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Foxhack
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Posted on 10-11-19 11:22:05 PM Link | Quote
Originally posted by iniche
If anyone's interested, the ROMs to all the games in the Contra and Castlevania Anniversary Collections have been extracted. Don't know if this was already known before.
Only 1 game is identical MD5 when compared to the No-Intro information.

Presumably they've all been modified to remove the Nintendo copyrights.

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sammyrms1
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Posted on 11-18-19 08:59:28 PM (last edited by sammyrms1 at 11-18-19 09:01:20 PM) Link | Quote
While I was playing Azur Lane on the bus, I accidentally triggered a debug log during gameplay:


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Foxhack
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Posted on 02-15-20 04:33:04 AM (last edited by Foxhack at 02-15-20 04:33:39 AM) Link | Quote
satsu, the person behind the Eien no Filena fan translation, posted some unused text in his Twitter.

https://twitter.com/satsuargh/status/1228562203785084928

This will disappear in 2 weeks so uh, someone please add it. There's some comments about this in his account.

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rabidabid
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Posted on 02-15-20 01:56:15 PM Link | Quote
I dropped it in the internet archive fwiw

http://web.archive.org/web/20200215155404/https://pastebin.com/eQAVhsuH
Dwedit
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Posted on 03-01-20 03:47:24 AM (last edited by Dwedit at 03-01-20 04:52:32 AM) Link | Quote
I managed to find something really weird in the NES version of Family Feud.

This is not properly decoded yet (probably some kind of RLE), and I don't have the correct palette.




EDIT: Figured out how to get the real image to appear. Stick a breakpoint at A307, change register A to 0x13.
You get this:



Now I need to figure out if there's a way to trigger this in-game.

EDIT: No way to trigger it normally in game, but you can see it on your own NES with a game genie: LPLKYY (Replaces Title Screen)


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Foxhack
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Posted on 04-21-20 01:18:41 AM Link | Quote
I was poking around the Sega CD version of Sherlock Holmes Consulting Detective Volume 1, trying to find credits, and apparently the text for the game is just... there, in the \TEXT\ folder (it's encoded with binary data in between but can be opened in a text editor.)

There's a line in TINHOLMES.TXT that says the following:

"This young man has never done an honest days work in his life (sic), and was irresponsible for CDTV Sherlock

P.S. Hello mum!"

I have no idea if this is used, but it's definitely someone at ICOM Simulations making fun of themselves. I could find no other site that documents this, other than one site that has a text dump for some reason.

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JillCrungus
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Posted on 05-04-20 11:10:55 AM Link | Quote
I've been digging around TimeSplitters Future Perfect and stumbled across something that's kind of funny.

The TS games don't really use traditional "button cheats" that are entered as sequences on a controller, as all the cheats are unlocks you get through challenges and such.

However! TSFP has one button cheat in it that still works to unlock everything. (technically it has more, but they'd require patches to make them work and I think they're only there to unlock different categories of things individually. The one I'm talking about would theoretically work on an untouched, retail console copy of TSFP.)

The code is very obviously a debugging leftover as it shows this message in the top left screen when it's entered:

(The cheat is a toggle between unlocking everything and unlocking nothing. Entering it again will lock everything and show the same message with 0 instead of 1)

So how come no one has ever found it?

Well, that's because it'd basically require TAS-level inputs to enter it due to an oversight(?) in the way the cheat inputs are processed. Every frame it checks if you are pressing something and if you are it puts your input into a buffer. If the last X buttons in the buffer match the buttons needed to activate a cheat then it does so.

