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Hiccup
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Posted on 04-21-15 04:17:11 PM (last edited by Hiccup at 04-24-15 09:35:07 AM) Link | Quote
Hmm. Which ROM is it from?

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Posted on 04-24-15 07:05:07 PM Link | Quote
Originally posted by Hiccup
Hmm. Which ROM is it from?

private dump
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Posted on 04-24-15 07:09:31 PM (last edited by Foxhack at 04-24-15 08:35:25 PM) Link | Quote
Yar's Revenge on PC has a whole lot of leftover development text (WWise audio creation logs), a QA build date, and unused 360/PS3 controller icons.

The game doesn't recognize if a 360 pad is plugged in so it doesn't use the icons. Whoever coded this port was probably drunk. They can't even get the launcher to save the game's settings...

Edit:
... huh.

tr "PLAY ORIGINAL (1981)"="Original spielen (1981)"
tr "Play the original game from 1981"="Spiel das Originalspiel aus dem Jahr 1981."


This is... not in the final game. Hm...

Edit 2:
There's chunks of the source code in the executable. And the last 240 bytes are filled with "PADDINGXXPADDING", repeated 15 times. Ha ha.

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Hiccup
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Posted on 04-25-15 08:01:16 AM Link | Quote
Originally posted by dbg_01
Originally posted by Hiccup
Hmm. Which ROM is it from?

private dump

Is it of mercenaries, or of a prototype of revelations?

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divingkataetheweirdo

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Posted on 04-25-15 09:21:32 AM (last edited by divingkataetheweirdo at 04-25-15 09:24:14 AM) Link | Quote
Originally posted by Foxhack
There's chunks of the source code in the executable. And the last 240 bytes are filled with "PADDINGXXPADDING", repeated 15 times. Ha ha.

I wonder what those pieces of code do. "PADDINGXXPADDING", on the other hand, is a common string found in a good number of programs compiled with Microsoft's compilers.

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Posted on 04-25-15 11:20:55 AM Link | Quote
Originally posted by Hiccup
Originally posted by dbg_01
Originally posted by Hiccup
Hmm. Which ROM is it from?

private dump

Is it of mercenaries, or of a prototype of revelations?

no, it's a dump from demo card, to download a demo from mercenaries visits another link, which is also in the topic
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Posted on 04-25-15 12:23:56 PM (last edited by Hiccup at 04-25-15 12:26:23 PM) Link | Quote
Nice. Do you mind uploading the original ROM, and say how it was dumped and post a photo of the back and front of the cart? (for preservation purposes).

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Posted on 04-25-15 02:14:51 PM Link | Quote
I have no plans upload a full dump. Photos will be soon.
Anyway, now it seems to me that it was quite late demo, or game was already done in 2011. many files are the same as in the final version.

I still can not properly display graphics (
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Posted on 04-25-15 04:46:07 PM Link | Quote
Okay. If you have made a dump, could you say what dumping tool you used and post the CRC32?

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Posted on 04-25-15 04:54:38 PM Link | Quote
Originally posted by divingkataetheweirdo
Originally posted by Foxhack
There's chunks of the source code in the executable. And the last 240 bytes are filled with "PADDINGXXPADDING", repeated 15 times. Ha ha.

I wonder what those pieces of code do. "PADDINGXXPADDING", on the other hand, is a common string found in a good number of programs compiled with Microsoft's compilers.

I'm currently trying to dump the text to a readable format, but copying directly from a hex editor is a pain, since my text editor doesn't recognize line breaks if they're pasted from it. I intend to upload the source to the site (in a zip file) later on.

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Posted on 04-26-15 01:17:45 AM Link | Quote
Originally posted by dbg_01
I have no plans upload a full dump.

until a reasonable time, right?
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Posted on 04-26-15 09:03:27 AM Link | Quote
If it is an issue with hosting, I'm sure people (inc. me) can help with that.

