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Foxhack
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Posted on 05-17-15 05:38:09 PM (last edited by Foxhack at 05-17-15 05:38:47 PM) Link | Quote
Are you sure they're not stored at a different sample rate? I usually get slowed down / sped up sounds while looking at PS1 games with PSound because I set the sample rate incorrectly. It's not uncommon for games to do that to save space at the cost of a slight quality loss.

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FMecha
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Posted on 05-21-15 03:45:49 PM Link | Quote
Originally posted by shagia
Currently venturing through Gran Turismo 3's audio files, aaaaaand there's a lot of slowed down / pitched down drum samples, guitar notes / slides, and plenty of other instruments that I'm preeeetty sure I've never heard while playing this game. A lot of the samples / loops actually fade out at the end like the Car RPM sounds.

I personally thought the game uses recorded music but it looks like the music is 'live' or this might have been just cut content, currently not sure....

anyway here's some sped up examples:

some sick ass (poorly looped) breaks

some loop that sounds like it came from rob base & dj ez rock's it takes two

another drum loop

a crash sample i swear i've heard before

a 'pad' sound, not sure if it's correctly cleaned since I've never heard it before

two of the menu sounds from the game which are not cut (not sure about the second one)

and some music that plays at the start of a race that was already properly pitched

There's also a piano piece that I'm also sure didn't make it in the game.


I asked Xenn over GTPlanet over this, and says that those are left overs from Gran Turismo 2000 demo (and many GT3 demos that used the GT2000 music).
shagia
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Posted on 05-21-15 06:10:54 PM (last edited by shagia at 05-21-15 06:12:42 PM) Link | Quote
_
Originally posted by Foxhack
Are you sure they're not stored at a different sample rate? I usually get slowed down / sped up sounds while looking at PS1 games with PSound because I set the sample rate incorrectly. It's not uncommon for games to do that to save space at the cost of a slight quality loss.


I'm very new to this, so you could be right. I haven't checked if forcing the sample rate something else would help but after looking through GT3, I've also noticed the same kind of thing with a few other games like Midnight Club: Street Racing.

Originally posted by FMecha
I asked Xenn over GTPlanet over this, and says that those are left overs from Gran Turismo 2000 demo (and many GT3 demos that used the GT2000 music).

Ahhh okay, I absolutely forgot about GT2000's state in the game. I might add this to the GT3 TCRF page then and re-extract (and compare with the GT2000 iso) all the leftover audio files with the right sample rate since no one has made any section about that. Thank you!

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Fuzn
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Posted on 05-22-15 01:22:29 AM Link | Quote
That reminds me that the original GT has a few unused sounds in it. Some extra engine sounds that don't sound like part of any of the usual sets, and a few more impact noises, along with I think are massively different menu sounds.
Zeek
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Posted on 05-24-15 10:25:05 PM Link | Quote
Life is Strange Episode 3 has three leftover videos. They're natively .bik format, but I've re-encoded them as AVI files so someone doesn't have to go and install RAD Video Tools. If you want to play LiS, or haven't finished Episode 3 yet, there's some [significant?] spoilers in these.


BIK_Intro_E3
-Video for the opening sequence. Max is outside the dorm, and then moves right next to the plaque that describes the dedication to the dorms. There's some firefly models being rendered as pink cubes later on.

BIK_E3_1A_Insertion3
-Same case as above. Probably rendered just for the above video, but split instead of joined to it (the other intro videos have this section joined to them).

BIK_E3_9A_DarkRoom
-An unused ending. It's a continuation of the bender ending cinematics. Models aren't shaded correctly, and there's a placeholder model in the person's hand.



I can upload the original BIK encoded files if wanted. Else, the files are located under:

...\Steam\steamapps\common\Life Is Strange\LifeIsStrangeGame\Build\PCConsole\DLC\Episode03\LifeIsStrangeGame\Content\Packages\DLC\Episode03\Movies
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Posted on 05-29-15 12:20:24 PM Link | Quote
Played the DKC Competition cart (well, a repro) at Fanime last week, and I goofed off a little after winning and discovered that the Rambi glitch that can be performed in the first level works very differently. For one, the glitch "activates", but doesn't become visible until the X button is pressed, and only then will Rambi turn into Donkey/Diddy. The barrel throwing animation plays at this point, then afterwards, if X is pressed again, the glitch apparently ends. Also of note is how Diddy doesn't freeze the game if the glitch is activated while playing him. I'm guessing that because this is a special build of the game (and probably one made before DKC was finalized, iirc), either the coding responsible for the more game-breaking facets of this glitch was either removed or yet to have been implemented.

Literal screenshot showing glitch!Diddy at the checkpoint

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Hiccup
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Posted on 05-29-15 01:55:06 PM Link | Quote
On the topic of the DKC Comp cart, BMF wrote on the lost levels forum, that DKC has unused Super Metroid graphics. And the DKC Comp cart has even more, despite seeming to be most similar to USA Rev 2 of the normal version. None of this is on DKC's page.

