consume 224 kilobytes in the ROM. For Cheetahmen, 32 KB is reserved for the opening. Billy Bob is supposed to have 16 levels, and it would crash after stage 16 because of a bad pointer. A bank switch bug causes the game to loop levels 4 and 5 instead, and you can't get out if you make it to those two levels. Cheetahmen, on the other hand, is not affected by the bankswitch bug to that extent.

I have an interesting thought: maybe the games have memory constraints that come into play. There are plenty of 32 KB banks that have two or three games in there (so far, I've counted 15 32KB banks that have more than one game in there). Cheetahmen and Billy Bob are the only games that are larger than 32KB (counting all duplicates in code), and for Billy Bob, it's technically got the largest variety of levels (Spread Fire doesn't count despite having more levels: they're all duplicate pointers, so they're not unique to my knowledge in that sense).
Celice
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Posted on 01-28-14 11:13:46 PM Link | Quote
http://www.reddit.com/r/gaming/comments/1wf6ev/a_friend_that_worked_on_cory_in_the_house_ds_made/

Acknowledging that it's pretty difficult to actually verify what's being said on the internet, maybe someone is interested in this.

For some reason .-.
einstein95
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Posted on 01-29-14 03:24:09 AM Link | Quote
Originally posted by Celice
http://www.reddit.com/r/gaming/comments/1wf6ev/a_friend_that_worked_on_cory_in_the_house_ds_made/

Acknowledging that it's pretty difficult to actually verify what's being said on the internet, maybe someone is interested in this.

For some reason .-.


After looking through the files, they don't seem to be in there at all. Shame though, they look pretty detailed, especially the kitty one.
Celice
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Posted on 02-03-14 12:30:15 AM Link | Quote
On another note, I have a bunch of 90s issues of Gamepro and a few of Nintendo, and I was randomly reading through a Jan '97 issue of GamePro. In the Buyer's Beware section, a person wrote in asking about a Resident Evil 1 ad talking about a cemetery, a guest house, and a tower as being places to explore. The magazine wrote back that the game-itself has the same tagline on its case, and reached Capcom for further info.

According to the GamePro issue, a cemetary, guesthouse, and tower were in the game up until two months before the shipdate. I find this interesting already, but what struck me was the GameCube remake which did have some cemetery and guest house sections in-game. I don't recall anything about a tower in the final game, but the magazine said the tower "became" the end-game lab section...

I can get a scan of this section for the wiki, if anyone would like it. There is also a section for proaction replay codes, and for Super Metroid there is a skip the intro and start on the planet immediately from booting, and there is another code which apparently lets the player choose what area to start in from the map view thingy before loading a file. I can grab these too if someone thinks they're remnants of some debug options.
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Posted on 02-03-14 09:53:55 AM Link | Quote
Originally posted by Celice
...and there is another code which apparently lets the player choose what area to start in from the map view thingy before loading a file. I can grab these too if someone thinks they're remnants of some debug options.

That one is already mentioned on the wiki, but feel free I guess:


Pro Action Replay code 808004FF enables a whole mess of debugging features. In addition to selecting which region of the planet to start in, you can also pick a spot within that region using Select on Controller 2.
Celice
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Posted on 02-03-14 05:57:59 PM Link | Quote
http://gbatemp.net/threads/3ds-cwav-dumper.361437/page-2#post-4907585

Also of note, using the 3DS RAM dumper and some audio conversion, someone found what seems to be an unused Yoshi sound effect for Super Mario Land 3D.
nensondubois
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Posted on 02-03-14 11:22:48 PM Link | Quote
There is a kart test in Disney Soccer (Football) (Game Boy Advance)
koolaidman
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Posted on 02-03-14 11:49:57 PM (last edited by koolaidman at 02-04-14 12:34:25 AM) Link | Quote
Debug goodness! I don't think this was ever found before...not in the US version at least...

Suikoden III Debug Menu (Just press Select):


NTSC-J (the original pressing version, originally from here)
D1980500 00000100
01773B1C 00000010
D1980500 00000080
01773B1C 00000007

NTSC-US
D196B3F2 00000001
017741EC 00000010
D196B3F2 00000002
017741EC 00000007

There are pages, just tap left or right on the d-pad to change. Only works on the field, I think. To exit, press Start. Remember to select things with O, rather than X. I think you can only bring this up as Hugo. Could be wrong though.

Have fun.
||3
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Posted on 02-04-14 12:12:59 AM Link | Quote
I think I have some prerelease materials for Mother 3 for the Nintendo 64. Yes, really, it was in a magazine (which I traded to my best friend, but for scanning, I think he'll let me take it for a bit) and it was in English. I can't remember which magazine, I know it had a special about Pokemon GS with a walkthrough with Pichu on the cover from Jan 2001 (I believe).
Eon

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Posted on 02-04-14 11:42:02 PM (last edited by Eon at 02-04-14 11:42:27 PM) Link | Quote
BS F-Zero Grand Prix 2 (Ace League) naturally has stuff beyond its 5 playable tracks.
Some duplicate to varying degrees, from the original game, or pretty much broken. Just a sample for now.