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Posted on 04-26-15 09:16:12 AM Link | Quote
Originally posted by Hiccup
If it is an issue with hosting, I'm sure people (inc. me) can help with that.

How about you drop the subject. If he wants to give out the rom, he'll do so. Stop hounding him.

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Posted on 04-26-15 11:28:34 AM (last edited by Hiccup at 04-29-15 09:45:23 AM) Link | Quote
Originally posted by einstein95
Originally posted by Hiccup
If it is an issue with hosting, I'm sure people (inc. me) can help with that.

How about you drop the subject. If he wants to give out the rom, he'll do so. Stop hounding him.

I'm not hounding him. I considered saying "I doesn't matter too much, as he posted the RomFS", but I decided to say this instead.

EDIT: (16:57 GMT+1)

I was really offering to host it. I'll try to keep my requests/etc to a minimum, especially as I think I have covered all bases.

EDIT: (17:02 GMT+1)

@dbg_01
Do what you want, its your cart.

EDIT: (29/04/2015 11:30 GMT+1)
Doesn't mean I don't want you to upload photos, the dump method and a CRC32 of the dump. If that's okay.

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Posted on 04-29-15 06:47:38 AM (last edited by *67 at 04-29-15 06:49:51 AM) Link | Quote



Split-screen bug is still alive and well in Namco Museum Vol. 1 (1995).

I find this quizzical because even earlier ports of Pac-Man fix this. I know they were fixing it by at least 1984, because the NES version merely loops the last few levels to avoid it. But Namco Museum Volume 1 was made in 1995...

Key differences in comparison to the original arcade version: You can't play this level at all. It kicks you out to Pac-Man's boot-up sequence, then to Pac-Man's title screen. But the game refuses to acknowledge any of your input, meaning an entire reset of your Playstation is in order. Even in 1995, this thing was messing up machines.

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Posted on 04-29-15 10:55:37 AM (last edited by einstein95 at 04-29-15 11:10:15 AM) Link | Quote
Originally posted by *67
Split-screen bug is still alive and well in Namco Museum Vol. 1 (1995).

I find this quizzical because even earlier ports of Pac-Man fix this. I know they were fixing it by at least 1984, because the NES version merely loops the last few levels to avoid it. But Namco Museum Volume 1 was made in 1995...

Key differences in comparison to the original arcade version: You can't play this level at all. It kicks you out to Pac-Man's boot-up sequence, then to Pac-Man's title screen. But the game refuses to acknowledge any of your input, meaning an entire reset of your Playstation is in order. Even in 1995, this thing was messing up machines.

Decided to have a look and see how it's stored, and it's just a compiled PSX EXE file for Pac-Man. Interestingly enough, at the start of the data (0x800) there's "Programed by HUGIE/ひゅぎぃ". Fair amount of debug text at 0x178E too.

No programmer credit in Galaga, but it has more debug text. Same with Rally-X, New Rally-X, Pole Position and Toy Pop although that one seems similar to Pac-Man.

Bosconian has "1981 1995 NAMCO LTD. Reprogrammed by Chikara YOSHIDA." at 0x800 and some debug text.

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Posted on 04-29-15 12:10:40 PM Link | Quote
Originally posted by *67
I find this quizzical because even earlier ports of Pac-Man fix this. I know they were fixing it by at least 1984, because the NES version merely loops the last few levels to avoid it. But Namco Museum Volume 1 was made in 1995...

It really depends on whether or not a given port is based on/emulates the original arcade code. The NES version, for example, was rewritten from scratch, and thus does not have the bug (and even if it did, it wouldn't have the same behavior, thanks to the completely different hardware and memory layout). The PSX version, on the other hand, is probably an enhanced emulator of sorts, running the original Z80 program code for the game logic and new code for video and sound. It looks to me like it's using the original code to draw the sprites, dots, and scores, and then overlaying its own version of the maze and bottom status area on top of that (hence why the corruption appears behind the maze and keys).