The problem comes from the fact that the function that puts inputs into that buffer is called every frame with no duplication checking. This means that if you hold a button down for more than one frame, then it'll be entered into the buffer for however many frames you held it. This means that without frame-perfect inputs, the button cheat is almost impossible to enter.
rabidabid
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Posted on 05-07-20 05:01:05 PM Link | Quote
^That's incredible. I actually made a thread on here several years ago about potential TimeSplitters cheats. Free Radical's old website actually hinted at their existence.

http://jul.rustedlogic.net/thread.php?id=13270

Shame it's almost impossible to enter. Maybe it's less broken on PS2/Xbox?
JillCrungus
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Posted on 05-09-20 08:47:18 PM (last edited by JillCrungus at 05-09-20 08:51:30 PM) Link | Quote
Originally posted by rabidabid
^That's incredible. I actually made a thread on here several years ago about potential TimeSplitters cheats. Free Radical's old website actually hinted at their existence.

http://jul.rustedlogic.net/thread.php?id=13270

Shame it's almost impossible to enter. Maybe it's less broken on PS2/Xbox?


I tested on my Xbox copy and wasn't able to enter the cheat, I'm assuming it'll be the same on PS2.

I believe all 3 ports of the game were developed simultaneously so I doubt the code will be any different. Most of the differences that exist between versions would be performance/rendering/platform-specific stuff.

The only difference would be that apparently the Xbox version received a small update. I have no idea if my copy has that update or not, it's entirely possible that they could have fixed the button codes in that version assuming that my copy is 1.0 and not 1.1
Rick
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Posted on 07-06-20 12:54:48 AM Link | Quote
I don't think it's anything at all, but I was peeking around Holy Diver's graphics a bit and in the 4th level boss' graphic set, there's some crudely drawn numbers from 1-8 kicking around.

Don't really have a pic to post quite yet, but I'm guessing it's simply just some quick numbers or dev notes or something to help assemble the boss or animate it or something.

Didn't see anything unused otherwise on a quick pass, but I'd love to see someone poke around the game a bit. :O

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ExitDoor62
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Posted on 12-14-20 11:25:48 AM (last edited by ExitDoor62 at 12-14-20 12:25:25 PM) Link | Quote
Not sure whether to make a new thread, but...

So a while back, I posted about some weird stuff in Evolution Worlds' data, such as music from the first game's dungeons which were all cut from the Gamecube port. But I recently found something even more interesting.
The Gamecube port removed various cutscenes from the first game, as well as a few areas. However, in the data, there exist dubbed voice clips for those scenes and areas! Even for the NPCs!

Keep in mind, in the first game there was no voice acting outside of battles and what little there was wasn't dubbed. While I haven't checked the JP version, the fact that they'd have to voice act the first game (as well as redo the second, I believe) as well as the very existence of these dub clips imply that they do exist. This seems to be a smoking gun to the possibility that the first game wasn't meant to be cut down as hard as it ended up being.

I will likely make a page in due time.
Peardian

  
Magikoopa

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Posted on 12-17-20 10:39:38 PM Link | Quote
Noticed something in Paper Mario: The Thousand-Year Door. The model for Goombas and Bob-ombs have a lot of extra polygons in the feet, arranged in a curved pattern that seems to follow the contour of the feet. It's not as many as you'd expect for animation, so I'm thinking it was meant to be for some kind of scrapped vertex lighting. Maybe they were going to try and imitate Paper Mario 64's lighting effect?

Also, a number of character models have reference images built into their character model, disabled. Professor Frankly is an example, and his reference has slightly different colors in some places.

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Hiccup
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Posted on 05-26-21 01:04:36 PM Link | Quote
Originally posted by dbg_01
resident evil revelations e3 2011 demo decrypted romfs
https://mega.co.nz/#!6R0CWKwT!LFqyFiYcLl5yrBSDyeO6S4WKIsm-1FOCgIWw-OlY3Qc

I hope you will help to find interesting things inside


script seems very similar to the final https://mega.co.nz/#!XQ9BjAjB!AXHHSMGd3Ob7QspUbWopxxqXjjyRdccKQU8xkmaP6Ow

Does anybody have a mirror of this, or know how to contact dbg_01?

