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05-03-22 05:20:00 AM
Jul - The Cutting Room Floor - Weird Discoveries New poll - New thread - New reply
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Emoluvjd2
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Posted on 05-16-14 08:21:06 PM (last edited by Emoluvjd2 at 05-16-14 08:21:23 PM) Link | Quote
Originally posted by Foxhack
Cute.

Were you playing the game in 16-color mode?

No, it's from the help file and they included the images at that color-depth for whatever reason. Maybe SHG files only support that many colors, considering the format was created in 1990.
nensondubois
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Posted on 05-17-14 03:23:30 AM (last edited by nensondubois at 05-17-14 03:36:59 AM) Link | Quote
I think I might have found an unused song in Pokemon Yellow:
019C5AD3
0120EFC0
0120F0C0

A missing incomplete segment of the unused song
019C5AD3
011FEFC0
0120F0C0

A missing segment of the printing theme
019B5AD3
011FEFC0
0120F0C0

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Peardian

  
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Posted on 05-17-14 04:57:12 AM Link | Quote
I looked into Animal Crossing City Folk for reasons. There's some pretty weird stuff going on with the files in there. Lots of placeholder archives made by copying other ones. For example, there's at least 70 models in the Accessory directory, but a lot of them are just copies of the superhero mask or Wario mustache items. Also, there seems to be a "before declared fake" and "after declared fake" model of every painting. There are some placeholder textures, too, one of which is quite interesting.

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omega59
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Posted on 05-17-14 05:42:59 AM Link | Quote
Originally posted by Peardian
I looked into Animal Crossing City Folk for reasons. There's some pretty weird stuff going on with the files in there. Lots of placeholder archives made by copying other ones. For example, there's at least 70 models in the Accessory directory, but a lot of them are just copies of the superhero mask or Wario mustache items. Also, there seems to be a "before declared fake" and "after declared fake" model of every painting. There are some placeholder textures, too, one of which is quite interesting.

That's pretty odd. I wonder why there's so many of the same models in those directories.
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Posted on 05-17-14 06:45:51 AM Link | Quote
Originally posted by Peardian
I looked into Animal Crossing City Folk for reasons. There's some pretty weird stuff going on with the files in there. Lots of placeholder archives made by copying other ones. For example, there's at least 70 models in the Accessory directory, but a lot of them are just copies of the superhero mask or Wario mustache items. Also, there seems to be a "before declared fake" and "after declared fake" model of every painting. There are some placeholder textures, too, one of which is quite interesting.

Well don't leave us hanging, jeez!

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Posted on 05-17-14 03:12:42 PM (last edited by Torchickens at 05-17-14 03:13:38 PM) Link | Quote
Originally posted by nensondubois
I think I might have found an unused song in Pokemon Yellow:
019C5AD3
0120EFC0
0120F0C0

A missing incomplete segment of the unused song
019C5AD3
011FEFC0
0120F0C0

A missing segment of the printing theme
019B5AD3
011FEFC0
0120F0C0


That first 'unused song' isn't unused, because it's used for when you encounter Jessie & James, unlike 9F in the same 'banks' that isn't used anywhere.
Fuzn
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Posted on 05-17-14 11:26:30 PM Link | Quote


So I was following up on the unused sprites noted in G.I. Joe: The Atlantis Factor, I got curious as to whether or not the sprites could be called in game.

They seem to correspond to a sequence. Address 0047 seems to be the value that queues up frames in a particular set, which are directly connected to the weapon you are currently using (fists, machine gun, laser rifle, plasma gun, missile launcher). A walking frame will have variations for holding every weapon, for example. A few sequences seem to either be dummied data or glitchy data, perhaps remnants of old versions?

Setting this to values in the range of 0D - 10 shows what appears to be a 4 frame sequence featuring the unused jetpack, with proper tilemaps for all of the weapons. Likely, if these were used, they would be animated as a 1-2-3-4-1-etc. pattern. Even though there are sprites for, possibly descending in the tiles, it doesn't appear that development of that got anywhere as there doesn't seem to be a matching tilemap for them.

TL;DR:

G.I. Joe: The Atlantis Factor:

Sprite modifier: 0047 , accepts values in **, relevant bits are 0D - 10

Actual sprite ranges unknown, tested with General Hawk. May be a universal animation value for all characters. Will cause player-fired projectiles to glitch.
nensondubois
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Posted on 05-24-14 03:10:49 PM Link | Quote
The Bullet Bill was a fully coded enemy in Yoshi (Game Boy). The only problem is that a proper 'structure set' graphic does not exist. The Cheep-Cheep and Bomb-omb do not have enemy properties and are just unused tiles. Going to look at the NES version in a few hours to see if the case is the same.

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Posted on 05-24-14 09:57:22 PM (last edited by BMF54123 at 05-24-14 10:00:53 PM) Link | Quote
The Cheep-Cheep and Bob-omb are part of an unused "trophy" system or something. They're stored with a bunch of other enemy, item, and Yoshi graphics in an unused graphics bank. There is tilemap data and some unused code in the ROM for all of these, as well as the text "VERY GOOD", "EXCELLENT", and "SUPER PLAYER!" I've never seen any of this text, though I'm not very good at the game in the first place, so...

