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| Jul - The Cutting Room Floor - Weird Discoveries |
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| Pages: 1 2 3 4 5 6 7 8 9 10 ... 75 76 77 78 79 80 81 82 83 84 | Next newer thread | Next older thread |
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Foxhack Member Level: 43 Posts: 600/618 EXP: 530780 For next: 34266 Since: 04-17-12 From: Mexicali, Mexico Since last post: 1 day Last activity: 5 hours |
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| 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 User Level: 7 Posts: 10/10 EXP: 923 For next: 525 Since: 03-24-13 Since last post: 64 days Last activity: 120 days |
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Originally posted by shagia 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). |
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shagia 70 ![]() ![]() ![]() Level: 13 ![]() Posts: 60/77 EXP: 8288 For next: 1979 Since: 02-24-15 From: Oakland, CA Since last post: 4 days Last activity: 2 days |
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Fuzn Member Level: 18 ![]() Posts: 81/81 EXP: 29279 For next: 618 Since: 02-23-11 Since last post: 64 days Last activity: 4 hours |
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| 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. |
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Zeek Member Level: 12 ![]() Posts: 32/32 EXP: 7751 For next: 170 Since: 07-17-10 Since last post: 61 days Last activity: 13 days |
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| 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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Gabu Star Mario Shiny Pokemon up the wazoo Level: 151 Posts: 9463/9467 EXP: 42959519 For next: 336957 Since: 08-10-09 From: Santa Cruisin' USA Since last post: 17 days Last activity: 21 hours |
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Hiccup Member Disgustingly Naive Smartass Level: 43 Posts: 482/516 EXP: 556945 For next: 8101 Since: 05-19-09 Since last post: 1 day Last activity: 2 hours |
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| 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. -------------------- New Super Mario Bros Beta Replica |
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AndyNPC Random nobody Level: 4 Posts: 1/3 EXP: 169 For next: 110 Since: 08-24-12 Since last post: 54 days Last activity: 17 days |
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| 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). |
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AndyNPC Random nobody Level: 4 Posts: 2/3 EXP: 169 For next: 110 Since: 08-24-12 Since last post: 54 days Last activity: 17 days |
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| 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. |
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Rena Star Mario Fennel Level: 122 ![]() Posts: 5213/5217 EXP: 20378871 For next: 259142 Since: 07-22-07 From: RSP Segment 6 Since last post: 29 days Last activity: 1 day |
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Post #5213 · Sun, 2015 May 31, 12:34:30 Originally posted by Foxhack 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 Member Level: 42 ![]() Posts: 485/494 EXP: 518773 For next: 2589 Since: 06-13-09 From: Canada Since last post: 20 days Last activity: 3 days |
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Originally posted by RenaGrant Kirkhope's gone on record saying that certain samples used for Banjo's voice were slowed down and reused for some enemies. |
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AndyNPC Random nobody Level: 4 Posts: 3/3 EXP: 169 For next: 110 Since: 08-24-12 Since last post: 54 days Last activity: 17 days |
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| 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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einstein95 Member Level: 26 Posts: 203/217 EXP: 92382 For next: 9893 Since: 04-11-13 Since last post: 1 day Last activity: 23 hours |
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| 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) -------------------- Sometimes I English very well but sometimes no. |
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KingMike User Level: 9 Posts: 19/21 EXP: 2733 For next: 429 Since: 05-09-13 Since last post: 34 days Last activity: 8 hours |
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| 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. ![]()
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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. |
Schezo![]() Meteor Level: 56 ![]() Posts: 1402/1411 EXP: 1392199 For next: 5977 Since: 09-03-13 From: ??? Since last post: 10 days Last activity: 23 hours |
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Pokemonprime Random nobody Level: 1 Posts: 1/1 EXP: 6 For next: 5 Since: 06-07-15 Since last post: 48 days Last activity: 48 days |
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| 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. |
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Foxhack Member Level: 43 Posts: 603/618 EXP: 530780 For next: 34266 Since: 04-17-12 From: Mexicali, Mexico Since last post: 1 day Last activity: 5 hours |
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Originally posted by Pokemonprime 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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| Jul - The Cutting Room Floor - Weird Discoveries |
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Acmlmboard - 07/23/2013 b378.03
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