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Posted on 04-29-15 09:04:26 PM (last edited by thefanman at 04-30-15 02:38:17 AM) Link | Quote
Static analysis obviously doesn't tell all:



I can't get the JP version to work, but the EU version works fine (use circle to select, X to exit). It's almost enableable in the JP version, but one master flag is never written. The code for the input sequence is still there and the sequence was a gymnastical:
Hold Down + Triangle + R1 + L2
Press Start + L1

Stuff that, here's the GS codes.
Press L1 to activate while in play
Original JP (SCPS-10029)
D0076F28 0004
30076EE8 0005

EU (SCES-00866)
D006D68C 0004
3006D678 0005

Down + Triangle + R1 + L2 seems to also allow some sort of super turbo mode enabled though in the JP version. It looks exactly like the emulators frame rate limiter has been turned off, but it's all the games work. Pressing select toggles it. The mode is still in the EU version, but the 'keys are held' flag isn't written anymore so you have to GS it.
30076BC8 0001 (JP)
3006D561 0001 (EU)

Starts at normal speed, turbo mode is toggled at 0:21
https://www.youtube.com/watch?v=jhki2xXztkE
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Posted on 04-30-15 03:03:33 AM (last edited by *67 at 04-30-15 03:18:54 AM) Link | Quote

Originally posted by einstein95
Interestingly enough, at the start of the data (0x800) there's "Programed by HUGIE/ひゅぎぃ". Fair amount of debug text at 0x178E too.

No programmer credit in Galaga, but it has more debug text. Same with Rally-X, New Rally-X, Pole Position and Toy Pop although that one seems similar to Pac-Man.

Bosconian has "1981 1995 NAMCO LTD. Reprogrammed by Chikara YOSHIDA." at 0x800 and some debug text.
I'm not sure about the HUGIE credit, and exactly what he did. Keep in mind that Pac-Man can be set to two different modes: one for normal play, and another where you flip the television sideways so you can play at the original arcade ratio. Maybe it had something to do with that? But then again, maybe that's not why he got credit, since Galaga can also be set to the original ratio too and nobody got credit for that.

Also, as for "debug text", you miiight be referring to text that shows up in the accessible boot-up menus for each game, which can be enabled from the dipswitch menu and then accessed by simply starting the game. The text for these looks incredibly similar to a debug menu, since that's pretty much what they are. I'll have to look and see what you're talking about specifically when I get the chance, though.
Originally posted by BMF54123
The PSX version, on the other hand, is probably an enhanced emulator of sorts, running the original Z80 program code for the game logic and new code for video and sound.
From what I can gather, you're most likely right. The audio for every game in the compilation are recorded versions stored in a PSX format and are easily extracted with the likes of PSound, and the graphics are also stored in a PSX format extractable by PSicture. Meanwhile, einstein95 mentioned that "it's just a compiled PSX EXE file for Pac-Man," so you're probably right about what you said.

Also, if I can diverge for a phat minute, there's been this oddity in the game's lobby that has been bugging me since about 1996, and now I'm finally able to figure out why it looks so weird. Take a look at the beer behind the counter:


It seems as if the texture is displayed incorrectly. Here is it when extracted.


Up until I actually got to see the texture itself, I actually thought those jugs of wine were little cakes topped with cherries.

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Posted on 04-30-15 07:09:57 AM (last edited by einstein95 at 04-30-15 07:10:25 AM) Link | Quote
Originally posted by *67
Also, as for "debug text", you miiight be referring to text that shows up in the accessible boot-up menus for each game, which can be enabled from the dipswitch menu and then accessed by simply starting the game. The text for these looks incredibly similar to a debug menu, since that's pretty much what they are. I'll have to look and see what you're talking about specifically when I get the chance, though.

No no, this is quite different (as I'm familiar with arcade test menus and the like). The text is more like what would be written to a terminal attached to the emulator or dev console. The notable difference is that the text is lowercase, and is in a different location (the test menu/ROM/RAM tests are in uppercase and at the end of the EXE files).

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Rusted Logic

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