All of these graphics are present in the GB version as well, though I don't know if tilemaps for them actually exist (I think the game's tilemaps are compressed, since I wasn't even able to locate the title screen).

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Posted on 05-24-14 10:36:55 PM (last edited by nensondubois at 05-24-14 10:37:54 PM) Link | Quote
I actually recall seeing the trophy screen in the Game Boy version. FFC7 is relative to screen functions; might take a peek at this more.

There is a duplicate track for the 2-player main game. Need to verify if this is a variation or not. Some sounds might be unused, don't recall one of the jingles.

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ICEknight
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Posted on 05-25-14 02:28:39 AM (last edited by ICEknight at 05-25-14 02:30:40 AM) Link | Quote
Originally posted by BMF54123
The Cheep-Cheep and Bob-omb are part of an unused "trophy" system or something. They're stored with a bunch of other enemy, item, and Yoshi graphics in an unused graphics bank. There is tilemap data and some unused code in the ROM for all of these, as well as the text "VERY GOOD", "EXCELLENT", and "SUPER PLAYER!" I've never seen any of this text, though I'm not very good at the game in the first place, so...

You get to see those enemies hatching from eggs when you get a Game Over if you have some very high scores (or Yoshi count?), in Game A. At least in the Game Boy version, which is the one I owned back then.

I think I still have pixel drawings of those Bob-omb and Cheep-Cheep trophies somewhere, from when I was little...
nensondubois
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Posted on 05-26-14 02:44:14 AM Link | Quote
All right! I located the code for Marble Madness GBC's lost two-player mode! Controls work for both Blue and Red marbles alike.

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ICEknight
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Posted on 05-31-14 12:41:42 AM (last edited by ICEknight at 05-31-14 01:02:48 AM) Link | Quote
Remember that Golden Axe sequel that was so bad it didn't get released outside Japan? Well, there's something funny about the character select screen.

If you've ever played Golden Axe III, you have seen how Gilius Thunderhead appears as an NPC in the character select screen and the very beginning of the first level.


Also, there's one extra character in the Versus mode that replaces the non-selectable Gilius.

Unlike in the previous screen, once you select your character(s), no lightning falls from the top of the screen and a level selection screen appears.

So what happens when you modify the character value in the single player character selection screen, so it's the extra character's value?


Hop! Gilius changes color and gets selected. Then his sprite gets all garbled when you choose him, using his NPC graphics with some unknown mappings (the birdman's standing frame?).

It's odd that the sprite changes in this case, since they always stay at the same standing frame.

Once in-game, he becomes a garbled mess with the birdman's control set.


I have a suspicion that Gilius may have been supposed to be playable at one point, probably before the bird enemy was made playable in the Versus mode, but it may be just me.
Rick
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Posted on 05-31-14 06:07:27 PM Link | Quote
Or that perhaps the Birdman fellow was unlockable at some point for single player too? My vote's for that theory.

Though in a weird thing, you can actually modify the characters to play as any enemy or boss, though their sprites won't load correctly for a lot of them, if I recall. It's been a while since I tried to play with it.

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ICEknight
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Posted on 05-31-14 08:49:53 PM (last edited by ICEknight at 05-31-14 09:09:52 PM) Link | Quote
Originally posted by Rick
Or that perhaps the Birdman fellow was unlockable at some point for single player too?
About that, I'm not sure if the Mega Drive video memory has enough space for its graphics + the second player + the on-screen enemies.

EDIT: Also, a completely different character might have been in that place. Where does that yellow palette come from?
usr_share
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Posted on 06-01-14 04:34:54 PM (last edited by usr_share at 06-01-14 04:36:41 PM) Link | Quote
Originally posted by Kazinsal
While digging around trying to trace a couple routines in Freelancer.exe, I found... bible references?



"In the beginning, the Earth was without form and void." is the first line from the intro to the first Civilization game.

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Fuzn
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Posted on 06-02-14 08:44:10 PM Link | Quote
This could be in the other topic, yes, but I tried to rip things out of the 1994 DOS version of Raptor: Call of the Shadows via GGD. My methods weren't any good since palette information is stored in some other manner. But right below the Cygnus Studios logo, is this image, under one of GGD's standard palettes.



I'm not sure if it's japanese or chinese. I also don't know if this game even had international releases!
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Posted on 06-02-14 10:01:17 PM Link | Quote
That's Chinese.

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Joe
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Posted on 06-02-14 10:51:32 PM Link | Quote
Originally posted by Fuzn
I'm not sure if it's japanese or chinese.
Chinese (traditional). It looks like it might be a dialect used in Taiwan, but I'm not sure.


聲明啓事

任何未經授權之重製ヽ修改ヽ公開
展示本遊戲軟體全部或其中之任何
部份皆嚴格禁止,任何前述行為及
敎唆或幫助他人從事以上行為者皆
須擔負民事賠償責任及刑責任。

艾生資訊股份有限公司 敬啓



Translation: "piracy is illegal yo"

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ふにゃあ。
Fuzn
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Posted on 06-02-14 11:49:37 PM Link | Quote
That's so strange. I checked the only other major version of the game I know of and have, and it's even present in the Shareware version, though I suspect that the Shareware version of Raptor was just a cut down version of the full game.



Also managed to track down it's palette. Yeah, Raptor was a very dark game.
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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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