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Peardian

  
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Posted on 07-28-21 07:58:55 PM Link | Quote
More discoveries in Thousand-Year Door! The map models also contain hidden meshes from when the maps were constructed. You can actually see most (but not all) of these hidden meshes on noclip.website if you toggle the "Enable Other Root Nodes" option on applicable maps. There's even an early version of the cutscene-quality Glitzville!

Some of the meshes I suspect are the shadow meshes, used to calculate intersections with the characters' shadow cylinders. However, in the case of Mario's House, this mesh not only has vertex colors, but also a few textured parts, including an unused texture.

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Bill Cipher fan

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Posted on 07-28-21 08:55:37 PM Link | Quote
Hey! i like the thousand year door, i did not know that the map had that, what do i look for?

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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

35 database queries, 4 query cache hits.
Query execution time:  0.120806 seconds
Script execution time:  0.024362 seconds
Total render time:  0.145168 seconds


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line 519 column 112 - Warning: <img> lacks "alt" attribute
line 519 column 162 - Warning: <img> lacks "alt" attribute
line 520 column 11 - Warning: <img> lacks "alt" attribute
line 530 column 15 - Warning: <img> lacks "alt" attribute
line 537 column 437 - Warning: <img> lacks "alt" attribute
line 542 column 1587 - Warning: <img> lacks "alt" attribute
line 552 column 22 - Warning: <img> lacks "alt" attribute
line 552 column 63 - Warning: <img> lacks "alt" attribute
line 552 column 112 - Warning: <img> lacks "alt" attribute
line 552 column 162 - Warning: <img> lacks "alt" attribute
line 563 column 15 - Warning: <img> lacks "alt" attribute
line 584 column 17 - Warning: <img> lacks "alt" attribute
line 585 column 23 - Warning: <img> lacks "alt" attribute
line 585 column 64 - Warning: <img> lacks "alt" attribute
line 585 column 112 - Warning: <img> lacks "alt" attribute
line 585 column 162 - Warning: <img> lacks "alt" attribute
line 586 column 11 - Warning: <img> lacks "alt" attribute
line 596 column 15 - Warning: <img> lacks "alt" attribute
line 603 column 437 - Warning: <img> lacks "alt" attribute
line 608 column 1606 - Warning: <img> lacks "alt" attribute
line 617 column 11 - Warning: <img> lacks "alt" attribute
line 618 column 22 - Warning: <img> lacks "alt" attribute
line 618 column 63 - Warning: <img> lacks "alt" attribute
line 618 column 112 - Warning: <img> lacks "alt" attribute
line 618 column 162 - Warning: <img> lacks "alt" attribute
line 619 column 11 - Warning: <img> lacks "alt" attribute
line 629 column 15 - Warning: <img> lacks "alt" attribute
line 645 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 645 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 645 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 654 column 25 - Warning: <img> lacks "alt" attribute
line 659 column 267 - Warning: <img> lacks "alt" attribute
line 537 column 363 - Warning: trimming empty <font>
line 603 column 363 - Warning: trimming empty <font>
line 639 column 17 - Warning: trimming empty <tr>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 205 column 27 - Warning: <nobr> is not approved by W3C
line 233 column 27 - Warning: <nobr> is not approved by W3C
line 263 column 27 - Warning: <nobr> is not approved by W3C
line 291 column 27 - Warning: <nobr> is not approved by W3C
line 332 column 27 - Warning: <nobr> is not approved by W3C
line 366 column 27 - Warning: <nobr> is not approved by W3C
line 406 column 27 - Warning: <nobr> is not approved by W3C
line 436 column 27 - Warning: <nobr> is not approved by W3C
line 472 column 27 - Warning: <nobr> is not approved by W3C
line 502 column 27 - Warning: <nobr> is not approved by W3C
line 535 column 27 - Warning: <nobr> is not approved by W3C
line 541 column 1239 - Warning: <td> proprietary attribute "background"
line 568 column 27 - Warning: <nobr> is not approved by W3C
line 601 column 27 - Warning: <nobr> is not approved by W3C
line 607 column 1258 - Warning: <td> proprietary attribute "background"
line 634 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 280 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md