Celice
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Posted on 02-08-14 05:02:04 PM (last edited by Celice at 02-08-14 05:16:52 PM) Link | Quote
Some peeps have started delving around Demon's Souls, and finding a good amount of unused textures.

http://imgur.com/a/iofIn#0

Unused enemies:

http://imgur.com/a/WEQrC#19
Eon

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Posted on 02-16-14 05:25:38 AM Link | Quote
Does "All Rights Reserved" appear anywhere in Ninja Five-O? It's loaded with the title screen tiles.
I also see some of its fonts contain umlauts/etc, despite the PAL version too was English only.
d@n
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Posted on 02-18-14 06:35:20 PM Link | Quote
I didn't see this on the wikia but I'll add it here (I'm like a non-techie person so I didn't bother editing the wiki) I guess.
In the Zelda Majora's Mask debug, load the map select screen, press c-right all the way till it doesn't go any higher to the 'fourth/new day', and then go into inventory debugger and add the ocarina of time leftover, the Sun's Song. Go to an area with Redeads and sing the song, the redeads will be stunned like in OOT. Prolly just a leftover effect from oot though.
thefanman
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Posted on 02-19-14 12:11:34 PM (last edited by thefanman at 02-19-14 12:12:16 PM) Link | Quote
The trial version of Final Fantasy 8 (the demo with Rinoa tagging along) has two extra command abilities that are hidden and were removed for the second, non Rinoa demo.



W-Item works the same as FF7 (use two items per turn) but instead of the perhaps implied GF healing, Fortify just casts cure and doesn't effect any GF attributes.

Despite being totally ignored, Rinoa actually has a meaningful line in the script, but it goes unused:
"I wonder how many enemy reinforcements are coming."

There's also a limited debug room, mostly because half the options are jumps to non-existant maps, and the other half of the options are gobbledygook. Here's the GS code, press L1+L2+R1+R2
D005F130 000F
8005F0AA 0000
D005F130 000F
8004CEE8 0000
D005F130 000F
8005F0A8 0000

The codes to change a characters 4th ability:
W-Item = C
Fortify = D

Zell: 30068b30 000?
Squall: 30068C6C 000?
Rinoa: 30068DA8 000?
ICEknight
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Posted on 03-03-14 05:41:35 PM Link | Quote
I've just noticed how the prototype cover for Fortress of Fear contains a "Link Cable" icon, rather than the regular one... Could be either a mistake or a hint of a scrapped 2-player mode.
ICEknight
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Posted on 03-06-14 04:06:38 PM (last edited by ICEknight at 03-06-14 04:07:12 PM) Link | Quote
Hey, it looks like the "GB Memory" menu has a debug mode:

http://blog.gg8.se/wordpress/2013/02/25/gameboy-project-week-8-the-white-nintendo-power-official-flash-cartridge-a-tale-of-reverse-engineering-sweat-and-tears/
7HeroesForceBattle
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Posted on 03-07-14 03:30:55 PM Link | Quote
I was taking a look at FFTA, just for regional differences, of which I already knew the biggest ones*, and was a bit startled by something I had never noticed before. As fans of the game might be aware, there are three songs in GSF sets which aren't on the OST - the music that plays during the opening transformation cutscene, the file menu BGM and an unused (I think?) tune that was probably meant for the ending or something. But what I didn't realize until now is that those first two are completely different in the Japanese version.

It's actually kind of strange....I'm just going off what I got using GBAMusRiper, but it seems that the two original songs had their entries outright deleted, and the two new songs in the US/AU and EU versions were put into empty entries a couple spots later. The original songs are much more somber than the new ones (which fit the tone of the game much better), and they are basically two arrangements of the same melody (unlike the new songs). The original cutscene theme loops, but the one that replaced it is a longer song that plays through once - it syncs pretty well with the cutscene itself, so I wouldn't be surprised if it was composed after the Japanese release, or shortly beforehand.

When FFTA gets a page, this'll definitely be worth noting (and the songs might not fit with the rest of the soundtrack, but they're still quite nice). I should probably try and contact Sakimoto and see if he can offer any insight...



*and if you don't, this is what I remember off the top of my head:
-Law system was revamped (number-based laws like "don't do more than X damage" were removed, the Recommended law mechanic was added)
-Mission item inventory was doubled in size (thankfully)
-Cid was changed from being a drunkard to just doing a bad job at work
-Various tweaks to items (different Treasure Hunt results, more equipment-stealing abilities, probably other stuff)
-A fair bit of new endgame/postgame content (story NPC recruiting, epilogue missions, the "unique" generics)
Rick
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Posted on 03-08-14 12:45:52 AM Link | Quote
So, wanna help a guy out who really derped hardcore? ;;

In Breath of Fire 1 on the SNES, there's a push-button code on the menu screen that will turn the screen red, then I believe inputting particular names will automatically have particular pre-loaded saves ready to go, or something to that regard.

I realized it never got added to the wiki when I posted on Dragon Tear, and now the site is gone and archive.org doesn't have the post on the forum listed.
Foxhack
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Posted on 03-08-14 12:57:21 AM Link | Quote
Originally posted by Rick
So, wanna help a guy out who really derped hardcore? ;;

In Breath of Fire 1 on the SNES, there's a push-button code on the menu screen that will turn the screen red, then I believe inputting particular names will automatically have particular pre-loaded saves ready to go, or something to that regard.

I realized it never got added to the wiki when I posted on Dragon Tear, and now the site is gone and archive.org doesn't have the post on the forum listed.


You mean these?

http://jul.rustedlogic.net/thread.php?id=15907
Rick
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Posted on 03-08-14 01:04:27 AM Link | Quote
...You know I was looking my ass off for that and didn't find it. x.x

Thank you! I need sleep now.
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Jul - The Cutting Room Floor - Weird Discoveries New poll - New thread - New reply




Rusted Logic

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