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AndyNPC
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Posted on 05-30-15 03:46:14 AM Link | Quote
I was messing around with Pac-Man 2: The New Adventures looking for a mood modifier code so I could experiment with interactions where certain moods aren't normally possible to have. The code I came up with is 7E02C0XX where XX is between 00 and 0F, higher values crash the game. Literally the first thing I tried was amazing:
https://www.youtube.com/watch?v=Yt18mx_Lwik

Shooting Lucy with slingshot while Pac-Man is crazy (mood 0F, normally not possible to have in Lucy's house since Pac-Man ignores the door) causes him to pick her up like she was a quest item. He'll keep doing this in an endless loop so long as his mood is still crazy. Also since crazy Pac-Man ignores all objects he'll just walk off the right side of the screen if you leave him alone and eventually fall off the level (which uses the hang glider death jingle for some reason).
MUGEN-tan
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Posted on 05-30-15 11:50:51 AM Link | Quote
Yes, you're right. That shit was amazing. Would love to see more.
AndyNPC
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Posted on 05-30-15 06:37:32 PM Link | Quote
I went through most of the other areas, and unfortunately it seems like Pac-Man just acts like if he had a neutral mood in all the other places where he can't be crazy. He'll ignore triggers that are done by looking at or shooting something, but all the normal walk-past triggers still happen when he's crazy. The action segments and final boss also don't have any differences no matter what mood Pac-Man is in.
So I'm guessing that means that interactions have a default they use unless Pac-Man is in certain applicable moods. That might mean that Pac-Man picking up Lucy isn't purely a glitch, since all other moods have Pac-Man getting angry at the player when she is shot.
ICEknight
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Posted on 05-30-15 10:51:09 PM Link | Quote
It would be [even more] hilarious if they specifically programmed that in as a joke.
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Posted on 05-31-15 12:18:51 AM Link | Quote
That was rather amazing.
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Posted on 05-31-15 03:34:30 PM Link | Quote
Post #5213 ยท Sun, 2015 May 31, 12:34:30
Originally posted by Foxhack
Are you sure they're not stored at a different sample rate? I usually get slowed down / sped up sounds while looking at PS1 games with PSound because I set the sample rate incorrectly. It's not uncommon for games to do that to save space at the cost of a slight quality loss.

Mario 64 even re-uses the same sound file played at different sample rates for different effects. For example, Boo's laugh and Bowser's laugh are the same. Probably Banjo-Kazooie does this a lot too. Any time you find sound samples at an unusual pitch, it's probably just played at a different sample rate in-game.

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Ehm
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Posted on 05-31-15 03:47:25 PM Link | Quote
Originally posted by Rena
Probably Banjo-Kazooie does this a lot too.
Grant Kirkhope's gone on record saying that certain samples used for Banjo's voice were slowed down and reused for some enemies.
AndyNPC
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Posted on 06-01-15 01:51:45 AM Link | Quote
I played around with the mood code some more and found that it doesn't always crash after 0F. Around 14 the behaviors for the tutorial start. There's different mood variations for all of Pac-Man's tutorial behaviors, thought this rarely has any effect other than changing his walk animation. X0 - X3 usually always cause a crash. X4 - XF will usually give a mood flavor, matching the same mood order in 0X.

7E02C0XX is always either 00 or 02 during the tutorial, so I'm pretty sure these higher moods are just the game pulling arbitrary code. These don't really count as anything unused, but they can still cause some pretty zany things to happen when Pac-Man tries to interact with something. D8 in particular has been pretty fun:
https://www.youtube.com/watch?v=866SLfW2MXQ
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Posted on 06-01-15 06:51:37 AM (last edited by einstein95 at 06-01-15 07:04:52 AM) Link | Quote
The Last Airbender for DS contains a logo for a Wii game that was binned by THQ 2 years prior
https://twitter.com/huskypants/status/604678703868542976
https://tcrf.net/The_Last_Airbender_(Nintendo_DS)

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KingMike
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Posted on 06-04-15 02:20:33 PM Link | Quote
Is it just me or does Image Fight for the Famicom have a different palette than the NES version?
The version of FCEUX I have doesn't seem to want to run the Japanese version, so I took the screens with Nestopia, though Japanese and US games SHOULD be using the same palette.

Japanese version has reds that were seemed to be changed to orange on the NES. (sprites such as the player ship, bullets and the speed icon)
Also, the fight seems to have moved from space to the ocean.




Also, when beginning a stage the Japanese version has an additional image.


Also, only the NES version also allows you to hold the shoot button for auto-fire.
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Posted on 06-06-15 10:12:13 PM Link | Quote
KLayout v3.1
After messing with the pointers in Dr. Robotnik's Mean Bean Machine, this sorta happened.

Note that I couldn't find the Scroll A High mapdata in the pointers (yet), but it gives a good idea of what it should look like.
Not shown, but the mapdata for the 1P VS 2P mode from Puyo Puyo is still in the ROM.

The palette data is probably there as well, but I haven't checked yet.
---
As a bonus, the Lesson Mode text is now displayed properly.




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Pokemonprime
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Posted on 06-07-15 05:53:14 AM Link | Quote
I've found 2 files, called "RenegadeDebugInstaller.zip" and "RenegadeDebugInstaller2.zip" respectively here. http://ftp.games.skynet.be/pub/ftp.ea.com/westwood/ I can only assume they're debugging tools for C&C Renegade. And poking around a bit I've found 2 more files that might be of interest. "GeneralsMPTest-101.exe" and "GeneralsMPTest-102.exe" I'll dry and poke around these files and report back if I find anything of interest.
Foxhack
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Posted on 06-07-15 02:48:43 PM Link | Quote
Originally posted by Pokemonprime
I've found 2 files, called "RenegadeDebugInstaller.zip" and "RenegadeDebugInstaller2.zip" respectively here. http://ftp.games.skynet.be/pub/ftp.ea.com/westwood/ I can only assume they're debugging tools for C&C Renegade. And poking around a bit I've found 2 more files that might be of interest. "GeneralsMPTest-101.exe" and "GeneralsMPTest-102.exe" I'll dry and poke around these files and report back if I find anything of interest.


http://www.renegadeforums.com/pdf.php?th=7096&

Looks like those Renegade files are alternate installers for people who couldn't get the proper setup to run.

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